From 55c6ca48e7f7b441b0518bb458586cef1b19f2d8 Mon Sep 17 00:00:00 2001 From: Adel Date: Fri, 9 Jan 2026 12:09:46 +0500 Subject: [PATCH 01/11] Added some translation to Arm --- 2DGAMELIB/_2DGAMELIB/ObjExtensions.cs | 2 +- .../BodyPartClasses/{腕人.cs => Arm人.cs} | 6 +- .../BodyPartClasses/{腕獣.cs => Arm獣.cs} | 6 +- .../SlaveMatrix/BodyPartClasses/Arm翼獣.cs | 13 + .../SlaveMatrix/BodyPartClasses/Arm翼鳥.cs | 13 + .../BodyPartClasses/ConnectionInfo.cs | 38 +- .../BodyPartClasses/{下腕.cs => LowerArm.cs} | 2 +- .../{下腕D.cs => LowerArmD.cs} | 2 +- .../{下腕_人.cs => LowerArm_人.cs} | 92 +- .../{下腕_人D.cs => LowerArm_人D.cs} | 18 +- .../{下腕_獣.cs => LowerArm_獣.cs} | 58 +- .../{下腕_獣D.cs => LowerArm_獣D.cs} | 10 +- .../{下腕_蝙.cs => LowerArm_蝙.cs} | 74 +- .../{下腕_蝙D.cs => LowerArm_蝙D.cs} | 12 +- .../{下腕_蹄.cs => LowerArm_蹄.cs} | 54 +- .../{下腕_蹄D.cs => LowerArm_蹄D.cs} | 10 +- .../{下腕_鳥.cs => LowerArm_鳥.cs} | 76 +- .../{下腕_鳥D.cs => LowerArm_鳥D.cs} | 12 +- .../SlaveMatrix/BodyPartClasses/Shoulder.cs | 12 +- .../SlaveMatrix/BodyPartClasses/ShoulderD.cs | 8 +- .../SlaveMatrix/BodyPartClasses/UpperArm.cs | 7 + .../SlaveMatrix/BodyPartClasses/UpperArmD.cs | 15 + .../{上腕_人.cs => UpperArm_人.cs} | 60 +- .../{上腕_人D.cs => UpperArm_人D.cs} | 14 +- .../{上腕_獣.cs => UpperArm_獣.cs} | 60 +- .../{上腕_獣D.cs => UpperArm_獣D.cs} | 14 +- .../{上腕_蝙.cs => UpperArm_蝙.cs} | 76 +- .../{上腕_蝙D.cs => UpperArm_蝙D.cs} | 14 +- .../{上腕_蹄.cs => UpperArm_蹄.cs} | 54 +- .../{上腕_蹄D.cs => UpperArm_蹄D.cs} | 14 +- .../{上腕_鳥.cs => UpperArm_鳥.cs} | 72 +- .../{上腕_鳥D.cs => UpperArm_鳥D.cs} | 16 +- .../SlaveMatrix/BodyPartClasses/ペニス処理.cs | 98 +- .../SlaveMatrix/BodyPartClasses/上腕.cs | 7 - .../SlaveMatrix/BodyPartClasses/上腕D.cs | 15 - .../SlaveMatrix/BodyPartClasses/交配.cs | 112 +- .../SlaveMatrix/BodyPartClasses/四足脇.cs | 14 +- .../SlaveMatrix/BodyPartClasses/四足脇D.cs | 8 +- .../SlaveMatrix/BodyPartClasses/手_蝙.cs | 4 +- .../SlaveMatrix/BodyPartClasses/獣LowerArm.cs | 6 + .../{獣下腕D.cs => 獣LowerArmD.cs} | 2 +- .../SlaveMatrix/BodyPartClasses/獣UpperArm.cs | 6 + .../{翼上腕D.cs => 獣UpperArmD.cs} | 2 +- .../SlaveMatrix/BodyPartClasses/獣上腕.cs | 6 - .../SlaveMatrix/BodyPartClasses/獣下腕.cs | 6 - .../{翼上腕.cs => 翼LowerArm.cs} | 2 +- .../{翼下腕D.cs => 翼LowerArmD.cs} | 2 +- .../{翼下腕.cs => 翼UpperArm.cs} | 2 +- .../{獣上腕D.cs => 翼UpperArmD.cs} | 2 +- .../SlaveMatrix/BodyPartClasses/翼獣.cs | 4 +- .../SlaveMatrix/BodyPartClasses/翼鳥.cs | 4 +- .../SlaveMatrix/BodyPartClasses/腕翼獣.cs | 13 - .../SlaveMatrix/BodyPartClasses/腕翼鳥.cs | 13 - .../SlaveMatrix/BodyPartClasses/蝙通常.cs | 14 +- .../SlaveMatrix/BodyPartClasses/蝙隣接.cs | 10 +- .../SlaveMatrix/BodyPartClasses/触手_犬.cs | 1788 ++++++++--------- .../SlaveMatrix/BodyPartClasses/触手_犬D.cs | 132 +- .../SlaveMatrix/BodyPartClasses/飛膜_先.cs | 90 +- .../SlaveMatrix/BodyPartClasses/飛膜_根.cs | 46 +- SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs | 722 +++---- SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs | 8 +- SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs | 38 +- .../SlaveMatrix/GameClasses/Reactions.cs | 470 ++--- .../GameClasses/SpeciesDefaults.cs | 1210 ++++++----- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 48 +- .../SlaveMatrix/GameClasses/TrainingUI.cs | 2 +- 66 files changed, 2919 insertions(+), 2921 deletions(-) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{腕人.cs => Arm人.cs} (50%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{腕獣.cs => Arm獣.cs} (51%) create mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼獣.cs create mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼鳥.cs rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕.cs => LowerArm.cs} (79%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕D.cs => LowerArmD.cs} (86%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_人.cs => LowerArm_人.cs} (99%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_人D.cs => LowerArm_人D.cs} (96%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_獣.cs => LowerArm_獣.cs} (92%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_獣D.cs => LowerArm_獣D.cs} (79%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_蝙.cs => LowerArm_蝙.cs} (92%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_蝙D.cs => LowerArm_蝙D.cs} (81%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_蹄.cs => LowerArm_蹄.cs} (76%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_蹄D.cs => LowerArm_蹄D.cs} (62%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_鳥.cs => LowerArm_鳥.cs} (97%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{下腕_鳥D.cs => LowerArm_鳥D.cs} (94%) create mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm.cs create mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArmD.cs rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_人.cs => UpperArm_人.cs} (99%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_人D.cs => UpperArm_人D.cs} (96%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_獣.cs => UpperArm_獣.cs} (86%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_獣D.cs => UpperArm_獣D.cs} (63%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_蝙.cs => UpperArm_蝙.cs} (84%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_蝙D.cs => UpperArm_蝙D.cs} (65%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_蹄.cs => UpperArm_蹄.cs} (74%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_蹄D.cs => UpperArm_蹄D.cs} (50%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_鳥.cs => UpperArm_鳥.cs} (87%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{上腕_鳥D.cs => UpperArm_鳥D.cs} (70%) delete mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕.cs delete mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕D.cs create mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArm.cs rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{獣下腕D.cs => 獣LowerArmD.cs} (63%) create mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArm.cs rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{翼上腕D.cs => 獣UpperArmD.cs} (63%) delete mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕.cs delete mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕.cs rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{翼上腕.cs => 翼LowerArm.cs} (68%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{翼下腕D.cs => 翼LowerArmD.cs} (63%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{翼下腕.cs => 翼UpperArm.cs} (68%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{獣上腕D.cs => 翼UpperArmD.cs} (63%) delete mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼獣.cs delete mode 100644 SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼鳥.cs diff --git a/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs b/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs index 710860e..a0b6b05 100644 --- a/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs +++ b/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs @@ -18,7 +18,7 @@ namespace _2DGAMELIB ["後髪1"] = "BackHair1", ["横髪"] = "SideHair", ["脚"] = "Leg", - //["腕"] = "Arm" + ["腕"] = "Arm", ["肩"] = "Shoulder", ["胸"] = "Chest", //["乳房"] = "Breast", diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm人.cs similarity index 50% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/腕人.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm人.cs index a422aeb..236e3f1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm人.cs @@ -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; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm獣.cs similarity index 51% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/腕獣.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm獣.cs index d5e0459..4a3a30e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm獣.cs @@ -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; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼獣.cs new file mode 100644 index 0000000..686a117 --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼獣.cs @@ -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; + } +} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼鳥.cs new file mode 100644 index 0000000..f4a639f --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Arm翼鳥.cs @@ -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; + } +} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs index e25bca7..f971fcf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs @@ -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, @@ -366,7 +366,7 @@ 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, + 四足脇_UpperArm_接続, 四足胴_腰_接続, 四足胴_肌_接続, 四足胴_翼左_接続, diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm.cs similarity index 79% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm.cs index 075ce24..a3a0ea5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm.cs @@ -1,6 +1,6 @@ namespace SlaveMatrix { - public class 下腕 : Ele + public class LowerArm : Ele { public Ele[] 手_接続; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArmD.cs similarity index 86% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArmD.cs index d6d4670..a3ae824 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArmD.cs @@ -4,7 +4,7 @@ using System.Collections.Generic; namespace SlaveMatrix { [Serializable] - public class 下腕D : EleD + public class LowerArmD : EleD { public List 手_接続 = new List(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs similarity index 99% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_人.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs index 2aaaf36..5d5e1af 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs @@ -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; @@ -4459,11 +4459,11 @@ namespace SlaveMatrix { 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(本体, 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(本体, 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(本体, X0Y0_LowerArm, 2); public JointS 鎖1_接続点 => new JointS(本体, 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 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, 体配色 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"]); + 本体 = new Difs(Sta.腕左["LowerArm"]); Pars pars = 本体[0][0]; - X0Y0_下腕 = pars["下腕"].ToPar(); + X0Y0_LowerArm = pars["下腕"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar(); X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar(); @@ -4877,7 +4877,7 @@ namespace SlaveMatrix 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); @@ -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); @@ -5462,7 +5462,7 @@ namespace SlaveMatrix public override void SetRestraintAngle() { double num = (右 ? (-1.0) : 1.0); - X0Y0_下腕.AngleBase = num * 130.0; + X0Y0_LowerArm.AngleBase = num * 130.0; 本体.JoinPAall(); } @@ -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(); @@ -5704,7 +5704,7 @@ namespace SlaveMatrix private void 配色N0(体配色 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); @@ -5808,7 +5808,7 @@ namespace SlaveMatrix private void 配色T0(体配色 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); @@ -5912,7 +5912,7 @@ namespace SlaveMatrix private void 配色T1(体配色 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); @@ -6016,7 +6016,7 @@ namespace SlaveMatrix private void 配色B0(体配色 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); @@ -6120,7 +6120,7 @@ namespace SlaveMatrix private void 配色BT0(体配色 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); @@ -6224,7 +6224,7 @@ namespace SlaveMatrix private void 配色BT1(体配色 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); @@ -6328,7 +6328,7 @@ namespace SlaveMatrix private void 配色L0(体配色 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); @@ -6432,7 +6432,7 @@ namespace SlaveMatrix private void 配色LT0(体配色 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); @@ -6536,7 +6536,7 @@ namespace SlaveMatrix private void 配色LT1(体配色 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs similarity index 96% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_人D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs index 107467f..9909b9f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs @@ -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 外腕_接続 = new List(); + public List OuterArm_接続 = new List(); public List 虫鎌_接続 = new List(); - 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) { - 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); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs similarity index 92% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_獣.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs index 5a56bae..098f533 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs @@ -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; @@ -411,11 +411,11 @@ namespace SlaveMatrix { 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(本体, X0Y0_LowerArm, 2); public JointS 鎖1_接続点 => new JointS(本体, 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 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, 体配色 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]); + Dif dif = new Dif(Sta.腕左["四足LowerArm"][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(); + X0Y0_LowerArm = pars["下腕"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar(); X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar(); @@ -505,7 +505,7 @@ namespace SlaveMatrix 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); @@ -582,7 +582,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_下腕.AngleBase = num * 133.0; + X0Y0_LowerArm.AngleBase = num * 133.0; 本体.JoinPAall(); } @@ -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(); @@ -638,7 +638,7 @@ namespace SlaveMatrix private void 配色N0(体配色 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); @@ -658,7 +658,7 @@ namespace SlaveMatrix private void 配色T0(体配色 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); @@ -678,7 +678,7 @@ namespace SlaveMatrix private void 配色T1(体配色 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs similarity index 79% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_獣D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs index d6de871..31cd436 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs @@ -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) { - 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); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs similarity index 92% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蝙.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs index 6520030..b6b3364 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs @@ -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; @@ -491,11 +491,11 @@ namespace SlaveMatrix { 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(本体, 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(本体, 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2_接続点 => new JointS(本体, 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, 体配色 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"]); + 本体 = new Difs(Sta.腕左["獣翼LowerArm"]); Pars pars = 本体[0][0]; - X0Y0_獣翼下腕 = pars["獣翼下腕"].ToPar(); + X0Y0_獣翼LowerArm = pars["獣翼下腕"].ToPar(); Pars pars2 = pars["鱗"].ToPars(); X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar(); X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar(); @@ -613,7 +613,7 @@ namespace SlaveMatrix 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); @@ -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; + X0Y0_獣翼LowerArm.AngleBase = num * -322.0; 本体.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(); @@ -793,7 +793,7 @@ namespace SlaveMatrix private void 配色N0(体配色 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); @@ -817,7 +817,7 @@ namespace SlaveMatrix private void 配色T0(体配色 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); @@ -841,7 +841,7 @@ namespace SlaveMatrix private void 配色T1(体配色 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蝙D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs similarity index 81% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蝙D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs index 945cd3f..a22da36 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蝙D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs @@ -5,9 +5,9 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 下腕_蝙D : 翼下腕D + public class LowerArm_蝙D : 翼LowerArmD { - public bool 獣翼下腕_表示 = true; + public bool 獣翼LowerArm_表示 = true; public bool 竜性_鱗1_表示; @@ -57,7 +57,7 @@ namespace SlaveMatrix public List 腕輪_接続 = new List(); - public 下腕_蝙D() + public LowerArm_蝙D() { ThisType = GetType(); } @@ -66,19 +66,19 @@ namespace SlaveMatrix { 手_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.下腕_蝙_手_接続; + e.接続情報 = ConnectionInfo.LowerArm_蝙_手_接続; } public void 腕輪接続(EleD e) { 腕輪_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.下腕_蝙_腕輪_接続; + e.接続情報 = ConnectionInfo.LowerArm_蝙_腕輪_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 下腕_蝙(DisUnit, 配色指定, 体配色, Med, this); + return new LowerArm_蝙(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs similarity index 76% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蹄.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs index 654d321..443f28a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs @@ -3,21 +3,21 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class 下腕_蹄 : 獣下腕 + public class LowerArm_蹄 : 獣LowerArm { - public Par X0Y0_下腕; + public Par X0Y0_LowerArm; public Par X0Y0_筋肉_筋肉下; public Par X0Y0_筋肉_筋肉上; - public ColorD 下腕CD; + public ColorD LowerArmCD; public ColorD 筋肉_筋肉下CD; public ColorD 筋肉_筋肉上CD; - public ColorP X0Y0_下腕CP; + public ColorP X0Y0_LowerArmCP; public ColorP X0Y0_筋肉_筋肉下CP; @@ -61,16 +61,16 @@ namespace SlaveMatrix } } - public bool 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; } } @@ -104,11 +104,11 @@ 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; } @@ -118,11 +118,11 @@ namespace SlaveMatrix { 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; } @@ -132,26 +132,26 @@ namespace SlaveMatrix { get { - return X0Y0_下腕.OP[右 ? 4 : 0].Outline; + return X0Y0_LowerArm.OP[右 ? 4 : 0].Outline; } set { - X0Y0_下腕.OP[右 ? 4 : 0].Outline = value; + X0Y0_LowerArm.OP[右 ? 4 : 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(本体, X0Y0_LowerArm, 2); - public 下腕_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下腕_蹄D e) + public LowerArm_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_蹄D e) { - 下腕_蹄 下腕_蹄2 = this; + LowerArm_蹄 LowerArm_蹄2 = this; ThisType = GetType(); - Dif dif = new Dif(Sta.腕左["四足下腕"][1]); + Dif dif = new Dif(Sta.腕左["四足LowerArm"][1]); 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(); + X0Y0_LowerArm = pars["下腕"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar(); X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar(); @@ -180,7 +180,7 @@ namespace SlaveMatrix 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; 欠損 = e.欠損; @@ -196,15 +196,15 @@ 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_蹄2; - f.ConnectionType = ConnectionInfo.下腕_蹄_手_接続; - f.接続(下腕_蹄2.手_接続点); + f.Par = LowerArm_蹄2; + f.ConnectionType = ConnectionInfo.LowerArm_蹄_手_接続; + f.接続(LowerArm_蹄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); 濃度 = e.濃度; @@ -213,13 +213,13 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_下腕.AngleBase = num * 160.0; + X0Y0_LowerArm.AngleBase = num * 160.0; 本体.JoinPAall(); } 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(); } @@ -231,7 +231,7 @@ namespace SlaveMatrix private void 配色N0(体配色 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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蹄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs similarity index 62% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蹄D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs index ab22f42..a80cf0c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_蹄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs @@ -4,15 +4,15 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 下腕_蹄D : 獣下腕D + public class LowerArm_蹄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; public bool 筋肉_筋肉上_表示; - public 下腕_蹄D() + public LowerArm_蹄D() { ThisType = GetType(); } @@ -21,12 +21,12 @@ namespace SlaveMatrix { 手_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.下腕_蹄_手_接続; + e.接続情報 = ConnectionInfo.LowerArm_蹄_手_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 下腕_蹄(DisUnit, 配色指定, 体配色, Med, this); + return new LowerArm_蹄(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs similarity index 97% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_鳥.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs index d949b1d..d51fc69 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs @@ -3,9 +3,9 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class 下腕_鳥 : 翼下腕 + public class LowerArm_鳥 : 翼LowerArm { - public Par X0Y0_鳥翼下腕; + public Par X0Y0_鳥翼LowerArm; public Par X0Y0_風切羽_羽15; @@ -123,7 +123,7 @@ namespace SlaveMatrix public Par X0Y0_腕輪_金具右; - public ColorD 鳥翼下腕CD; + public ColorD 鳥翼LowerArmCD; public ColorD 風切羽_羽15CD; @@ -241,7 +241,7 @@ namespace SlaveMatrix public ColorD 腕輪_金具右CD; - public ColorP X0Y0_鳥翼下腕CP; + public ColorP X0Y0_鳥翼LowerArmCP; public ColorP X0Y0_風切羽_羽15CP; @@ -398,16 +398,16 @@ namespace SlaveMatrix } } - public bool 鳥翼下腕_表示 + public bool 鳥翼LowerArm_表示 { get { - return X0Y0_鳥翼下腕.Dra; + return X0Y0_鳥翼LowerArm.Dra; } set { - X0Y0_鳥翼下腕.Dra = value; - X0Y0_鳥翼下腕.Hit = value; + X0Y0_鳥翼LowerArm.Dra = value; + X0Y0_鳥翼LowerArm.Hit = value; } } @@ -1199,11 +1199,11 @@ namespace SlaveMatrix { get { - return 鳥翼下腕_表示; + return 鳥翼LowerArm_表示; } set { - 鳥翼下腕_表示 = value; + 鳥翼LowerArm_表示 = value; 風切羽_羽15_表示 = value; 風切羽_羽14_表示 = value; 風切羽_羽13_表示 = value; @@ -1270,11 +1270,11 @@ namespace SlaveMatrix { get { - return 鳥翼下腕CD.不透明度; + return 鳥翼LowerArmCD.不透明度; } set { - 鳥翼下腕CD.不透明度 = value; + 鳥翼LowerArmCD.不透明度 = value; 風切羽_羽15CD.不透明度 = value; 風切羽_羽14CD.不透明度 = value; 風切羽_羽13CD.不透明度 = value; @@ -1342,7 +1342,7 @@ namespace SlaveMatrix { double num = value.Inverse(); double num2 = (右 ? (-1.0) : 1.0); - X0Y0_鳥翼下腕.AngleCont = num2 * 120.0 * num; + X0Y0_鳥翼LowerArm.AngleCont = num2 * 120.0 * num; X0Y0_風切羽_羽1.AngleCont = num2 * -95.0 * num; X0Y0_風切羽_羽2.AngleCont = num2 * -92.6666666666667 * num; X0Y0_風切羽_羽3.AngleCont = num2 * -90.3333333333333 * num; @@ -1411,17 +1411,17 @@ namespace SlaveMatrix } } - public bool 下腕_外線 + public bool LowerArm_外線 { get { - return X0Y0_鳥翼下腕.OP[(!右) ? 1 : 2].Outline; + return X0Y0_鳥翼LowerArm.OP[(!右) ? 1 : 2].Outline; } set { - X0Y0_鳥翼下腕.OP[(!右) ? 1 : 2].Outline = value; - X0Y0_鳥翼下腕.OP[右 ? 1 : 2].Outline = value; - X0Y0_鳥翼下腕.OP[(!右) ? 3 : 0].Outline = value; + X0Y0_鳥翼LowerArm.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_鳥翼LowerArm.OP[右 ? 1 : 2].Outline = value; + X0Y0_鳥翼LowerArm.OP[(!右) ? 3 : 0].Outline = value; } } @@ -2059,29 +2059,29 @@ namespace SlaveMatrix { get { - return X0Y0_鳥翼下腕.OP[右 ? 3 : 0].Outline; + return X0Y0_鳥翼LowerArm.OP[右 ? 3 : 0].Outline; } set { - X0Y0_鳥翼下腕.OP[右 ? 3 : 0].Outline = value; + X0Y0_鳥翼LowerArm.OP[右 ? 3 : 0].Outline = value; } } - public JointS 手_接続点 => new JointS(本体, X0Y0_鳥翼下腕, 15); + public JointS 手_接続点 => new JointS(本体, X0Y0_鳥翼LowerArm, 15); - public JointS 小雨覆_接続点 => new JointS(本体, X0Y0_鳥翼下腕, 29); + public JointS 小雨覆_接続点 => new JointS(本体, X0Y0_鳥翼LowerArm, 29); public JointS 鎖1_接続点 => new JointS(本体, 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 下腕_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下腕_鳥D e) + public LowerArm_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_鳥D e) { - 下腕_鳥 下腕_鳥2 = this; + LowerArm_鳥 LowerArm_鳥2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["鳥翼下腕"]); + 本体 = new Difs(Sta.腕左["鳥翼LowerArm"]); Pars pars = 本体[0][0]; - X0Y0_鳥翼下腕 = pars["鳥翼下腕"].ToPar(); + X0Y0_鳥翼LowerArm = pars["鳥翼下腕"].ToPar(); Pars pars2 = pars["風切羽"].ToPars(); X0Y0_風切羽_羽15 = pars2["羽15"].ToPar(); X0Y0_風切羽_羽14 = pars2["羽14"].ToPar(); @@ -2171,7 +2171,7 @@ namespace SlaveMatrix 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; - 鳥翼下腕_表示 = e.鳥翼下腕_表示; + 鳥翼LowerArm_表示 = e.鳥翼LowerArm_表示; 風切羽_羽15_表示 = e.風切羽_羽15_表示; 風切羽_羽14_表示 = e.風切羽_羽14_表示; 風切羽_羽13_表示 = e.風切羽_羽13_表示; @@ -2233,7 +2233,7 @@ namespace SlaveMatrix 腕輪表示 = e.腕輪表示; 展開 = e.展開; シャープ = e.シャープ; - 下腕_外線 = e.下腕_外線; + LowerArm_外線 = e.LowerArm_外線; 小雨覆_外線 = e.小雨覆_外線; 中雨覆羽_羽1_外線 = e.中雨覆羽_羽1_外線; 中雨覆羽_羽2_外線 = e.中雨覆羽_羽2_外線; @@ -2290,15 +2290,15 @@ 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_鳥2; - f.ConnectionType = ConnectionInfo.下腕_鳥_手_接続; - f.接続(下腕_鳥2.手_接続点); + f.Par = LowerArm_鳥2; + f.ConnectionType = ConnectionInfo.LowerArm_鳥_手_接続; + f.接続(LowerArm_鳥2.手_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_鳥翼下腕CP = new ColorP(X0Y0_鳥翼下腕, 鳥翼下腕CD, DisUnit, abj: true); + X0Y0_鳥翼LowerArmCP = new ColorP(X0Y0_鳥翼LowerArm, 鳥翼LowerArmCD, DisUnit, abj: true); X0Y0_風切羽_羽15CP = new ColorP(X0Y0_風切羽_羽15, 風切羽_羽15CD, DisUnit, abj: true); X0Y0_風切羽_羽14CP = new ColorP(X0Y0_風切羽_羽14, 風切羽_羽14CD, DisUnit, abj: true); X0Y0_風切羽_羽13CP = new ColorP(X0Y0_風切羽_羽13, 風切羽_羽13CD, DisUnit, abj: true); @@ -2374,7 +2374,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_鳥翼下腕.AngleBase = num * -341.0; + X0Y0_鳥翼LowerArm.AngleBase = num * -341.0; X0Y0_風切羽_羽1.AngleBase = num * -72.3455557531598; X0Y0_風切羽_羽2.AngleBase = num * -76.3455557531598; X0Y0_風切羽_羽3.AngleBase = num * -79.3455557531599; @@ -2422,7 +2422,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - Are.Draw(X0Y0_鳥翼下腕); + Are.Draw(X0Y0_鳥翼LowerArm); Are.Draw(X0Y0_風切羽_羽15); Are.Draw(X0Y0_風切羽_羽14); Are.Draw(X0Y0_風切羽_羽13); @@ -2499,7 +2499,7 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_鳥翼下腕CP.Update(); + X0Y0_鳥翼LowerArmCP.Update(); X0Y0_風切羽_羽15CP.Update(); X0Y0_風切羽_羽14CP.Update(); X0Y0_風切羽_羽13CP.Update(); @@ -2583,7 +2583,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 鳥翼下腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + 鳥翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 風切羽_羽15CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽14CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽13CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -2646,7 +2646,7 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 鳥翼下腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + 鳥翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 風切羽_羽15CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 風切羽_羽14CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽13CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -2709,7 +2709,7 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 鳥翼下腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + 鳥翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 風切羽_羽15CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽14CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 風切羽_羽13CD = new ColorD(ref Col.Black, ref 体配色.羽1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs similarity index 94% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_鳥D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs index a5fffab..cef21c9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下腕_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs @@ -4,9 +4,9 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 下腕_鳥D : 翼下腕D + public class LowerArm_鳥D : 翼LowerArmD { - public bool 鳥翼下腕_表示 = true; + public bool 鳥翼LowerArm_表示 = true; public bool 風切羽_羽15_表示 = true; @@ -130,7 +130,7 @@ namespace SlaveMatrix public double シャープ; - public bool 下腕_外線; + public bool LowerArm_外線; public bool 小雨覆_外線; @@ -220,7 +220,7 @@ namespace SlaveMatrix public bool 鎖表示; - public 下腕_鳥D() + public LowerArm_鳥D() { ThisType = GetType(); } @@ -229,12 +229,12 @@ namespace SlaveMatrix { 手_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.下腕_鳥_手_接続; + e.接続情報 = ConnectionInfo.LowerArm_鳥_手_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 下腕_鳥(DisUnit, 配色指定, 体配色, Med, this); + return new LowerArm_鳥(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs index e5152b6..5fa582d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs @@ -75,7 +75,7 @@ namespace SlaveMatrix public スタンプW 鞭痕; - public Ele[] 上腕_接続; + public Ele[] UpperArm_接続; public override bool 欠損 { @@ -305,7 +305,7 @@ namespace SlaveMatrix } } - public JointS 上腕_接続点 => new JointS(本体, X0Y0_Shoulder_Shoulder, 1); + public JointS UpperArm_接続点 => new JointS(本体, X0Y0_Shoulder_Shoulder, 1); public Shoulder(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ShoulderD e) { @@ -369,15 +369,15 @@ namespace SlaveMatrix { 表示 = false; } - if (e.上腕_接続.Count > 0) + if (e.UpperArm_接続.Count > 0) { Ele f; - 上腕_接続 = e.上腕_接続.Select(delegate(EleD g) + UpperArm_接続 = e.UpperArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = Shoulder2; - f.ConnectionType = ConnectionInfo.Shoulder_上腕_接続; - f.接続(Shoulder2.上腕_接続点); + f.ConnectionType = ConnectionInfo.Shoulder_UpperArm_接続; + f.接続(Shoulder2.UpperArm_接続点); return f; }).ToArray(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs index 56a5ee7..e494f9f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs @@ -29,18 +29,18 @@ namespace SlaveMatrix public bool Shoulder_ナース_表示; - public List 上腕_接続 = new List(); + public List UpperArm_接続 = new List(); public ShoulderD() { ThisType = GetType(); } - public void 上腕接続(EleD e) + public void UpperArm接続(EleD e) { - 上腕_接続.Add(e); + UpperArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.Shoulder_上腕_接続; + e.接続情報 = ConnectionInfo.Shoulder_UpperArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm.cs new file mode 100644 index 0000000..2ab6755 --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm.cs @@ -0,0 +1,7 @@ +namespace SlaveMatrix +{ + public class UpperArm : Ele + { + public Ele[] LowerArm_接続; + } +} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArmD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArmD.cs new file mode 100644 index 0000000..7450619 --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArmD.cs @@ -0,0 +1,15 @@ +using System; +using System.Collections.Generic; + +namespace SlaveMatrix +{ + [Serializable] + public class UpperArmD : EleD + { + public List LowerArm_接続 = new List(); + + public virtual void LowerArm接続(EleD e) + { + } + } +} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs similarity index 99% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_人.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs index 38b16b2..923581d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs @@ -3,11 +3,11 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class 上腕_人 : 上腕 + public class UpperArm_人 : UpperArm { public Par X0Y0_筋肉上; - public Par X0Y0_上腕; + public Par X0Y0_UpperArm; public Par X0Y0_筋肉下; @@ -233,7 +233,7 @@ namespace SlaveMatrix public ColorD 筋肉上CD; - public ColorD 上腕CD; + public ColorD UpperArmCD; public ColorD 筋肉下CD; @@ -383,7 +383,7 @@ namespace SlaveMatrix public ColorP X0Y0_筋肉上CP; - public ColorP X0Y0_上腕CP; + public ColorP X0Y0_UpperArmCP; public ColorP X0Y0_筋肉下CP; @@ -701,16 +701,16 @@ namespace SlaveMatrix } } - public bool 上腕_表示 + public bool UpperArm_表示 { get { - return X0Y0_上腕.Dra; + return X0Y0_UpperArm.Dra; } set { - X0Y0_上腕.Dra = value; - X0Y0_上腕.Hit = value; + X0Y0_UpperArm.Dra = value; + X0Y0_UpperArm.Hit = value; } } @@ -3168,7 +3168,7 @@ namespace SlaveMatrix set { 筋肉上_表示 = value; - 上腕_表示 = value; + UpperArm_表示 = value; 虫性_虫腕_表示 = value; 虫性_筋肉下_表示 = value; 筋肉下_表示 = value; @@ -3292,7 +3292,7 @@ namespace SlaveMatrix set { 筋肉上CD.不透明度 = value; - 上腕CD.不透明度 = value; + UpperArmCD.不透明度 = value; 虫性_虫腕CD.不透明度 = value; 虫性_筋肉下CD.不透明度 = value; 筋肉下CD.不透明度 = value; @@ -3373,11 +3373,11 @@ namespace SlaveMatrix { get { - return X0Y0_上腕.OP[(!右) ? 1 : 2].Outline; + return X0Y0_UpperArm.OP[(!右) ? 1 : 2].Outline; } set { - X0Y0_上腕.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_UpperArm.OP[(!右) ? 1 : 2].Outline = value; X0Y0_虫性_虫腕.OP[右 ? 1 : 4].Outline = value; X0Y0_獣性_獣毛1.OP[右 ? 3 : 7].Outline = value; X0Y0_グローブ_通常_グローブ.OP[(!右) ? 1 : 2].Outline = value; @@ -3441,16 +3441,16 @@ namespace SlaveMatrix } } - public JointS 下腕_接続点 => new JointS(本体, X0Y0_上腕, 1); + public JointS LowerArm_接続点 => new JointS(本体, X0Y0_UpperArm, 1); - public 上腕_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上腕_人D e) + public UpperArm_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_人D e) { - 上腕_人 上腕_人2 = this; + UpperArm_人 UpperArm_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["上腕"]); + 本体 = new Difs(Sta.腕左["UpperArm"]); Pars pars = 本体[0][0]; X0Y0_筋肉上 = pars["筋肉上"].ToPar(); - X0Y0_上腕 = pars["上腕"].ToPar(); + X0Y0_UpperArm = pars["上腕"].ToPar(); X0Y0_筋肉下 = pars["筋肉下"].ToPar(); Pars pars2 = pars["虫性"].ToPars(); X0Y0_虫性_虫腕 = pars2["虫腕"].ToPar(); @@ -3634,7 +3634,7 @@ namespace SlaveMatrix サイズX = e.サイズX; サイズY = e.サイズY; 筋肉上_表示 = e.筋肉上_表示; - 上腕_表示 = e.上腕_表示; + UpperArm_表示 = e.UpperArm_表示; 虫性_虫腕_表示 = e.虫性_虫腕_表示; 虫性_筋肉下_表示 = e.虫性_筋肉下_表示; 筋肉下_表示 = e.筋肉下_表示; @@ -3797,22 +3797,22 @@ namespace SlaveMatrix { 表示 = false; } - if (e.下腕_接続.Count > 0) + if (e.LowerArm_接続.Count > 0) { Ele f; - 下腕_接続 = e.下腕_接続.Select(delegate(EleD g) + LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 上腕_人2; - f.ConnectionType = ConnectionInfo.上腕_人_下腕_接続; - f.接続(上腕_人2.下腕_接続点); + f.Par = UpperArm_人2; + f.ConnectionType = ConnectionInfo.UpperArm_人_LowerArm_接続; + f.接続(UpperArm_人2.LowerArm_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, 筋肉上CD, DisUnit, abj: false); - X0Y0_上腕CP = new ColorP(X0Y0_上腕, 上腕CD, DisUnit, abj: true); + X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true); X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, 筋肉下CD, DisUnit, abj: false); X0Y0_虫性_虫腕CP = new ColorP(X0Y0_虫性_虫腕, 虫性_虫腕CD, DisUnit, abj: true); X0Y0_虫性_筋肉下CP = new ColorP(X0Y0_虫性_筋肉下, 虫性_筋肉下CD, DisUnit, abj: true); @@ -3932,7 +3932,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { Are.Draw(X0Y0_筋肉上); - Are.Draw(X0Y0_上腕); + Are.Draw(X0Y0_UpperArm); Are.Draw(X0Y0_筋肉下); Are.Draw(X0Y0_紋柄_紋1); Are.Draw(X0Y0_紋柄_紋2); @@ -4045,7 +4045,7 @@ namespace SlaveMatrix public override void SetRestraintAngle() { double num = (右 ? (-1.0) : 1.0); - X0Y0_上腕.AngleBase = num * -30.0; + X0Y0_UpperArm.AngleBase = num * -30.0; 尺度XC = 0.95; 本体.JoinPAall(); } @@ -4071,7 +4071,7 @@ namespace SlaveMatrix public override void 色更新() { X0Y0_筋肉上CP.Update(); - X0Y0_上腕CP.Update(); + X0Y0_UpperArmCP.Update(); X0Y0_虫性_虫腕CP.Update(); X0Y0_虫性_筋肉下CP.Update(); X0Y0_筋肉下CP.Update(); @@ -4207,7 +4207,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 虫性_虫腕CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 虫性_筋肉下CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -4289,7 +4289,7 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 虫性_虫腕CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 虫性_筋肉下CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -4371,7 +4371,7 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 虫性_虫腕CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 虫性_筋肉下CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs similarity index 96% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_人D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs index 352a60b..c6189e1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs @@ -4,11 +4,11 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 上腕_人D : 上腕D + public class UpperArm_人D : UpperArmD { public bool 筋肉上_表示; - public bool 上腕_表示 = true; + public bool UpperArm_表示 = true; public bool 虫性_虫腕_表示; @@ -324,21 +324,21 @@ namespace SlaveMatrix public bool メイル表示; - public 上腕_人D() + public UpperArm_人D() { ThisType = GetType(); } - public override void 下腕接続(EleD e) + public override void LowerArm接続(EleD e) { - 下腕_接続.Add(e); + LowerArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.上腕_人_下腕_接続; + e.接続情報 = ConnectionInfo.UpperArm_人_LowerArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 上腕_人(DisUnit, 配色指定, 体配色, Med, this); + return new UpperArm_人(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs similarity index 86% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_獣.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs index 11ef7f1..33f738e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs @@ -1,13 +1,13 @@ -using System.Linq; using _2DGAMELIB; +using System.Linq; namespace SlaveMatrix { - public class 上腕_獣 : 獣上腕 + public class UpperArm_獣 : 獣UpperArm { public Par X0Y0_筋肉上; - public Par X0Y0_上腕; + public Par X0Y0_UpperArm; public Par X0Y0_筋肉下; @@ -25,7 +25,7 @@ namespace SlaveMatrix public ColorD 筋肉上CD; - public ColorD 上腕CD; + public ColorD UpperArmCD; public ColorD 筋肉下CD; @@ -43,7 +43,7 @@ namespace SlaveMatrix public ColorP X0Y0_筋肉上CP; - public ColorP X0Y0_上腕CP; + public ColorP X0Y0_UpperArmCP; public ColorP X0Y0_筋肉下CP; @@ -110,16 +110,16 @@ namespace SlaveMatrix } } - public bool 上腕_表示 + public bool UpperArm_表示 { get { - return X0Y0_上腕.Dra; + return X0Y0_UpperArm.Dra; } set { - X0Y0_上腕.Dra = value; - X0Y0_上腕.Hit = value; + X0Y0_UpperArm.Dra = value; + X0Y0_UpperArm.Hit = value; } } @@ -223,7 +223,7 @@ namespace SlaveMatrix set { 筋肉上_表示 = value; - 上腕_表示 = value; + UpperArm_表示 = value; 筋肉下_表示 = value; 虎柄_虎1_表示 = value; 虎柄_虎2_表示 = value; @@ -243,7 +243,7 @@ namespace SlaveMatrix set { 筋肉上CD.不透明度 = value; - 上腕CD.不透明度 = value; + UpperArmCD.不透明度 = value; 筋肉下CD.不透明度 = value; 虎柄_虎1CD.不透明度 = value; 虎柄_虎2CD.不透明度 = value; @@ -258,27 +258,27 @@ namespace SlaveMatrix { get { - return X0Y0_上腕.OP[(!右) ? 1 : 6].Outline; + return X0Y0_UpperArm.OP[(!右) ? 1 : 6].Outline; } set { - X0Y0_上腕.OP[(!右) ? 1 : 6].Outline = value; + X0Y0_UpperArm.OP[(!右) ? 1 : 6].Outline = value; } } - public JointS 下腕_接続点 => new JointS(本体, X0Y0_上腕, 1); + public JointS LowerArm_接続点 => new JointS(本体, X0Y0_UpperArm, 1); - public 上腕_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上腕_獣D e) + public UpperArm_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_獣D e) { - 上腕_獣 上腕_獣2 = this; + UpperArm_獣 UpperArm_獣2 = this; ThisType = GetType(); - Dif dif = new Dif(Sta.腕左["四足上腕"][0]); + Dif dif = new Dif(Sta.腕左["四足UpperArm"][0]); 本体 = new Difs(); 本体.Tag = dif.Tag; 本体.Add(dif); Pars pars = 本体[0][0]; X0Y0_筋肉上 = pars["筋肉上"].ToPar(); - X0Y0_上腕 = pars["上腕"].ToPar(); + X0Y0_UpperArm = pars["上腕"].ToPar(); X0Y0_筋肉下 = pars["筋肉下"].ToPar(); Pars pars2 = pars["虎柄"].ToPars(); X0Y0_虎柄_虎1 = pars2["虎1"].ToPar(); @@ -314,7 +314,7 @@ namespace SlaveMatrix サイズX = e.サイズX; サイズY = e.サイズY; 筋肉上_表示 = e.筋肉上_表示; - 上腕_表示 = e.上腕_表示; + UpperArm_表示 = e.UpperArm_表示; 筋肉下_表示 = e.筋肉下_表示; 虎柄_虎1_表示 = e.虎柄_虎1_表示; 虎柄_虎2_表示 = e.虎柄_虎2_表示; @@ -329,22 +329,22 @@ namespace SlaveMatrix { 表示 = false; } - if (e.下腕_接続.Count > 0) + if (e.LowerArm_接続.Count > 0) { Ele f; - 下腕_接続 = e.下腕_接続.Select(delegate(EleD g) + LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 上腕_獣2; - f.ConnectionType = ConnectionInfo.上腕_獣_下腕_接続; - f.接続(上腕_獣2.下腕_接続点); + f.Par = UpperArm_獣2; + f.ConnectionType = ConnectionInfo.UpperArm_獣_LowerArm_接続; + f.接続(UpperArm_獣2.LowerArm_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, 筋肉上CD, DisUnit, abj: false); - X0Y0_上腕CP = new ColorP(X0Y0_上腕, 上腕CD, DisUnit, abj: true); + X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true); X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, 筋肉下CD, DisUnit, abj: false); X0Y0_虎柄_虎1CP = new ColorP(X0Y0_虎柄_虎1, 虎柄_虎1CD, DisUnit, abj: true); X0Y0_虎柄_虎2CP = new ColorP(X0Y0_虎柄_虎2, 虎柄_虎2CD, DisUnit, abj: true); @@ -358,14 +358,14 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_上腕.AngleBase = num * -65.0; + X0Y0_UpperArm.AngleBase = num * -65.0; 本体.JoinPAall(); } public override void 色更新() { X0Y0_筋肉上CP.Update(); - X0Y0_上腕CP.Update(); + X0Y0_UpperArmCP.Update(); X0Y0_筋肉下CP.Update(); X0Y0_虎柄_虎1CP.Update(); X0Y0_虎柄_虎2CP.Update(); @@ -397,7 +397,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 虎柄_虎1CD = new ColorD(ref Col.Black, ref 体配色.刺青); 虎柄_虎2CD = new ColorD(ref Col.Black, ref 体配色.刺青); @@ -410,7 +410,7 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 虎柄_虎1CD = new ColorD(ref Col.Black, ref 体配色.刺青); 虎柄_虎2CD = new ColorD(ref Col.Black, ref 体配色.刺青); @@ -423,7 +423,7 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 虎柄_虎1CD = new ColorD(ref Col.Black, ref 体配色.刺青); 虎柄_虎2CD = new ColorD(ref Col.Black, ref 体配色.刺青); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs similarity index 63% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_獣D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs index 056a489..2615ba7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs @@ -4,11 +4,11 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 上腕_獣D : 獣上腕D + public class UpperArm_獣D : 獣UpperArmD { public bool 筋肉上_表示; - public bool 上腕_表示 = true; + public bool UpperArm_表示 = true; public bool 筋肉下_表示; @@ -24,21 +24,21 @@ namespace SlaveMatrix public bool 竜性_鱗1_表示; - public 上腕_獣D() + public UpperArm_獣D() { ThisType = GetType(); } - public override void 下腕接続(EleD e) + public override void LowerArm接続(EleD e) { - 下腕_接続.Add(e); + LowerArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.上腕_獣_下腕_接続; + e.接続情報 = ConnectionInfo.UpperArm_獣_LowerArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 上腕_獣(DisUnit, 配色指定, 体配色, Med, this); + return new UpperArm_獣(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs similarity index 84% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蝙.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs index 899235d..e4edb27 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs @@ -4,9 +4,9 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class 上腕_蝙 : 翼上腕 + public class UpperArm_蝙 : 翼UpperArm { - public Par X0Y0_獣翼上腕; + public Par X0Y0_獣翼UpperArm; public Par X0Y0_竜性_鱗1; @@ -22,7 +22,7 @@ namespace SlaveMatrix public 飛膜_根 飛膜; - public ColorD 獣翼上腕CD; + public ColorD 獣翼UpperArmCD; public ColorD 竜性_鱗1CD; @@ -36,7 +36,7 @@ namespace SlaveMatrix public ColorD 竜性_鱗6CD; - public ColorP X0Y0_獣翼上腕CP; + public ColorP X0Y0_獣翼UpperArmCP; public ColorP X0Y0_竜性_鱗1CP; @@ -91,16 +91,16 @@ namespace SlaveMatrix } } - public bool 獣翼上腕_表示 + public bool 獣翼UpperArm_表示 { get { - return X0Y0_獣翼上腕.Dra; + return X0Y0_獣翼UpperArm.Dra; } set { - X0Y0_獣翼上腕.Dra = value; - X0Y0_獣翼上腕.Hit = value; + X0Y0_獣翼UpperArm.Dra = value; + X0Y0_獣翼UpperArm.Hit = value; } } @@ -198,11 +198,11 @@ namespace SlaveMatrix { get { - return 獣翼上腕_表示; + return 獣翼UpperArm_表示; } set { - 獣翼上腕_表示 = value; + 獣翼UpperArm_表示 = value; 竜性_鱗1_表示 = value; 竜性_鱗2_表示 = value; 竜性_鱗3_表示 = value; @@ -217,11 +217,11 @@ namespace SlaveMatrix { get { - return 獣翼上腕CD.不透明度; + return 獣翼UpperArmCD.不透明度; } set { - 獣翼上腕CD.不透明度 = value; + 獣翼UpperArmCD.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; @@ -238,7 +238,7 @@ namespace SlaveMatrix { double num = value.Inverse(); double num2 = (右 ? (-1.0) : 1.0); - X0Y0_獣翼上腕.AngleCont = num2 * -68.0 * num; + X0Y0_獣翼UpperArm.AngleCont = num2 * -68.0 * num; } } @@ -246,12 +246,12 @@ namespace SlaveMatrix { get { - return X0Y0_獣翼上腕.OP[右 ? 3 : 0].Outline; + return X0Y0_獣翼UpperArm.OP[右 ? 3 : 0].Outline; } set { - X0Y0_獣翼上腕.OP[右 ? 3 : 0].Outline = value; - X0Y0_獣翼上腕.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_獣翼UpperArm.OP[右 ? 3 : 0].Outline = value; + X0Y0_獣翼UpperArm.OP[(!右) ? 1 : 2].Outline = value; } } @@ -497,25 +497,25 @@ namespace SlaveMatrix { get { - return X0Y0_獣翼上腕.OP[(!右) ? 1 : 2].Outline; + return X0Y0_獣翼UpperArm.OP[(!右) ? 1 : 2].Outline; } set { - X0Y0_獣翼上腕.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_獣翼UpperArm.OP[(!右) ? 1 : 2].Outline = value; } } - public JointS 下腕_接続点 => new JointS(本体, X0Y0_獣翼上腕, 0); + public JointS LowerArm_接続点 => new JointS(本体, X0Y0_獣翼UpperArm, 0); - public 上腕_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上腕_蝙D e) + public UpperArm_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_蝙D e) { - 上腕_蝙 上腕_蝙2 = this; + UpperArm_蝙 UpperArm_蝙2 = this; 飛膜 = new 飛膜_根(DisUnit, 配色指定, 体配色); 飛膜.Par = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["獣翼上腕"]); + 本体 = new Difs(Sta.腕左["獣翼UpperArm"]); Pars pars = 本体[0][0]; - X0Y0_獣翼上腕 = pars["獣翼上腕"].ToPar(); + X0Y0_獣翼UpperArm = pars["獣翼上腕"].ToPar(); Pars pars2 = pars["鱗"].ToPars(); X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar(); X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar(); @@ -548,7 +548,7 @@ namespace SlaveMatrix 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; - 獣翼上腕_表示 = e.獣翼上腕_表示; + 獣翼UpperArm_表示 = e.獣翼UpperArm_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; @@ -566,21 +566,21 @@ namespace SlaveMatrix { 表示 = false; } - if (e.下腕_接続.Count > 0) + if (e.LowerArm_接続.Count > 0) { Ele f; - 下腕_接続 = e.下腕_接続.Select(delegate(EleD g) + LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 上腕_蝙2; - f.ConnectionType = ConnectionInfo.上腕_蝙_下腕_接続; - f.接続(上腕_蝙2.下腕_接続点); + f.Par = UpperArm_蝙2; + f.ConnectionType = ConnectionInfo.UpperArm_蝙_LowerArm_接続; + f.接続(UpperArm_蝙2.LowerArm_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_獣翼上腕CP = new ColorP(X0Y0_獣翼上腕, 獣翼上腕CD, DisUnit, abj: true); + X0Y0_獣翼UpperArmCP = new ColorP(X0Y0_獣翼UpperArm, 獣翼UpperArmCD, 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); @@ -594,7 +594,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_獣翼上腕.AngleBase = num * 0.0; + X0Y0_獣翼UpperArm.AngleBase = num * 0.0; 本体.JoinPAall(); } @@ -604,19 +604,19 @@ namespace SlaveMatrix 飛膜.Dispose(); } - public void 接続(下腕_蝙 下腕, 手_蝙 手, Vector2D 接着点) + public void 接続(LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { - 飛膜.接続(this, 下腕, 手, 接着点); + 飛膜.接続(this, LowerArm, 手, 接着点); } public Vector2D Get飛膜接続点() { - return X0Y0_獣翼上腕.ToGlobal(右 ? X0Y0_獣翼上腕.OP[0].ps[1] : X0Y0_獣翼上腕.OP[3].ps[4]); + return X0Y0_獣翼UpperArm.ToGlobal(右 ? X0Y0_獣翼UpperArm.OP[0].ps[1] : X0Y0_獣翼UpperArm.OP[3].ps[4]); } public override void 色更新() { - X0Y0_獣翼上腕CP.Update(); + X0Y0_獣翼UpperArmCP.Update(); X0Y0_竜性_鱗1CP.Update(); X0Y0_竜性_鱗2CP.Update(); X0Y0_竜性_鱗3CP.Update(); @@ -646,7 +646,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 獣翼上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + 獣翼UpperArmCD = 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); @@ -657,7 +657,7 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 獣翼上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + 獣翼UpperArmCD = 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); @@ -668,7 +668,7 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 獣翼上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + 獣翼UpperArmCD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蝙D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs similarity index 65% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蝙D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs index c2ddbd9..3b8ecaf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蝙D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs @@ -4,9 +4,9 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 上腕_蝙D : 翼上腕D + public class UpperArm_蝙D : 翼UpperArmD { - public bool 獣翼上腕_表示 = true; + public bool 獣翼UpperArm_表示 = true; public bool 竜性_鱗1_表示; @@ -28,21 +28,21 @@ namespace SlaveMatrix public bool 接部_外線; - public 上腕_蝙D() + public UpperArm_蝙D() { ThisType = GetType(); } - public override void 下腕接続(EleD e) + public override void LowerArm接続(EleD e) { - 下腕_接続.Add(e); + LowerArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.上腕_蝙_下腕_接続; + e.接続情報 = ConnectionInfo.UpperArm_蝙_LowerArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 上腕_蝙(DisUnit, 配色指定, 体配色, Med, this); + return new UpperArm_蝙(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs similarity index 74% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蹄.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs index f96d911..bca3a36 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs @@ -3,23 +3,23 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class 上腕_蹄 : 獣上腕 + public class UpperArm_蹄 : 獣UpperArm { public Par X0Y0_筋肉上; - public Par X0Y0_上腕; + public Par X0Y0_UpperArm; public Par X0Y0_筋肉下; public ColorD 筋肉上CD; - public ColorD 上腕CD; + public ColorD UpperArmCD; public ColorD 筋肉下CD; public ColorP X0Y0_筋肉上CP; - public ColorP X0Y0_上腕CP; + public ColorP X0Y0_UpperArmCP; public ColorP X0Y0_筋肉下CP; @@ -74,16 +74,16 @@ namespace SlaveMatrix } } - public bool 上腕_表示 + public bool UpperArm_表示 { get { - return X0Y0_上腕.Dra; + return X0Y0_UpperArm.Dra; } set { - X0Y0_上腕.Dra = value; - X0Y0_上腕.Hit = value; + X0Y0_UpperArm.Dra = value; + X0Y0_UpperArm.Hit = value; } } @@ -109,7 +109,7 @@ namespace SlaveMatrix set { 筋肉上_表示 = value; - 上腕_表示 = value; + UpperArm_表示 = value; 筋肉下_表示 = value; } } @@ -123,7 +123,7 @@ namespace SlaveMatrix set { 筋肉上CD.不透明度 = value; - 上腕CD.不透明度 = value; + UpperArmCD.不透明度 = value; 筋肉下CD.不透明度 = value; } } @@ -132,27 +132,27 @@ namespace SlaveMatrix { get { - return X0Y0_上腕.OP[(!右) ? 1 : 3].Outline; + return X0Y0_UpperArm.OP[(!右) ? 1 : 3].Outline; } set { - X0Y0_上腕.OP[(!右) ? 1 : 3].Outline = value; + X0Y0_UpperArm.OP[(!右) ? 1 : 3].Outline = value; } } - public JointS 下腕_接続点 => new JointS(本体, X0Y0_上腕, 1); + public JointS LowerArm_接続点 => new JointS(本体, X0Y0_UpperArm, 1); - public 上腕_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上腕_蹄D e) + public UpperArm_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_蹄D e) { - 上腕_蹄 上腕_蹄2 = this; + UpperArm_蹄 UpperArm_蹄2 = this; ThisType = GetType(); - Dif dif = new Dif(Sta.腕左["四足上腕"][1]); + Dif dif = new Dif(Sta.腕左["四足UpperArm"][1]); 本体 = new Difs(); 本体.Tag = dif.Tag; 本体.Add(dif); Pars pars = 本体[0][0]; X0Y0_筋肉上 = pars["筋肉上"].ToPar(); - X0Y0_上腕 = pars["上腕"].ToPar(); + X0Y0_UpperArm = pars["上腕"].ToPar(); X0Y0_筋肉下 = pars["筋肉下"].ToPar(); Xasix = false; 本体.SetJoints(); @@ -180,7 +180,7 @@ namespace SlaveMatrix サイズX = e.サイズX; サイズY = e.サイズY; 筋肉上_表示 = e.筋肉上_表示; - 上腕_表示 = e.上腕_表示; + UpperArm_表示 = e.UpperArm_表示; 筋肉下_表示 = e.筋肉下_表示; 欠損 = e.欠損; 筋肉 = e.筋肉; @@ -189,22 +189,22 @@ namespace SlaveMatrix { 表示 = false; } - if (e.下腕_接続.Count > 0) + if (e.LowerArm_接続.Count > 0) { Ele f; - 下腕_接続 = e.下腕_接続.Select(delegate(EleD g) + LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 上腕_蹄2; - f.ConnectionType = ConnectionInfo.上腕_蹄_下腕_接続; - f.接続(上腕_蹄2.下腕_接続点); + f.Par = UpperArm_蹄2; + f.ConnectionType = ConnectionInfo.UpperArm_蹄_LowerArm_接続; + f.接続(UpperArm_蹄2.LowerArm_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, 筋肉上CD, DisUnit, abj: false); - X0Y0_上腕CP = new ColorP(X0Y0_上腕, 上腕CD, DisUnit, abj: true); + X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true); X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, 筋肉下CD, DisUnit, abj: false); 濃度 = e.濃度; } @@ -212,14 +212,14 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_上腕.AngleBase = num * -96.0; + X0Y0_UpperArm.AngleBase = num * -96.0; 本体.JoinPAall(); } public override void 色更新() { X0Y0_筋肉上CP.Update(); - X0Y0_上腕CP.Update(); + X0Y0_UpperArmCP.Update(); X0Y0_筋肉下CP.Update(); } @@ -231,7 +231,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); - 上腕CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蹄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs similarity index 50% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蹄D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs index b46e8a1..1fa33cb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_蹄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs @@ -4,29 +4,29 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 上腕_蹄D : 獣上腕D + public class UpperArm_蹄D : 獣UpperArmD { public bool 筋肉上_表示; - public bool 上腕_表示 = true; + public bool UpperArm_表示 = true; public bool 筋肉下_表示; - public 上腕_蹄D() + public UpperArm_蹄D() { ThisType = GetType(); } - public override void 下腕接続(EleD e) + public override void LowerArm接続(EleD e) { - 下腕_接続.Add(e); + LowerArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.上腕_蹄_下腕_接続; + e.接続情報 = ConnectionInfo.UpperArm_蹄_LowerArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 上腕_蹄(DisUnit, 配色指定, 体配色, Med, this); + return new UpperArm_蹄(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs similarity index 87% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_鳥.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs index f4934d2..7329159 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs @@ -3,7 +3,7 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class 上腕_鳥 : 翼上腕 + public class UpperArm_鳥 : 翼UpperArm { public Par X0Y0_風切羽_羽3; @@ -13,7 +13,7 @@ namespace SlaveMatrix public Par X0Y0_羽毛; - public Par X0Y0_鳥翼上腕; + public Par X0Y0_鳥翼UpperArm; public Par X0Y0_小雨覆; @@ -33,7 +33,7 @@ namespace SlaveMatrix public ColorD 羽毛CD; - public ColorD 鳥翼上腕CD; + public ColorD 鳥翼UpperArmCD; public ColorD 小雨覆CD; @@ -53,7 +53,7 @@ namespace SlaveMatrix public ColorP X0Y0_羽毛CP; - public ColorP X0Y0_鳥翼上腕CP; + public ColorP X0Y0_鳥翼UpperArmCP; public ColorP X0Y0_小雨覆CP; @@ -157,16 +157,16 @@ namespace SlaveMatrix } } - public bool 鳥翼上腕_表示 + public bool 鳥翼UpperArm_表示 { get { - return X0Y0_鳥翼上腕.Dra; + return X0Y0_鳥翼UpperArm.Dra; } set { - X0Y0_鳥翼上腕.Dra = value; - X0Y0_鳥翼上腕.Hit = value; + X0Y0_鳥翼UpperArm.Dra = value; + X0Y0_鳥翼UpperArm.Hit = value; } } @@ -247,7 +247,7 @@ namespace SlaveMatrix 風切羽_羽2_表示 = value; 風切羽_羽1_表示 = value; 羽毛_表示 = value; - 鳥翼上腕_表示 = value; + 鳥翼UpperArm_表示 = value; 小雨覆_表示 = value; 竜性_鱗1_表示 = value; 竜性_鱗2_表示 = value; @@ -268,7 +268,7 @@ namespace SlaveMatrix 風切羽_羽2CD.不透明度 = value; 風切羽_羽1CD.不透明度 = value; 羽毛CD.不透明度 = value; - 鳥翼上腕CD.不透明度 = value; + 鳥翼UpperArmCD.不透明度 = value; 小雨覆CD.不透明度 = value; 竜性_鱗1CD.不透明度 = value; 竜性_鱗2CD.不透明度 = value; @@ -283,7 +283,7 @@ namespace SlaveMatrix { double num = value.Inverse(); double num2 = (右 ? (-1.0) : 1.0); - X0Y0_鳥翼上腕.AngleCont = num2 * -60.0 * num; + X0Y0_鳥翼UpperArm.AngleCont = num2 * -60.0 * num; X0Y0_羽毛.AngleCont = num2 * 100.0 * num; X0Y0_風切羽_羽1.AngleCont = num2 * 75.0 * num; X0Y0_風切羽_羽2.AngleCont = num2 * 75.0 * num; @@ -302,16 +302,16 @@ namespace SlaveMatrix } } - public bool 上腕_外線 + public bool UpperArm_外線 { get { - return X0Y0_鳥翼上腕.OP[右 ? 3 : 0].Outline; + return X0Y0_鳥翼UpperArm.OP[右 ? 3 : 0].Outline; } set { - X0Y0_鳥翼上腕.OP[右 ? 3 : 0].Outline = value; - X0Y0_鳥翼上腕.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_鳥翼UpperArm.OP[右 ? 3 : 0].Outline = value; + X0Y0_鳥翼UpperArm.OP[(!右) ? 1 : 2].Outline = value; } } @@ -390,28 +390,28 @@ namespace SlaveMatrix { get { - return X0Y0_鳥翼上腕.OP[(!右) ? 1 : 2].Outline; + return X0Y0_鳥翼UpperArm.OP[(!右) ? 1 : 2].Outline; } set { - X0Y0_鳥翼上腕.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_鳥翼UpperArm.OP[(!右) ? 1 : 2].Outline = value; } } - public JointS 下腕_接続点 => new JointS(本体, X0Y0_鳥翼上腕, 0); + public JointS LowerArm_接続点 => new JointS(本体, X0Y0_鳥翼UpperArm, 0); - public 上腕_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上腕_鳥D e) + public UpperArm_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_鳥D e) { - 上腕_鳥 上腕_鳥2 = this; + UpperArm_鳥 UpperArm_鳥2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["鳥翼上腕"]); + 本体 = new Difs(Sta.腕左["鳥翼UpperArm"]); Pars pars = 本体[0][0]; Pars pars2 = pars["風切羽"].ToPars(); X0Y0_風切羽_羽3 = pars2["羽3"].ToPar(); X0Y0_風切羽_羽2 = pars2["羽2"].ToPar(); X0Y0_風切羽_羽1 = pars2["羽1"].ToPar(); X0Y0_羽毛 = pars["羽毛"].ToPar(); - X0Y0_鳥翼上腕 = pars["鳥翼上腕"].ToPar(); + X0Y0_鳥翼UpperArm = pars["鳥翼上腕"].ToPar(); X0Y0_小雨覆 = pars["小雨覆"].ToPar(); pars2 = pars["鱗"].ToPars(); X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar(); @@ -447,7 +447,7 @@ namespace SlaveMatrix 風切羽_羽2_表示 = e.風切羽_羽2_表示; 風切羽_羽1_表示 = e.風切羽_羽1_表示; 羽毛_表示 = e.羽毛_表示; - 鳥翼上腕_表示 = e.鳥翼上腕_表示; + 鳥翼UpperArm_表示 = e.鳥翼UpperArm_表示; 小雨覆_表示 = e.小雨覆_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; @@ -455,7 +455,7 @@ namespace SlaveMatrix 竜性_鱗4_表示 = e.竜性_鱗4_表示; 展開 = e.展開; シャープ = e.シャープ; - 上腕_外線 = e.上腕_外線; + UpperArm_外線 = e.UpperArm_外線; 小雨覆_外線 = e.小雨覆_外線; 羽毛_外線 = e.羽毛_外線; 風切羽_羽1_外線 = e.風切羽_羽1_外線; @@ -468,15 +468,15 @@ namespace SlaveMatrix { 表示 = false; } - if (e.下腕_接続.Count > 0) + if (e.LowerArm_接続.Count > 0) { Ele f; - 下腕_接続 = e.下腕_接続.Select(delegate(EleD g) + LowerArm_接続 = e.LowerArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 上腕_鳥2; - f.ConnectionType = ConnectionInfo.上腕_鳥_下腕_接続; - f.接続(上腕_鳥2.下腕_接続点); + f.Par = UpperArm_鳥2; + f.ConnectionType = ConnectionInfo.UpperArm_鳥_LowerArm_接続; + f.接続(UpperArm_鳥2.LowerArm_接続点); return f; }).ToArray(); } @@ -486,7 +486,7 @@ namespace SlaveMatrix X0Y0_風切羽_羽2CP = new ColorP(X0Y0_風切羽_羽2, 風切羽_羽2CD, DisUnit, abj: true); X0Y0_風切羽_羽1CP = new ColorP(X0Y0_風切羽_羽1, 風切羽_羽1CD, DisUnit, abj: true); X0Y0_羽毛CP = new ColorP(X0Y0_羽毛, 羽毛CD, DisUnit, abj: true); - X0Y0_鳥翼上腕CP = new ColorP(X0Y0_鳥翼上腕, 鳥翼上腕CD, DisUnit, abj: true); + X0Y0_鳥翼UpperArmCP = new ColorP(X0Y0_鳥翼UpperArm, 鳥翼UpperArmCD, DisUnit, abj: true); X0Y0_小雨覆CP = new ColorP(X0Y0_小雨覆, 小雨覆CD, 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); @@ -498,7 +498,7 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_鳥翼上腕.AngleBase = num * 0.0; + X0Y0_鳥翼UpperArm.AngleBase = num * 0.0; X0Y0_羽毛.AngleBase = num * -122.9677794835592; X0Y0_風切羽_羽1.AngleBase = num * -100.129973503791; X0Y0_風切羽_羽2.AngleBase = num * -102.129973503791; @@ -512,7 +512,7 @@ namespace SlaveMatrix Are.Draw(X0Y0_風切羽_羽2); Are.Draw(X0Y0_風切羽_羽1); Are.Draw(X0Y0_羽毛); - Are.Draw(X0Y0_鳥翼上腕); + Are.Draw(X0Y0_鳥翼UpperArm); Are.Draw(X0Y0_小雨覆); キスマーク.Draw(Are); 鞭痕.Draw(Are); @@ -528,7 +528,7 @@ namespace SlaveMatrix X0Y0_風切羽_羽2CP.Update(); X0Y0_風切羽_羽1CP.Update(); X0Y0_羽毛CP.Update(); - X0Y0_鳥翼上腕CP.Update(); + X0Y0_鳥翼UpperArmCP.Update(); X0Y0_小雨覆CP.Update(); X0Y0_竜性_鱗1CP.Update(); X0Y0_竜性_鱗2CP.Update(); @@ -561,7 +561,7 @@ namespace SlaveMatrix 風切羽_羽2CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽1CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 羽毛CD = new ColorD(ref Col.Black, ref 体配色.毛1O); - 鳥翼上腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + 鳥翼UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 小雨覆CD = new ColorD(ref Col.Black, ref 体配色.羽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); @@ -575,7 +575,7 @@ namespace SlaveMatrix 風切羽_羽2CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 羽毛CD = new ColorD(ref Col.Black, ref 体配色.毛1O); - 鳥翼上腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + 鳥翼UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 小雨覆CD = new ColorD(ref Col.Black, ref 体配色.羽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); @@ -589,7 +589,7 @@ namespace SlaveMatrix 風切羽_羽2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 風切羽_羽1CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 羽毛CD = new ColorD(ref Col.Black, ref 体配色.毛1O); - 鳥翼上腕CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + 鳥翼UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 小雨覆CD = new ColorD(ref Col.Black, ref 体配色.羽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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs similarity index 70% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_鳥D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs index 100421d..e3e1356 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs @@ -4,7 +4,7 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class 上腕_鳥D : 翼上腕D + public class UpperArm_鳥D : 翼UpperArmD { public bool 風切羽_羽3_表示 = true; @@ -14,7 +14,7 @@ namespace SlaveMatrix public bool 羽毛_表示 = true; - public bool 鳥翼上腕_表示 = true; + public bool 鳥翼UpperArm_表示 = true; public bool 小雨覆_表示 = true; @@ -30,7 +30,7 @@ namespace SlaveMatrix public double シャープ; - public bool 上腕_外線; + public bool UpperArm_外線; public bool 小雨覆_外線; @@ -42,21 +42,21 @@ namespace SlaveMatrix public bool 風切羽_羽3_外線; - public 上腕_鳥D() + public UpperArm_鳥D() { ThisType = GetType(); } - public override void 下腕接続(EleD e) + public override void LowerArm接続(EleD e) { - 下腕_接続.Add(e); + LowerArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.上腕_鳥_下腕_接続; + e.接続情報 = ConnectionInfo.UpperArm_鳥_LowerArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) { - return new 上腕_鳥(DisUnit, 配色指定, 体配色, Med, this); + return new UpperArm_鳥(DisUnit, 配色指定, 体配色, Med, this); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs index 75cd062..623d7b2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs @@ -68,17 +68,17 @@ namespace SlaveMatrix private Shoulder 肩右; - private 上腕_人 上腕; + private UpperArm_人 UpperArm; - private 上腕_人 上腕左; + private UpperArm_人 UpperArm左; - private 上腕_人 上腕右; + private UpperArm_人 UpperArm右; - private 下腕_人 下腕; + private LowerArm_人 LowerArm; - private 下腕_人 下腕左; + private LowerArm_人 LowerArm左; - private 下腕_人 下腕右; + private LowerArm_人 LowerArm右; private 手_人 手; @@ -721,7 +721,7 @@ namespace SlaveMatrix } }; 調教UI.Mots.Add(放精.GetHashCode().ToString(), 放精); - double 下腕XC = 0.0; + double LowerArmXC = 0.0; double s = 1.0; 手コキ = new Mot(0.0, 1.0) { @@ -733,20 +733,20 @@ namespace SlaveMatrix 調教UI.コキ = true; if (ペニス処理2.手コキ左) { - ペニス処理2.Cha.腕_人_手コキ左(0, 0.0, 0.0, 0.0, 0.0); + ペニス処理2.Cha.Arm_人_手コキ左(0, 0.0, 0.0, 0.0, 0.0); } else { - ペニス処理2.Cha.腕_人_手コキ右(0, 0.0, 0.0, 0.0, 0.0); + ペニス処理2.Cha.Arm_人_手コキ右(0, 0.0, 0.0, 0.0, 0.0); } ペニス処理2.手固定 = true; ペニス処理2.Shoulder = (ペニス処理2.手コキ左 ? ペニス処理2.肩左 : ペニス処理2.肩右); - ペニス処理2.上腕 = (ペニス処理2.手コキ左 ? ペニス処理2.上腕左 : ペニス処理2.上腕右); - ペニス処理2.下腕 = (ペニス処理2.手コキ左 ? ペニス処理2.下腕左 : ペニス処理2.下腕右); + ペニス処理2.UpperArm = (ペニス処理2.手コキ左 ? ペニス処理2.UpperArm左 : ペニス処理2.UpperArm右); + ペニス処理2.LowerArm = (ペニス処理2.手コキ左 ? ペニス処理2.LowerArm左 : ペニス処理2.LowerArm右); ペニス処理2.手 = (ペニス処理2.手コキ左 ? ペニス処理2.手左 : ペニス処理2.手右); - if (ペニス処理2.下腕 != null) + if (ペニス処理2.LowerArm != null) { - 下腕XC = ペニス処理2.下腕.尺度XC; + LowerArmXC = ペニス処理2.LowerArm.尺度XC; } 調教UI.ペニス.位置B = ペニス処理2.Bod.首.位置.AddY(0.01); 調教UI.Action(ContactType.Hand, ActionType.手コ, CurrentState.Start, ToolType.Penis, 0, 1, 機械: false, 射精: false); @@ -759,16 +759,16 @@ namespace SlaveMatrix { ペニス処理2.Shoulder.角度C = s * 5.0 * m.Value; } - if (ペニス処理2.下腕 != null) + if (ペニス処理2.LowerArm != null) { - ペニス処理2.下腕.角度C = s * 30.0 * m.Value; - ペニス処理2.下腕.尺度XC = 下腕XC * (0.9 + 0.1 * m.Value.Inverse()); - if (ペニス処理2.下腕.虫鎌_接続 != null) + ペニス処理2.LowerArm.角度C = s * 30.0 * m.Value; + ペニス処理2.LowerArm.尺度XC = LowerArmXC * (0.9 + 0.1 * m.Value.Inverse()); + if (ペニス処理2.LowerArm.虫鎌_接続 != null) { - Ele[] 虫鎌_接続2 = ペニス処理2.下腕.虫鎌_接続; + Ele[] 虫鎌_接続2 = ペニス処理2.LowerArm.虫鎌_接続; for (int j = 0; j < 虫鎌_接続2.Length; j++) { - 虫鎌_接続2[j].尺度XC = ペニス処理2.下腕.尺度XC; + 虫鎌_接続2[j].尺度XC = ペニス処理2.LowerArm.尺度XC; } } } @@ -798,9 +798,9 @@ namespace SlaveMatrix { ペニス処理2.Shoulder.角度C = 0.0; } - if (ペニス処理2.下腕 != null) + if (ペニス処理2.LowerArm != null) { - ペニス処理2.下腕.角度C = 0.0; + ペニス処理2.LowerArm.角度C = 0.0; } if (ペニス処理2.手 != null) { @@ -867,7 +867,7 @@ namespace SlaveMatrix }; 調教UI.Mots.Add(フェラ.GetHashCode().ToString(), フェラ); s = 0.0; - 下腕XC = 0.0; + LowerArmXC = 0.0; Vector2D vc = Dat.Vec2DZero; bool sb = false; double vl; @@ -879,9 +879,9 @@ namespace SlaveMatrix { ペニス処理2.Cha.両腕_人_パイズリ(0, 左右: false, 前後: false); ペニス処理2.手固定 = true; - if (ペニス処理2.下腕左 != null) + if (ペニス処理2.LowerArm左 != null) { - 下腕XC = ペニス処理2.下腕左.尺度XC; + LowerArmXC = ペニス処理2.LowerArm左.尺度XC; } vc = Dat.Vec2DZero; sb = RNG.XS.NextBool(); @@ -898,16 +898,16 @@ namespace SlaveMatrix { ペニス処理2.肩左.角度C = 5.0 * vl; } - if (ペニス処理2.下腕左 != null) + if (ペニス処理2.LowerArm左 != null) { - ペニス処理2.下腕左.角度C = -20.0 * vl; - ペニス処理2.下腕左.尺度XC = 下腕XC + 0.2 * vl; - if (ペニス処理2.下腕左.虫鎌_接続 != null) + ペニス処理2.LowerArm左.角度C = -20.0 * vl; + ペニス処理2.LowerArm左.尺度XC = LowerArmXC + 0.2 * vl; + if (ペニス処理2.LowerArm左.虫鎌_接続 != null) { - Ele[] 虫鎌_接続 = ペニス処理2.下腕左.虫鎌_接続; + Ele[] 虫鎌_接続 = ペニス処理2.LowerArm左.虫鎌_接続; for (int i = 0; i < 虫鎌_接続.Length; i++) { - 虫鎌_接続[i].尺度XC = ペニス処理2.下腕左.尺度XC; + 虫鎌_接続[i].尺度XC = ペニス処理2.LowerArm左.尺度XC; } } } @@ -919,16 +919,16 @@ namespace SlaveMatrix { ペニス処理2.肩右.角度C = -5.0 * vr; } - if (ペニス処理2.下腕右 != null) + if (ペニス処理2.LowerArm右 != null) { - ペニス処理2.下腕右.角度C = 20.0 * vr; - ペニス処理2.下腕右.尺度XC = 下腕XC + 0.2 * vr; - if (ペニス処理2.下腕右.虫鎌_接続 != null) + ペニス処理2.LowerArm右.角度C = 20.0 * vr; + ペニス処理2.LowerArm右.尺度XC = LowerArmXC + 0.2 * vr; + if (ペニス処理2.LowerArm右.虫鎌_接続 != null) { - Ele[] 虫鎌_接続 = ペニス処理2.下腕右.虫鎌_接続; + Ele[] 虫鎌_接続 = ペニス処理2.LowerArm右.虫鎌_接続; for (int i = 0; i < 虫鎌_接続.Length; i++) { - 虫鎌_接続[i].尺度XC = ペニス処理2.下腕右.尺度XC; + 虫鎌_接続[i].尺度XC = ペニス処理2.LowerArm右.尺度XC; } } } @@ -974,9 +974,9 @@ namespace SlaveMatrix { ペニス処理2.肩左.角度C = 0.0; } - if (ペニス処理2.下腕左 != null) + if (ペニス処理2.LowerArm左 != null) { - ペニス処理2.下腕左.角度C = 0.0; + ペニス処理2.LowerArm左.角度C = 0.0; } if (ペニス処理2.手左 != null) { @@ -986,9 +986,9 @@ namespace SlaveMatrix { ペニス処理2.肩右.角度C = 0.0; } - if (ペニス処理2.下腕右 != null) + if (ペニス処理2.LowerArm右 != null) { - ペニス処理2.下腕右.角度C = 0.0; + ペニス処理2.LowerArm右.角度C = 0.0; } if (ペニス処理2.手右 != null) { @@ -1104,16 +1104,16 @@ namespace SlaveMatrix { base.Cha = Cha; Bod = Cha.Bod; - if (Bod.腕人n > 0) + if (Bod.Arm人n > 0) { - 肩左 = Bod.腕人左[0].Shoulder; - 上腕左 = Bod.腕人左[0].上腕; - 下腕左 = Bod.腕人左[0].下腕; - 手左 = Bod.腕人左[0].手; - 肩右 = Bod.腕人右[0].Shoulder; - 上腕右 = Bod.腕人右[0].上腕; - 下腕右 = Bod.腕人右[0].下腕; - 手右 = Bod.腕人右[0].手; + 肩左 = Bod.Arm人左[0].Shoulder; + UpperArm左 = Bod.Arm人左[0].UpperArm; + LowerArm左 = Bod.Arm人左[0].LowerArm; + 手左 = Bod.Arm人左[0].手; + 肩右 = Bod.Arm人右[0].Shoulder; + UpperArm右 = Bod.Arm人右[0].UpperArm; + LowerArm右 = Bod.Arm人右[0].LowerArm; + 手右 = Bod.Arm人右[0].手; } if (Bod.脚人n > 0) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕.cs deleted file mode 100644 index a1af3e3..0000000 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕.cs +++ /dev/null @@ -1,7 +0,0 @@ -namespace SlaveMatrix -{ - public class 上腕 : Ele - { - public Ele[] 下腕_接続; - } -} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕D.cs deleted file mode 100644 index c67abd5..0000000 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上腕D.cs +++ /dev/null @@ -1,15 +0,0 @@ -using System; -using System.Collections.Generic; - -namespace SlaveMatrix -{ - [Serializable] - public class 上腕D : EleD - { - public List 下腕_接続 = new List(); - - public virtual void 下腕接続(EleD e) - { - } - } -} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs index 5d148ef..add48e8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs @@ -42,8 +42,8 @@ namespace SlaveMatrix Sta.触覚_甲Dt.ToString(), Sta.触覚_蝶Dt.ToString(), Sta.触覚_蛾Dt.ToString(), - Sta.上腕_鳥Dt.ToString(), - Sta.上腕_蝙Dt.ToString(), + Sta.UpperArm_鳥Dt.ToString(), + Sta.UpperArm_蝙Dt.ToString(), Sta.獣耳Dt.ToString(), Sta.植Dt.ToString() }; @@ -97,8 +97,8 @@ namespace SlaveMatrix Sta.前翅_草Dt.ToString(), Sta.後翅_甲Dt.ToString(), Sta.後翅_草Dt.ToString(), - Sta.上腕_鳥Dt.ToString(), - Sta.上腕_蝙Dt.ToString() + Sta.UpperArm_鳥Dt.ToString(), + Sta.UpperArm_蝙Dt.ToString() }; private static HashSet 胸翼下人 = new HashSet @@ -125,8 +125,8 @@ namespace SlaveMatrix Sta.触手_軟Dt.ToString(), Sta.触手_触Dt.ToString(), Sta.触手_蔦Dt.ToString(), - Sta.上腕_鳥Dt.ToString(), - Sta.上腕_蝙Dt.ToString() + Sta.UpperArm_鳥Dt.ToString(), + Sta.UpperArm_蝙Dt.ToString() }; private static HashSet 腰翼人 = new HashSet @@ -166,8 +166,8 @@ namespace SlaveMatrix Sta.前翅_草Dt.ToString(), Sta.後翅_甲Dt.ToString(), Sta.後翅_草Dt.ToString(), - Sta.上腕_鳥Dt.ToString(), - Sta.上腕_蝙Dt.ToString() + Sta.UpperArm_鳥Dt.ToString(), + Sta.UpperArm_蝙Dt.ToString() }; private static HashSet 胸翼下獣 = new HashSet @@ -563,39 +563,39 @@ namespace SlaveMatrix private static HashSet 頭頂後 = new HashSet { Sta.頭頂後_宇Dt.ToString() }; - private static HashSet 上腕人 = new HashSet + private static HashSet UpperArm人 = new HashSet { Sta.鰭_魚Dt.ToString(), Sta.鰭_豚Dt.ToString(), Sta.鰭_鯨Dt.ToString(), Sta.触肢_肢蠍Dt.ToString(), - Sta.上腕_人Dt.ToString(), - Sta.上腕_鳥Dt.ToString(), - Sta.上腕_蝙Dt.ToString() + Sta.UpperArm_人Dt.ToString(), + Sta.UpperArm_鳥Dt.ToString(), + Sta.UpperArm_蝙Dt.ToString() }; - private static HashSet 上腕獣 = new HashSet + private static HashSet UpperArm獣 = new HashSet { Sta.触肢_肢蠍Dt.ToString(), - Sta.上腕_獣Dt.ToString(), - Sta.上腕_蹄Dt.ToString(), + Sta.UpperArm_獣Dt.ToString(), + Sta.UpperArm_蹄Dt.ToString(), Sta.Leg_鳥Dt.ToString(), Sta.Leg_竜Dt.ToString() }; - private static HashSet 下腕人 = new HashSet + private static HashSet LowerArm人 = new HashSet { - Sta.下腕_人Dt.ToString(), - Sta.下腕_獣Dt.ToString() + Sta.LowerArm_人Dt.ToString(), + Sta.LowerArm_獣Dt.ToString() }; - private static HashSet 下腕鳥 = new HashSet { Sta.下腕_鳥Dt.ToString() }; + private static HashSet LowerArm鳥 = new HashSet { Sta.LowerArm_鳥Dt.ToString() }; - private static HashSet 下腕蝙 = new HashSet { Sta.下腕_蝙Dt.ToString() }; + private static HashSet LowerArm蝙 = new HashSet { Sta.LowerArm_蝙Dt.ToString() }; - private static HashSet 下腕獣 = new HashSet { Sta.下腕_獣Dt.ToString() }; + private static HashSet LowerArm獣 = new HashSet { Sta.LowerArm_獣Dt.ToString() }; - private static HashSet 下腕蹄 = new HashSet { Sta.下腕_蹄Dt.ToString() }; + private static HashSet LowerArm蹄 = new HashSet { Sta.LowerArm_蹄Dt.ToString() }; private static HashSet 手人 = new HashSet { Sta.手_人Dt.ToString() }; @@ -693,9 +693,9 @@ namespace SlaveMatrix private static HashSet 犬頭 = new HashSet(); - private static HashSet 犬上腕 = new HashSet(); + private static HashSet 犬UpperArm = new HashSet(); - private static HashSet 犬下腕 = new HashSet(); + private static HashSet 犬LowerArm = new HashSet(); private static HashSet 犬手 = new HashSet(); @@ -1247,55 +1247,55 @@ namespace SlaveMatrix 顔面 }, { - ConnectionInfo.Shoulder_上腕_接続, - 上腕人 + ConnectionInfo.Shoulder_UpperArm_接続, + UpperArm人 }, { - ConnectionInfo.四足脇_上腕_接続, - 上腕獣 + ConnectionInfo.四足脇_UpperArm_接続, + UpperArm獣 }, { - ConnectionInfo.上腕_人_下腕_接続, - 下腕人 + ConnectionInfo.UpperArm_人_LowerArm_接続, + LowerArm人 }, { - ConnectionInfo.上腕_鳥_下腕_接続, - 下腕鳥 + ConnectionInfo.UpperArm_鳥_LowerArm_接続, + LowerArm鳥 }, { - ConnectionInfo.上腕_蝙_下腕_接続, - 下腕蝙 + ConnectionInfo.UpperArm_蝙_LowerArm_接続, + LowerArm蝙 }, { - ConnectionInfo.上腕_獣_下腕_接続, - 下腕獣 + ConnectionInfo.UpperArm_獣_LowerArm_接続, + LowerArm獣 }, { - ConnectionInfo.上腕_蹄_下腕_接続, - 下腕蹄 + ConnectionInfo.UpperArm_蹄_LowerArm_接続, + LowerArm蹄 }, { - ConnectionInfo.下腕_人_手_接続, + ConnectionInfo.LowerArm_人_手_接続, 手人 }, { - ConnectionInfo.下腕_鳥_手_接続, + ConnectionInfo.LowerArm_鳥_手_接続, 手鳥 }, { - ConnectionInfo.下腕_蝙_手_接続, + ConnectionInfo.LowerArm_蝙_手_接続, 手蝙 }, { - ConnectionInfo.下腕_獣_手_接続, + ConnectionInfo.LowerArm_獣_手_接続, 手獣 }, { - ConnectionInfo.下腕_蹄_手_接続, + ConnectionInfo.LowerArm_蹄_手_接続, 手蹄 }, { - ConnectionInfo.下腕_人_虫鎌_接続, + ConnectionInfo.LowerArm_人_虫鎌_接続, 虫鎌 }, { @@ -1355,20 +1355,20 @@ namespace SlaveMatrix 犬頭 }, { - ConnectionInfo.触手_犬_上腕左_接続, - 犬上腕 + ConnectionInfo.触手_犬_UpperArm左_接続, + 犬UpperArm }, { - ConnectionInfo.触手_犬_上腕右_接続, - 犬上腕 + ConnectionInfo.触手_犬_UpperArm右_接続, + 犬UpperArm }, { - ConnectionInfo.触手_犬_下腕左_接続, - 犬下腕 + ConnectionInfo.触手_犬_LowerArm左_接続, + 犬LowerArm }, { - ConnectionInfo.触手_犬_下腕右_接続, - 犬下腕 + ConnectionInfo.触手_犬_LowerArm右_接続, + 犬LowerArm }, { ConnectionInfo.触手_犬_手左_接続, @@ -3780,11 +3780,11 @@ namespace SlaveMatrix { item32.尺度YB = 1.0; } - else if (item32 is 上腕_蝙D && (item32.接続情報 == ConnectionInfo.基髪_頭頂左_接続 || item32.接続情報 == ConnectionInfo.基髪_頭頂右_接続)) + else if (item32 is UpperArm_蝙D && (item32.接続情報 == ConnectionInfo.基髪_頭頂左_接続 || item32.接続情報 == ConnectionInfo.基髪_頭頂右_接続)) { - ((上腕_蝙D)item32).竜性_鱗1_表示 = false; + ((UpperArm_蝙D)item32).竜性_鱗1_表示 = false; } - else if (item32 is 上腕D && item32.Par is ShoulderD) + else if (item32 is UpperArmD && item32.Par is ShoulderD) { item32.AlignR(); } @@ -4475,7 +4475,7 @@ namespace SlaveMatrix l = 0.0; } } - if (l == 0.0 && (接続 == ConnectionInfo.四足脇_上腕_接続 || 接続 == ConnectionInfo.Waist_腿左_接続 || 接続 == ConnectionInfo.Waist_腿左_接続 || 接続 == ConnectionInfo.四足腰_腿左_接続 || 接続 == ConnectionInfo.四足腰_腿左_接続 || 接続 == ConnectionInfo.長物_魚_尾_接続 || 接続 == ConnectionInfo.長物_鯨_尾_接続 || 接続 == ConnectionInfo.長物_蛇_Torso_接続 || 接続 == ConnectionInfo.長物_蟲_Torso_接続 || 接続 == ConnectionInfo.Torso_蛇_Torso_接続 || 接続 == ConnectionInfo.Torso_蟲_Torso_接続 || 接続 == ConnectionInfo.多足_蛸_軟体外左_接続 || 接続 == ConnectionInfo.多足_蛸_軟体外右_接続 || 接続 == ConnectionInfo.多足_蛸_軟体内左_接続 || 接続 == ConnectionInfo.多足_蛸_軟体内右_接続 || 接続 == ConnectionInfo.単足_植_根外左_接続 || 接続 == ConnectionInfo.単足_植_根内左_接続 || 接続 == ConnectionInfo.単足_植_根中央_接続 || 接続 == ConnectionInfo.単足_植_根内右_接続 || 接続 == ConnectionInfo.単足_植_根外右_接続 || 接続 == ConnectionInfo.頭頂_宇_頭部後_接続 || (num * 1.1).Lot())) + if (l == 0.0 && (接続 == ConnectionInfo.四足脇_UpperArm_接続 || 接続 == ConnectionInfo.Waist_腿左_接続 || 接続 == ConnectionInfo.Waist_腿左_接続 || 接続 == ConnectionInfo.四足腰_腿左_接続 || 接続 == ConnectionInfo.四足腰_腿左_接続 || 接続 == ConnectionInfo.長物_魚_尾_接続 || 接続 == ConnectionInfo.長物_鯨_尾_接続 || 接続 == ConnectionInfo.長物_蛇_Torso_接続 || 接続 == ConnectionInfo.長物_蟲_Torso_接続 || 接続 == ConnectionInfo.Torso_蛇_Torso_接続 || 接続 == ConnectionInfo.Torso_蟲_Torso_接続 || 接続 == ConnectionInfo.多足_蛸_軟体外左_接続 || 接続 == ConnectionInfo.多足_蛸_軟体外右_接続 || 接続 == ConnectionInfo.多足_蛸_軟体内左_接続 || 接続 == ConnectionInfo.多足_蛸_軟体内右_接続 || 接続 == ConnectionInfo.単足_植_根外左_接続 || 接続 == ConnectionInfo.単足_植_根内左_接続 || 接続 == ConnectionInfo.単足_植_根中央_接続 || 接続 == ConnectionInfo.単足_植_根内右_接続 || 接続 == ConnectionInfo.単足_植_根外右_接続 || 接続 == ConnectionInfo.頭頂_宇_頭部後_接続 || (num * 1.1).Lot())) { l = 1.0; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs index 44fa668..2fa1f45 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs @@ -1,5 +1,5 @@ -using System.Linq; using _2DGAMELIB; +using System.Linq; namespace SlaveMatrix { @@ -17,7 +17,7 @@ namespace SlaveMatrix public ColorP X0Y0_筋肉CP; - public Ele[] 上腕_接続; + public Ele[] UpperArm_接続; public override bool 欠損 { @@ -120,7 +120,7 @@ namespace SlaveMatrix } } - public JointS 上腕_接続点 => new JointS(本体, X0Y0_脇, 0); + public JointS UpperArm_接続点 => new JointS(本体, X0Y0_脇, 0); public 四足脇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足脇D e) { @@ -163,15 +163,15 @@ namespace SlaveMatrix { 表示 = false; } - if (e.上腕_接続.Count > 0) + if (e.UpperArm_接続.Count > 0) { Ele f; - 上腕_接続 = e.上腕_接続.Select(delegate(EleD g) + UpperArm_接続 = e.UpperArm_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = 四足脇2; - f.ConnectionType = ConnectionInfo.四足脇_上腕_接続; - f.接続(四足脇2.上腕_接続点); + f.ConnectionType = ConnectionInfo.四足脇_UpperArm_接続; + f.接続(四足脇2.UpperArm_接続点); return f; }).ToArray(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs index a4e256d..b092b57 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs @@ -13,18 +13,18 @@ namespace SlaveMatrix public double 筋肉濃度 = 1.0; - public List 上腕_接続 = new List(); + public List UpperArm_接続 = new List(); public 四足脇D() { ThisType = GetType(); } - public void 上腕接続(EleD e) + public void UpperArm接続(EleD e) { - 上腕_接続.Add(e); + UpperArm_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.四足脇_上腕_接続; + e.接続情報 = ConnectionInfo.四足脇_UpperArm_接続; } public override Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs index 7f069fb..6755cd2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs @@ -893,9 +893,9 @@ namespace SlaveMatrix 飛膜.Dispose(); } - public void 接続(上腕_蝙 上腕, 下腕_蝙 下腕, bool カーブ) + public void 接続(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, bool カーブ) { - 飛膜.接続(上腕, 下腕, this, カーブ); + 飛膜.接続(UpperArm, LowerArm, this, カーブ); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArm.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArm.cs new file mode 100644 index 0000000..84f2b03 --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArm.cs @@ -0,0 +1,6 @@ +namespace SlaveMatrix +{ + public class 獣LowerArm : LowerArm + { + } +} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArmD.cs similarity index 63% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArmD.cs index abad02e..fa54404 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣LowerArmD.cs @@ -3,7 +3,7 @@ using System; namespace SlaveMatrix { [Serializable] - public class 獣下腕D : 下腕D + public class 獣LowerArmD : LowerArmD { } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArm.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArm.cs new file mode 100644 index 0000000..8a7e770 --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArm.cs @@ -0,0 +1,6 @@ +namespace SlaveMatrix +{ + public class 獣UpperArm : UpperArm + { + } +} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼上腕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArmD.cs similarity index 63% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/翼上腕D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArmD.cs index 7ec0165..b8b3d18 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼上腕D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣UpperArmD.cs @@ -3,7 +3,7 @@ using System; namespace SlaveMatrix { [Serializable] - public class 翼上腕D : 上腕D + public class 獣UpperArmD : UpperArmD { } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕.cs deleted file mode 100644 index e5654f4..0000000 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕.cs +++ /dev/null @@ -1,6 +0,0 @@ -namespace SlaveMatrix -{ - public class 獣上腕 : 上腕 - { - } -} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕.cs deleted file mode 100644 index 8c62dcb..0000000 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣下腕.cs +++ /dev/null @@ -1,6 +0,0 @@ -namespace SlaveMatrix -{ - public class 獣下腕 : 下腕 - { - } -} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼上腕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼LowerArm.cs similarity index 68% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/翼上腕.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/翼LowerArm.cs index 1e7724f..42ac2f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼上腕.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼LowerArm.cs @@ -1,6 +1,6 @@ namespace SlaveMatrix { - public class 翼上腕 : 上腕 + public class 翼LowerArm : LowerArm { public virtual double 展開 { get; set; } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼下腕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼LowerArmD.cs similarity index 63% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/翼下腕D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/翼LowerArmD.cs index 9ea3f07..ddb4893 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼下腕D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼LowerArmD.cs @@ -3,7 +3,7 @@ using System; namespace SlaveMatrix { [Serializable] - public class 翼下腕D : 下腕D + public class 翼LowerArmD : LowerArmD { } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼下腕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼UpperArm.cs similarity index 68% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/翼下腕.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/翼UpperArm.cs index 09b119f..0c674cb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼下腕.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼UpperArm.cs @@ -1,6 +1,6 @@ namespace SlaveMatrix { - public class 翼下腕 : 下腕 + public class 翼UpperArm : UpperArm { public virtual double 展開 { get; set; } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼UpperArmD.cs similarity index 63% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕D.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/翼UpperArmD.cs index fe25528..b635c5d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣上腕D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼UpperArmD.cs @@ -3,7 +3,7 @@ using System; namespace SlaveMatrix { [Serializable] - public class 獣上腕D : 上腕D + public class 翼UpperArmD : UpperArmD { } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼獣.cs index 2d47bf6..172d6d2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼獣.cs @@ -2,9 +2,9 @@ namespace SlaveMatrix { public struct 翼獣 { - public 上腕_蝙 上腕; + public UpperArm_蝙 UpperArm; - public 下腕_蝙 下腕; + public LowerArm_蝙 LowerArm; public 手_蝙 手; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼鳥.cs index b7a8f43..424d32c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/翼鳥.cs @@ -2,9 +2,9 @@ namespace SlaveMatrix { public struct 翼鳥 { - public 上腕_鳥 上腕; + public UpperArm_鳥 UpperArm; - public 下腕_鳥 下腕; + public LowerArm_鳥 LowerArm; public 手_鳥 手; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼獣.cs deleted file mode 100644 index 2af0080..0000000 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼獣.cs +++ /dev/null @@ -1,13 +0,0 @@ -namespace SlaveMatrix -{ - public struct 腕翼獣 - { - public Shoulder Shoulder; - - public 上腕_蝙 上腕; - - public 下腕_蝙 下腕; - - public 手_蝙 手; - } -} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼鳥.cs deleted file mode 100644 index e57631f..0000000 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腕翼鳥.cs +++ /dev/null @@ -1,13 +0,0 @@ -namespace SlaveMatrix -{ - public struct 腕翼鳥 - { - public Shoulder Shoulder; - - public 上腕_鳥 上腕; - - public 下腕_鳥 下腕; - - public 手_鳥 手; - } -} diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙通常.cs index ba72dbb..30bf3a1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙通常.cs @@ -2,23 +2,23 @@ namespace SlaveMatrix { public class 蝙通常 { - public 上腕_蝙 上腕; + public UpperArm_蝙 UpperArm; - public 下腕_蝙 下腕; + public LowerArm_蝙 LowerArm; public 手_蝙 手; - public 蝙通常(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手) + public 蝙通常(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手) { - this.上腕 = 上腕; - this.下腕 = 下腕; + this.UpperArm = UpperArm; + this.LowerArm = LowerArm; this.手 = 手; } public void 接続() { - 上腕.飛膜.接続(上腕, 下腕, 手, 上腕.接着()); - 手.飛膜.接続(上腕, 下腕, 手, 手.カーブ); + UpperArm.飛膜.接続(UpperArm, LowerArm, 手, UpperArm.接着()); + 手.飛膜.接続(UpperArm, LowerArm, 手, 手.カーブ); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙隣接.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙隣接.cs index 6f6e8fa..775c9a9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙隣接.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/蝙隣接.cs @@ -2,20 +2,20 @@ namespace SlaveMatrix { public class 蝙隣接 { - public 上腕_蝙 上腕; + public UpperArm_蝙 UpperArm; public 手_蝙 手; - public 蝙隣接(上腕_蝙 上腕, 手_蝙 手) + public 蝙隣接(UpperArm_蝙 UpperArm, 手_蝙 手) { - this.上腕 = 上腕; + this.UpperArm = UpperArm; this.手 = 手; } public void 接続() { - 上腕.飛膜.接続(上腕, null, 手, 上腕.接着()); - 手.飛膜.接続(上腕, null, 手, 手.カーブ); + UpperArm.飛膜.接続(UpperArm, null, 手, UpperArm.接着()); + 手.飛膜.接続(UpperArm, null, 手, 手.カーブ); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs index 35a7bc6..a55d5d3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs @@ -16,9 +16,9 @@ namespace SlaveMatrix public Par X0Y0_脚後_鰭_鰭膜3; - public Par X0Y0_脚後_上腕; + public Par X0Y0_脚後_UpperArm; - public Par X0Y0_脚後_下腕; + public Par X0Y0_脚後_LowerArm; public Par X0Y0_脚後_手_手; @@ -84,51 +84,51 @@ namespace SlaveMatrix public Par X0Y0_脚後_手_親指_爪; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗9; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗9; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗8; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗8; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗7; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗7; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗6; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗6; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗5; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗5; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗4; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗4; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗3; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗3; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗2; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗2; - public Par X0Y0_脚後_下腕鱗_鱗小_鱗1; + public Par X0Y0_脚後_LowerArm鱗_鱗小_鱗1; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗9; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗9; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗8; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗8; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗7; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗7; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗6; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗6; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗5; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗5; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗4; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗4; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗3; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗3; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗2; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗2; - public Par X0Y0_脚後_下腕鱗_鱗大_鱗1; + public Par X0Y0_脚後_LowerArm鱗_鱗大_鱗1; - public Par X0Y0_脚後_上腕鱗_鱗5; + public Par X0Y0_脚後_UpperArm鱗_鱗5; - public Par X0Y0_脚後_上腕鱗_鱗4; + public Par X0Y0_脚後_UpperArm鱗_鱗4; - public Par X0Y0_脚後_上腕鱗_鱗3; + public Par X0Y0_脚後_UpperArm鱗_鱗3; - public Par X0Y0_脚後_上腕鱗_鱗2; + public Par X0Y0_脚後_UpperArm鱗_鱗2; - public Par X0Y0_脚後_上腕鱗_鱗1; + public Par X0Y0_脚後_UpperArm鱗_鱗1; public Par X0Y0_脚後_輪_革; @@ -426,9 +426,9 @@ namespace SlaveMatrix public Par X0Y0_頭_輪_金具右; - public Par X0Y0_脚前_上腕; + public Par X0Y0_脚前_UpperArm; - public Par X0Y0_脚前_下腕; + public Par X0Y0_脚前_LowerArm; public Par X0Y0_脚前_手_親指_爪; @@ -494,51 +494,51 @@ namespace SlaveMatrix public Par X0Y0_脚前_手_鱗_鱗1; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗9; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗9; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗8; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗8; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗7; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗7; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗6; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗6; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗5; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗5; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗4; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗4; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗3; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗3; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗2; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗2; - public Par X0Y0_脚前_下腕鱗_鱗小_鱗1; + public Par X0Y0_脚前_LowerArm鱗_鱗小_鱗1; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗9; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗9; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗8; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗8; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗7; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗7; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗6; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗6; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗5; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗5; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗4; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗4; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗3; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗3; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗2; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗2; - public Par X0Y0_脚前_下腕鱗_鱗大_鱗1; + public Par X0Y0_脚前_LowerArm鱗_鱗大_鱗1; - public Par X0Y0_脚前_上腕鱗_鱗5; + public Par X0Y0_脚前_UpperArm鱗_鱗5; - public Par X0Y0_脚前_上腕鱗_鱗4; + public Par X0Y0_脚前_UpperArm鱗_鱗4; - public Par X0Y0_脚前_上腕鱗_鱗3; + public Par X0Y0_脚前_UpperArm鱗_鱗3; - public Par X0Y0_脚前_上腕鱗_鱗2; + public Par X0Y0_脚前_UpperArm鱗_鱗2; - public Par X0Y0_脚前_上腕鱗_鱗1; + public Par X0Y0_脚前_UpperArm鱗_鱗1; public Par X0Y0_脚前_鰭_鰭膜1; @@ -572,9 +572,9 @@ namespace SlaveMatrix public ColorD 脚後_鰭_鰭膜3CD; - public ColorD 脚後_上腕CD; + public ColorD 脚後_UpperArmCD; - public ColorD 脚後_下腕CD; + public ColorD 脚後_LowerArmCD; public ColorD 脚後_手_手CD; @@ -640,51 +640,51 @@ namespace SlaveMatrix public ColorD 脚後_手_親指_爪CD; - public ColorD 脚後_下腕鱗_鱗小_鱗9CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗9CD; - public ColorD 脚後_下腕鱗_鱗小_鱗8CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗8CD; - public ColorD 脚後_下腕鱗_鱗小_鱗7CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗7CD; - public ColorD 脚後_下腕鱗_鱗小_鱗6CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗6CD; - public ColorD 脚後_下腕鱗_鱗小_鱗5CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗5CD; - public ColorD 脚後_下腕鱗_鱗小_鱗4CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗4CD; - public ColorD 脚後_下腕鱗_鱗小_鱗3CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗3CD; - public ColorD 脚後_下腕鱗_鱗小_鱗2CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗2CD; - public ColorD 脚後_下腕鱗_鱗小_鱗1CD; + public ColorD 脚後_LowerArm鱗_鱗小_鱗1CD; - public ColorD 脚後_下腕鱗_鱗大_鱗9CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗9CD; - public ColorD 脚後_下腕鱗_鱗大_鱗8CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗8CD; - public ColorD 脚後_下腕鱗_鱗大_鱗7CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗7CD; - public ColorD 脚後_下腕鱗_鱗大_鱗6CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗6CD; - public ColorD 脚後_下腕鱗_鱗大_鱗5CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗5CD; - public ColorD 脚後_下腕鱗_鱗大_鱗4CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗4CD; - public ColorD 脚後_下腕鱗_鱗大_鱗3CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗3CD; - public ColorD 脚後_下腕鱗_鱗大_鱗2CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗2CD; - public ColorD 脚後_下腕鱗_鱗大_鱗1CD; + public ColorD 脚後_LowerArm鱗_鱗大_鱗1CD; - public ColorD 脚後_上腕鱗_鱗5CD; + public ColorD 脚後_UpperArm鱗_鱗5CD; - public ColorD 脚後_上腕鱗_鱗4CD; + public ColorD 脚後_UpperArm鱗_鱗4CD; - public ColorD 脚後_上腕鱗_鱗3CD; + public ColorD 脚後_UpperArm鱗_鱗3CD; - public ColorD 脚後_上腕鱗_鱗2CD; + public ColorD 脚後_UpperArm鱗_鱗2CD; - public ColorD 脚後_上腕鱗_鱗1CD; + public ColorD 脚後_UpperArm鱗_鱗1CD; public ColorD 脚後_輪_革CD; @@ -982,9 +982,9 @@ namespace SlaveMatrix public ColorD 頭_輪_金具右CD; - public ColorD 脚前_上腕CD; + public ColorD 脚前_UpperArmCD; - public ColorD 脚前_下腕CD; + public ColorD 脚前_LowerArmCD; public ColorD 脚前_手_親指_爪CD; @@ -1050,51 +1050,51 @@ namespace SlaveMatrix public ColorD 脚前_手_鱗_鱗1CD; - public ColorD 脚前_下腕鱗_鱗小_鱗9CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗9CD; - public ColorD 脚前_下腕鱗_鱗小_鱗8CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗8CD; - public ColorD 脚前_下腕鱗_鱗小_鱗7CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗7CD; - public ColorD 脚前_下腕鱗_鱗小_鱗6CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗6CD; - public ColorD 脚前_下腕鱗_鱗小_鱗5CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗5CD; - public ColorD 脚前_下腕鱗_鱗小_鱗4CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗4CD; - public ColorD 脚前_下腕鱗_鱗小_鱗3CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗3CD; - public ColorD 脚前_下腕鱗_鱗小_鱗2CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗2CD; - public ColorD 脚前_下腕鱗_鱗小_鱗1CD; + public ColorD 脚前_LowerArm鱗_鱗小_鱗1CD; - public ColorD 脚前_下腕鱗_鱗大_鱗9CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗9CD; - public ColorD 脚前_下腕鱗_鱗大_鱗8CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗8CD; - public ColorD 脚前_下腕鱗_鱗大_鱗7CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗7CD; - public ColorD 脚前_下腕鱗_鱗大_鱗6CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗6CD; - public ColorD 脚前_下腕鱗_鱗大_鱗5CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗5CD; - public ColorD 脚前_下腕鱗_鱗大_鱗4CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗4CD; - public ColorD 脚前_下腕鱗_鱗大_鱗3CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗3CD; - public ColorD 脚前_下腕鱗_鱗大_鱗2CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗2CD; - public ColorD 脚前_下腕鱗_鱗大_鱗1CD; + public ColorD 脚前_LowerArm鱗_鱗大_鱗1CD; - public ColorD 脚前_上腕鱗_鱗5CD; + public ColorD 脚前_UpperArm鱗_鱗5CD; - public ColorD 脚前_上腕鱗_鱗4CD; + public ColorD 脚前_UpperArm鱗_鱗4CD; - public ColorD 脚前_上腕鱗_鱗3CD; + public ColorD 脚前_UpperArm鱗_鱗3CD; - public ColorD 脚前_上腕鱗_鱗2CD; + public ColorD 脚前_UpperArm鱗_鱗2CD; - public ColorD 脚前_上腕鱗_鱗1CD; + public ColorD 脚前_UpperArm鱗_鱗1CD; public ColorD 脚前_鰭_鰭膜1CD; @@ -1128,9 +1128,9 @@ namespace SlaveMatrix public ColorP X0Y0_脚後_鰭_鰭膜3CP; - public ColorP X0Y0_脚後_上腕CP; + public ColorP X0Y0_脚後_UpperArmCP; - public ColorP X0Y0_脚後_下腕CP; + public ColorP X0Y0_脚後_LowerArmCP; public ColorP X0Y0_脚後_手_手CP; @@ -1196,51 +1196,51 @@ namespace SlaveMatrix public ColorP X0Y0_脚後_手_親指_爪CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗9CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗9CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗8CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗8CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗7CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗7CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗6CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗6CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗5CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗5CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗4CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗4CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗3CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗3CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗2CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗2CP; - public ColorP X0Y0_脚後_下腕鱗_鱗小_鱗1CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗小_鱗1CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗9CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗9CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗8CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗8CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗7CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗7CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗6CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗6CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗5CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗5CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗4CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗4CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗3CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗3CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗2CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗2CP; - public ColorP X0Y0_脚後_下腕鱗_鱗大_鱗1CP; + public ColorP X0Y0_脚後_LowerArm鱗_鱗大_鱗1CP; - public ColorP X0Y0_脚後_上腕鱗_鱗5CP; + public ColorP X0Y0_脚後_UpperArm鱗_鱗5CP; - public ColorP X0Y0_脚後_上腕鱗_鱗4CP; + public ColorP X0Y0_脚後_UpperArm鱗_鱗4CP; - public ColorP X0Y0_脚後_上腕鱗_鱗3CP; + public ColorP X0Y0_脚後_UpperArm鱗_鱗3CP; - public ColorP X0Y0_脚後_上腕鱗_鱗2CP; + public ColorP X0Y0_脚後_UpperArm鱗_鱗2CP; - public ColorP X0Y0_脚後_上腕鱗_鱗1CP; + public ColorP X0Y0_脚後_UpperArm鱗_鱗1CP; public ColorP X0Y0_脚後_輪_革CP; @@ -1538,9 +1538,9 @@ namespace SlaveMatrix public ColorP X0Y0_頭_輪_金具右CP; - public ColorP X0Y0_脚前_上腕CP; + public ColorP X0Y0_脚前_UpperArmCP; - public ColorP X0Y0_脚前_下腕CP; + public ColorP X0Y0_脚前_LowerArmCP; public ColorP X0Y0_脚前_手_親指_爪CP; @@ -1606,51 +1606,51 @@ namespace SlaveMatrix public ColorP X0Y0_脚前_手_鱗_鱗1CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗9CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗9CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗8CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗8CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗7CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗7CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗6CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗6CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗5CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗5CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗4CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗4CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗3CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗3CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗2CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗2CP; - public ColorP X0Y0_脚前_下腕鱗_鱗小_鱗1CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗小_鱗1CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗9CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗9CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗8CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗8CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗7CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗7CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗6CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗6CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗5CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗5CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗4CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗4CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗3CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗3CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗2CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗2CP; - public ColorP X0Y0_脚前_下腕鱗_鱗大_鱗1CP; + public ColorP X0Y0_脚前_LowerArm鱗_鱗大_鱗1CP; - public ColorP X0Y0_脚前_上腕鱗_鱗5CP; + public ColorP X0Y0_脚前_UpperArm鱗_鱗5CP; - public ColorP X0Y0_脚前_上腕鱗_鱗4CP; + public ColorP X0Y0_脚前_UpperArm鱗_鱗4CP; - public ColorP X0Y0_脚前_上腕鱗_鱗3CP; + public ColorP X0Y0_脚前_UpperArm鱗_鱗3CP; - public ColorP X0Y0_脚前_上腕鱗_鱗2CP; + public ColorP X0Y0_脚前_UpperArm鱗_鱗2CP; - public ColorP X0Y0_脚前_上腕鱗_鱗1CP; + public ColorP X0Y0_脚前_UpperArm鱗_鱗1CP; public ColorP X0Y0_脚前_鰭_鰭膜1CP; @@ -1682,13 +1682,13 @@ namespace SlaveMatrix public Ele[] Head_接続; - public Ele[] 上腕左_接続; + public Ele[] UpperArm左_接続; - public Ele[] 上腕右_接続; + public Ele[] UpperArm右_接続; - public Ele[] 下腕左_接続; + public Ele[] LowerArm左_接続; - public Ele[] 下腕右_接続; + public Ele[] LowerArm右_接続; public Ele[] 手左_接続; @@ -1799,29 +1799,29 @@ namespace SlaveMatrix } } - public bool 脚後_上腕_表示 + public bool 脚後_UpperArm_表示 { get { - return X0Y0_脚後_上腕.Dra; + return X0Y0_脚後_UpperArm.Dra; } set { - X0Y0_脚後_上腕.Dra = value; - X0Y0_脚後_上腕.Hit = value; + X0Y0_脚後_UpperArm.Dra = value; + X0Y0_脚後_UpperArm.Hit = value; } } - public bool 脚後_下腕_表示 + public bool 脚後_LowerArm_表示 { get { - return X0Y0_脚後_下腕.Dra; + return X0Y0_脚後_LowerArm.Dra; } set { - X0Y0_脚後_下腕.Dra = value; - X0Y0_脚後_下腕.Hit = value; + X0Y0_脚後_LowerArm.Dra = value; + X0Y0_脚後_LowerArm.Hit = value; } } @@ -2241,302 +2241,302 @@ namespace SlaveMatrix } } - public bool 脚後_下腕鱗_鱗小_鱗9_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗9_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗9.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗9.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗9.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗9.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗9.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗9.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗8_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗8_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗8.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗8.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗8.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗8.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗8.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗8.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗7_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗7_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗7.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗7.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗7.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗7.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗7.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗7.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗6_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗6_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗6.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗6.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗6.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗6.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗6.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗6.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗5_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗5_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗5.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗5.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗5.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗5.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗5.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗5.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗4_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗4_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗4.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗4.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗4.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗4.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗4.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗4.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗3_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗3_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗3.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗3.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗3.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗3.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗3.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗3.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗2_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗2_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗2.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗2.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗2.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗2.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗2.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗2.Hit = value; } } - public bool 脚後_下腕鱗_鱗小_鱗1_表示 + public bool 脚後_LowerArm鱗_鱗小_鱗1_表示 { get { - return X0Y0_脚後_下腕鱗_鱗小_鱗1.Dra; + return X0Y0_脚後_LowerArm鱗_鱗小_鱗1.Dra; } set { - X0Y0_脚後_下腕鱗_鱗小_鱗1.Dra = value; - X0Y0_脚後_下腕鱗_鱗小_鱗1.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗1.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗小_鱗1.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗9_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗9_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗9.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗9.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗9.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗9.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗9.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗9.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗8_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗8_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗8.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗8.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗8.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗8.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗8.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗8.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗7_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗7_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗7.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗7.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗7.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗7.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗7.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗7.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗6_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗6_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗6.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗6.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗6.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗6.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗6.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗6.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗5_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗5_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗5.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗5.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗5.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗5.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗5.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗5.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗4_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗4_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗4.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗4.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗4.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗4.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗4.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗4.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗3_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗3_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗3.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗3.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗3.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗3.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗3.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗3.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗2_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗2_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗2.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗2.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗2.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗2.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗2.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗2.Hit = value; } } - public bool 脚後_下腕鱗_鱗大_鱗1_表示 + public bool 脚後_LowerArm鱗_鱗大_鱗1_表示 { get { - return X0Y0_脚後_下腕鱗_鱗大_鱗1.Dra; + return X0Y0_脚後_LowerArm鱗_鱗大_鱗1.Dra; } set { - X0Y0_脚後_下腕鱗_鱗大_鱗1.Dra = value; - X0Y0_脚後_下腕鱗_鱗大_鱗1.Hit = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗1.Dra = value; + X0Y0_脚後_LowerArm鱗_鱗大_鱗1.Hit = value; } } - public bool 脚後_上腕鱗_鱗5_表示 + public bool 脚後_UpperArm鱗_鱗5_表示 { get { - return X0Y0_脚後_上腕鱗_鱗5.Dra; + return X0Y0_脚後_UpperArm鱗_鱗5.Dra; } set { - X0Y0_脚後_上腕鱗_鱗5.Dra = value; - X0Y0_脚後_上腕鱗_鱗5.Hit = value; + X0Y0_脚後_UpperArm鱗_鱗5.Dra = value; + X0Y0_脚後_UpperArm鱗_鱗5.Hit = value; } } - public bool 脚後_上腕鱗_鱗4_表示 + public bool 脚後_UpperArm鱗_鱗4_表示 { get { - return X0Y0_脚後_上腕鱗_鱗4.Dra; + return X0Y0_脚後_UpperArm鱗_鱗4.Dra; } set { - X0Y0_脚後_上腕鱗_鱗4.Dra = value; - X0Y0_脚後_上腕鱗_鱗4.Hit = value; + X0Y0_脚後_UpperArm鱗_鱗4.Dra = value; + X0Y0_脚後_UpperArm鱗_鱗4.Hit = value; } } - public bool 脚後_上腕鱗_鱗3_表示 + public bool 脚後_UpperArm鱗_鱗3_表示 { get { - return X0Y0_脚後_上腕鱗_鱗3.Dra; + return X0Y0_脚後_UpperArm鱗_鱗3.Dra; } set { - X0Y0_脚後_上腕鱗_鱗3.Dra = value; - X0Y0_脚後_上腕鱗_鱗3.Hit = value; + X0Y0_脚後_UpperArm鱗_鱗3.Dra = value; + X0Y0_脚後_UpperArm鱗_鱗3.Hit = value; } } - public bool 脚後_上腕鱗_鱗2_表示 + public bool 脚後_UpperArm鱗_鱗2_表示 { get { - return X0Y0_脚後_上腕鱗_鱗2.Dra; + return X0Y0_脚後_UpperArm鱗_鱗2.Dra; } set { - X0Y0_脚後_上腕鱗_鱗2.Dra = value; - X0Y0_脚後_上腕鱗_鱗2.Hit = value; + X0Y0_脚後_UpperArm鱗_鱗2.Dra = value; + X0Y0_脚後_UpperArm鱗_鱗2.Hit = value; } } - public bool 脚後_上腕鱗_鱗1_表示 + public bool 脚後_UpperArm鱗_鱗1_表示 { get { - return X0Y0_脚後_上腕鱗_鱗1.Dra; + return X0Y0_脚後_UpperArm鱗_鱗1.Dra; } set { - X0Y0_脚後_上腕鱗_鱗1.Dra = value; - X0Y0_脚後_上腕鱗_鱗1.Hit = value; + X0Y0_脚後_UpperArm鱗_鱗1.Dra = value; + X0Y0_脚後_UpperArm鱗_鱗1.Hit = value; } } @@ -4464,29 +4464,29 @@ namespace SlaveMatrix } } - public bool 脚前_上腕_表示 + public bool 脚前_UpperArm_表示 { get { - return X0Y0_脚前_上腕.Dra; + return X0Y0_脚前_UpperArm.Dra; } set { - X0Y0_脚前_上腕.Dra = value; - X0Y0_脚前_上腕.Hit = value; + X0Y0_脚前_UpperArm.Dra = value; + X0Y0_脚前_UpperArm.Hit = value; } } - public bool 脚前_下腕_表示 + public bool 脚前_LowerArm_表示 { get { - return X0Y0_脚前_下腕.Dra; + return X0Y0_脚前_LowerArm.Dra; } set { - X0Y0_脚前_下腕.Dra = value; - X0Y0_脚前_下腕.Hit = value; + X0Y0_脚前_LowerArm.Dra = value; + X0Y0_脚前_LowerArm.Hit = value; } } @@ -4906,302 +4906,302 @@ namespace SlaveMatrix } } - public bool 脚前_下腕鱗_鱗小_鱗9_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗9_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗9.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗9.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗9.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗9.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗9.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗9.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗8_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗8_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗8.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗8.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗8.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗8.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗8.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗8.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗7_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗7_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗7.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗7.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗7.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗7.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗7.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗7.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗6_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗6_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗6.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗6.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗6.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗6.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗6.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗6.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗5_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗5_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗5.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗5.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗5.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗5.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗5.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗5.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗4_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗4_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗4.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗4.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗4.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗4.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗4.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗4.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗3_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗3_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗3.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗3.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗3.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗3.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗3.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗3.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗2_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗2_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗2.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗2.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗2.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗2.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗2.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗2.Hit = value; } } - public bool 脚前_下腕鱗_鱗小_鱗1_表示 + public bool 脚前_LowerArm鱗_鱗小_鱗1_表示 { get { - return X0Y0_脚前_下腕鱗_鱗小_鱗1.Dra; + return X0Y0_脚前_LowerArm鱗_鱗小_鱗1.Dra; } set { - X0Y0_脚前_下腕鱗_鱗小_鱗1.Dra = value; - X0Y0_脚前_下腕鱗_鱗小_鱗1.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗1.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗小_鱗1.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗9_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗9_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗9.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗9.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗9.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗9.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗9.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗9.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗8_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗8_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗8.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗8.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗8.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗8.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗8.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗8.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗7_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗7_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗7.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗7.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗7.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗7.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗7.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗7.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗6_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗6_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗6.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗6.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗6.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗6.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗6.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗6.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗5_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗5_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗5.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗5.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗5.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗5.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗5.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗5.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗4_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗4_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗4.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗4.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗4.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗4.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗4.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗4.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗3_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗3_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗3.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗3.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗3.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗3.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗3.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗3.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗2_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗2_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗2.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗2.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗2.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗2.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗2.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗2.Hit = value; } } - public bool 脚前_下腕鱗_鱗大_鱗1_表示 + public bool 脚前_LowerArm鱗_鱗大_鱗1_表示 { get { - return X0Y0_脚前_下腕鱗_鱗大_鱗1.Dra; + return X0Y0_脚前_LowerArm鱗_鱗大_鱗1.Dra; } set { - X0Y0_脚前_下腕鱗_鱗大_鱗1.Dra = value; - X0Y0_脚前_下腕鱗_鱗大_鱗1.Hit = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗1.Dra = value; + X0Y0_脚前_LowerArm鱗_鱗大_鱗1.Hit = value; } } - public bool 脚前_上腕鱗_鱗5_表示 + public bool 脚前_UpperArm鱗_鱗5_表示 { get { - return X0Y0_脚前_上腕鱗_鱗5.Dra; + return X0Y0_脚前_UpperArm鱗_鱗5.Dra; } set { - X0Y0_脚前_上腕鱗_鱗5.Dra = value; - X0Y0_脚前_上腕鱗_鱗5.Hit = value; + X0Y0_脚前_UpperArm鱗_鱗5.Dra = value; + X0Y0_脚前_UpperArm鱗_鱗5.Hit = value; } } - public bool 脚前_上腕鱗_鱗4_表示 + public bool 脚前_UpperArm鱗_鱗4_表示 { get { - return X0Y0_脚前_上腕鱗_鱗4.Dra; + return X0Y0_脚前_UpperArm鱗_鱗4.Dra; } set { - X0Y0_脚前_上腕鱗_鱗4.Dra = value; - X0Y0_脚前_上腕鱗_鱗4.Hit = value; + X0Y0_脚前_UpperArm鱗_鱗4.Dra = value; + X0Y0_脚前_UpperArm鱗_鱗4.Hit = value; } } - public bool 脚前_上腕鱗_鱗3_表示 + public bool 脚前_UpperArm鱗_鱗3_表示 { get { - return X0Y0_脚前_上腕鱗_鱗3.Dra; + return X0Y0_脚前_UpperArm鱗_鱗3.Dra; } set { - X0Y0_脚前_上腕鱗_鱗3.Dra = value; - X0Y0_脚前_上腕鱗_鱗3.Hit = value; + X0Y0_脚前_UpperArm鱗_鱗3.Dra = value; + X0Y0_脚前_UpperArm鱗_鱗3.Hit = value; } } - public bool 脚前_上腕鱗_鱗2_表示 + public bool 脚前_UpperArm鱗_鱗2_表示 { get { - return X0Y0_脚前_上腕鱗_鱗2.Dra; + return X0Y0_脚前_UpperArm鱗_鱗2.Dra; } set { - X0Y0_脚前_上腕鱗_鱗2.Dra = value; - X0Y0_脚前_上腕鱗_鱗2.Hit = value; + X0Y0_脚前_UpperArm鱗_鱗2.Dra = value; + X0Y0_脚前_UpperArm鱗_鱗2.Hit = value; } } - public bool 脚前_上腕鱗_鱗1_表示 + public bool 脚前_UpperArm鱗_鱗1_表示 { get { - return X0Y0_脚前_上腕鱗_鱗1.Dra; + return X0Y0_脚前_UpperArm鱗_鱗1.Dra; } set { - X0Y0_脚前_上腕鱗_鱗1.Dra = value; - X0Y0_脚前_上腕鱗_鱗1.Hit = value; + X0Y0_脚前_UpperArm鱗_鱗1.Dra = value; + X0Y0_脚前_UpperArm鱗_鱗1.Hit = value; } } @@ -5415,12 +5415,12 @@ namespace SlaveMatrix } set { - 脚前_輪_革_表示 = value && 脚前_上腕_表示; - 脚前_輪_金具1_表示 = value && 脚前_上腕_表示; - 脚前_輪_金具2_表示 = value && 脚前_上腕_表示; - 脚前_輪_金具3_表示 = value && 脚前_上腕_表示; - 脚前_輪_金具左_表示 = value && 脚前_上腕_表示; - 脚前_輪_金具右_表示 = value && 脚前_上腕_表示; + 脚前_輪_革_表示 = value && 脚前_UpperArm_表示; + 脚前_輪_金具1_表示 = value && 脚前_UpperArm_表示; + 脚前_輪_金具2_表示 = value && 脚前_UpperArm_表示; + 脚前_輪_金具3_表示 = value && 脚前_UpperArm_表示; + 脚前_輪_金具左_表示 = value && 脚前_UpperArm_表示; + 脚前_輪_金具右_表示 = value && 脚前_UpperArm_表示; } } @@ -5432,12 +5432,12 @@ namespace SlaveMatrix } set { - 脚後_輪_革_表示 = value && 脚後_上腕_表示; - 脚後_輪_金具1_表示 = value && 脚後_上腕_表示; - 脚後_輪_金具2_表示 = value && 脚後_上腕_表示; - 脚後_輪_金具3_表示 = value && 脚後_上腕_表示; - 脚後_輪_金具左_表示 = value && 脚後_上腕_表示; - 脚後_輪_金具右_表示 = value && 脚後_上腕_表示; + 脚後_輪_革_表示 = value && 脚後_UpperArm_表示; + 脚後_輪_金具1_表示 = value && 脚後_UpperArm_表示; + 脚後_輪_金具2_表示 = value && 脚後_UpperArm_表示; + 脚後_輪_金具3_表示 = value && 脚後_UpperArm_表示; + 脚後_輪_金具左_表示 = value && 脚後_UpperArm_表示; + 脚後_輪_金具右_表示 = value && 脚後_UpperArm_表示; } } @@ -5450,8 +5450,8 @@ namespace SlaveMatrix set { 鎖1.表示 = value; - 鎖3.表示 = value && 脚後_上腕_表示; - 鎖5.表示 = value && 脚前_上腕_表示; + 鎖3.表示 = value && 脚後_UpperArm_表示; + 鎖5.表示 = value && 脚前_UpperArm_表示; } } @@ -5468,8 +5468,8 @@ namespace SlaveMatrix 脚後_鰭_鰭膜2_表示 = value; 脚後_鰭_鰭条2_表示 = value; 脚後_鰭_鰭膜3_表示 = value; - 脚後_上腕_表示 = value; - 脚後_下腕_表示 = value; + 脚後_UpperArm_表示 = value; + 脚後_LowerArm_表示 = value; 脚後_手_手_表示 = value; 脚後_手_小指_指_表示 = value; 脚後_手_小指_爪_表示 = value; @@ -5502,29 +5502,29 @@ namespace SlaveMatrix 脚後_手_鱗_鱗2_表示 = value; 脚後_手_鱗_鱗1_表示 = value; 脚後_手_親指_爪_表示 = value; - 脚後_下腕鱗_鱗小_鱗9_表示 = value; - 脚後_下腕鱗_鱗小_鱗8_表示 = value; - 脚後_下腕鱗_鱗小_鱗7_表示 = value; - 脚後_下腕鱗_鱗小_鱗6_表示 = value; - 脚後_下腕鱗_鱗小_鱗5_表示 = value; - 脚後_下腕鱗_鱗小_鱗4_表示 = value; - 脚後_下腕鱗_鱗小_鱗3_表示 = value; - 脚後_下腕鱗_鱗小_鱗2_表示 = value; - 脚後_下腕鱗_鱗小_鱗1_表示 = value; - 脚後_下腕鱗_鱗大_鱗9_表示 = value; - 脚後_下腕鱗_鱗大_鱗8_表示 = value; - 脚後_下腕鱗_鱗大_鱗7_表示 = value; - 脚後_下腕鱗_鱗大_鱗6_表示 = value; - 脚後_下腕鱗_鱗大_鱗5_表示 = value; - 脚後_下腕鱗_鱗大_鱗4_表示 = value; - 脚後_下腕鱗_鱗大_鱗3_表示 = value; - 脚後_下腕鱗_鱗大_鱗2_表示 = value; - 脚後_下腕鱗_鱗大_鱗1_表示 = value; - 脚後_上腕鱗_鱗5_表示 = value; - 脚後_上腕鱗_鱗4_表示 = value; - 脚後_上腕鱗_鱗3_表示 = value; - 脚後_上腕鱗_鱗2_表示 = value; - 脚後_上腕鱗_鱗1_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗9_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗8_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗7_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗6_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗5_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗4_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗3_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗2_表示 = value; + 脚後_LowerArm鱗_鱗小_鱗1_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗9_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗8_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗7_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗6_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗5_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗4_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗3_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗2_表示 = value; + 脚後_LowerArm鱗_鱗大_鱗1_表示 = value; + 脚後_UpperArm鱗_鱗5_表示 = value; + 脚後_UpperArm鱗_鱗4_表示 = value; + 脚後_UpperArm鱗_鱗3_表示 = value; + 脚後_UpperArm鱗_鱗2_表示 = value; + 脚後_UpperArm鱗_鱗1_表示 = value; 脚後_輪_革_表示 = value; 脚後_輪_金具1_表示 = value; 脚後_輪_金具2_表示 = value; @@ -5673,8 +5673,8 @@ namespace SlaveMatrix 頭_輪_金具3_表示 = value; 頭_輪_金具左_表示 = value; 頭_輪_金具右_表示 = value; - 脚前_上腕_表示 = value; - 脚前_下腕_表示 = value; + 脚前_UpperArm_表示 = value; + 脚前_LowerArm_表示 = value; 脚前_手_親指_爪_表示 = value; 脚前_手_手_表示 = value; 脚前_手_人指_指_表示 = value; @@ -5707,29 +5707,29 @@ namespace SlaveMatrix 脚前_手_鱗_鱗3_表示 = value; 脚前_手_鱗_鱗2_表示 = value; 脚前_手_鱗_鱗1_表示 = value; - 脚前_下腕鱗_鱗小_鱗9_表示 = value; - 脚前_下腕鱗_鱗小_鱗8_表示 = value; - 脚前_下腕鱗_鱗小_鱗7_表示 = value; - 脚前_下腕鱗_鱗小_鱗6_表示 = value; - 脚前_下腕鱗_鱗小_鱗5_表示 = value; - 脚前_下腕鱗_鱗小_鱗4_表示 = value; - 脚前_下腕鱗_鱗小_鱗3_表示 = value; - 脚前_下腕鱗_鱗小_鱗2_表示 = value; - 脚前_下腕鱗_鱗小_鱗1_表示 = value; - 脚前_下腕鱗_鱗大_鱗9_表示 = value; - 脚前_下腕鱗_鱗大_鱗8_表示 = value; - 脚前_下腕鱗_鱗大_鱗7_表示 = value; - 脚前_下腕鱗_鱗大_鱗6_表示 = value; - 脚前_下腕鱗_鱗大_鱗5_表示 = value; - 脚前_下腕鱗_鱗大_鱗4_表示 = value; - 脚前_下腕鱗_鱗大_鱗3_表示 = value; - 脚前_下腕鱗_鱗大_鱗2_表示 = value; - 脚前_下腕鱗_鱗大_鱗1_表示 = value; - 脚前_上腕鱗_鱗5_表示 = value; - 脚前_上腕鱗_鱗4_表示 = value; - 脚前_上腕鱗_鱗3_表示 = value; - 脚前_上腕鱗_鱗2_表示 = value; - 脚前_上腕鱗_鱗1_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗9_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗8_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗7_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗6_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗5_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗4_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗3_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗2_表示 = value; + 脚前_LowerArm鱗_鱗小_鱗1_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗9_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗8_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗7_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗6_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗5_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗4_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗3_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗2_表示 = value; + 脚前_LowerArm鱗_鱗大_鱗1_表示 = value; + 脚前_UpperArm鱗_鱗5_表示 = value; + 脚前_UpperArm鱗_鱗4_表示 = value; + 脚前_UpperArm鱗_鱗3_表示 = value; + 脚前_UpperArm鱗_鱗2_表示 = value; + 脚前_UpperArm鱗_鱗1_表示 = value; 脚前_鰭_鰭膜1_表示 = value; 脚前_鰭_鰭条1_表示 = value; 脚前_鰭_鰭膜2_表示 = value; @@ -5757,8 +5757,8 @@ namespace SlaveMatrix 脚後_鰭_鰭膜2CD.不透明度 = value; 脚後_鰭_鰭条2CD.不透明度 = value; 脚後_鰭_鰭膜3CD.不透明度 = value; - 脚後_上腕CD.不透明度 = value; - 脚後_下腕CD.不透明度 = value; + 脚後_UpperArmCD.不透明度 = value; + 脚後_LowerArmCD.不透明度 = value; 脚後_手_手CD.不透明度 = value; 脚後_手_小指_指CD.不透明度 = value; 脚後_手_小指_爪CD.不透明度 = value; @@ -5791,29 +5791,29 @@ namespace SlaveMatrix 脚後_手_鱗_鱗2CD.不透明度 = value; 脚後_手_鱗_鱗1CD.不透明度 = value; 脚後_手_親指_爪CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗9CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗8CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗7CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗6CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗5CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗4CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗3CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗2CD.不透明度 = value; - 脚後_下腕鱗_鱗小_鱗1CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗9CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗8CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗7CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗6CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗5CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗4CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗3CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗2CD.不透明度 = value; - 脚後_下腕鱗_鱗大_鱗1CD.不透明度 = value; - 脚後_上腕鱗_鱗5CD.不透明度 = value; - 脚後_上腕鱗_鱗4CD.不透明度 = value; - 脚後_上腕鱗_鱗3CD.不透明度 = value; - 脚後_上腕鱗_鱗2CD.不透明度 = value; - 脚後_上腕鱗_鱗1CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗9CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗8CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗7CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗6CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗5CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗4CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗3CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗2CD.不透明度 = value; + 脚後_LowerArm鱗_鱗小_鱗1CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗9CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗8CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗7CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗6CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗5CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗4CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗3CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗2CD.不透明度 = value; + 脚後_LowerArm鱗_鱗大_鱗1CD.不透明度 = value; + 脚後_UpperArm鱗_鱗5CD.不透明度 = value; + 脚後_UpperArm鱗_鱗4CD.不透明度 = value; + 脚後_UpperArm鱗_鱗3CD.不透明度 = value; + 脚後_UpperArm鱗_鱗2CD.不透明度 = value; + 脚後_UpperArm鱗_鱗1CD.不透明度 = value; 脚後_輪_革CD.不透明度 = value; 脚後_輪_金具1CD.不透明度 = value; 脚後_輪_金具2CD.不透明度 = value; @@ -5962,8 +5962,8 @@ namespace SlaveMatrix 頭_輪_金具3CD.不透明度 = value; 頭_輪_金具左CD.不透明度 = value; 頭_輪_金具右CD.不透明度 = value; - 脚前_上腕CD.不透明度 = value; - 脚前_下腕CD.不透明度 = value; + 脚前_UpperArmCD.不透明度 = value; + 脚前_LowerArmCD.不透明度 = value; 脚前_手_親指_爪CD.不透明度 = value; 脚前_手_手CD.不透明度 = value; 脚前_手_人指_指CD.不透明度 = value; @@ -5996,29 +5996,29 @@ namespace SlaveMatrix 脚前_手_鱗_鱗3CD.不透明度 = value; 脚前_手_鱗_鱗2CD.不透明度 = value; 脚前_手_鱗_鱗1CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗9CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗8CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗7CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗6CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗5CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗4CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗3CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗2CD.不透明度 = value; - 脚前_下腕鱗_鱗小_鱗1CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗9CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗8CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗7CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗6CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗5CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗4CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗3CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗2CD.不透明度 = value; - 脚前_下腕鱗_鱗大_鱗1CD.不透明度 = value; - 脚前_上腕鱗_鱗5CD.不透明度 = value; - 脚前_上腕鱗_鱗4CD.不透明度 = value; - 脚前_上腕鱗_鱗3CD.不透明度 = value; - 脚前_上腕鱗_鱗2CD.不透明度 = value; - 脚前_上腕鱗_鱗1CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗9CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗8CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗7CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗6CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗5CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗4CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗3CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗2CD.不透明度 = value; + 脚前_LowerArm鱗_鱗小_鱗1CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗9CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗8CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗7CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗6CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗5CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗4CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗3CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗2CD.不透明度 = value; + 脚前_LowerArm鱗_鱗大_鱗1CD.不透明度 = value; + 脚前_UpperArm鱗_鱗5CD.不透明度 = value; + 脚前_UpperArm鱗_鱗4CD.不透明度 = value; + 脚前_UpperArm鱗_鱗3CD.不透明度 = value; + 脚前_UpperArm鱗_鱗2CD.不透明度 = value; + 脚前_UpperArm鱗_鱗1CD.不透明度 = value; 脚前_鰭_鰭膜1CD.不透明度 = value; 脚前_鰭_鰭条1CD.不透明度 = value; 脚前_鰭_鰭膜2CD.不透明度 = value; @@ -6035,17 +6035,17 @@ namespace SlaveMatrix public JointS 頭_接続点 => new JointS(本体, X0Y0_胴_節18_胴, 0); - public JointS 上腕左_接続点 => new JointS(本体, X0Y0_胴_節9_胴, 1); + public JointS UpperArm左_接続点 => new JointS(本体, X0Y0_胴_節9_胴, 1); - public JointS 上腕右_接続点 => new JointS(本体, X0Y0_胴_節10_胴, 1); + public JointS UpperArm右_接続点 => new JointS(本体, X0Y0_胴_節10_胴, 1); - public JointS 下腕左_接続点 => new JointS(本体, X0Y0_脚前_上腕, 0); + public JointS LowerArm左_接続点 => new JointS(本体, X0Y0_脚前_UpperArm, 0); - public JointS 下腕右_接続点 => new JointS(本体, X0Y0_脚後_上腕, 0); + public JointS LowerArm右_接続点 => new JointS(本体, X0Y0_脚後_UpperArm, 0); - public JointS 手左_接続点 => new JointS(本体, X0Y0_脚前_下腕, 0); + public JointS 手左_接続点 => new JointS(本体, X0Y0_脚前_LowerArm, 0); - public JointS 手右_接続点 => new JointS(本体, X0Y0_脚後_下腕, 0); + public JointS 手右_接続点 => new JointS(本体, X0Y0_脚後_LowerArm, 0); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_胴_輪_金具左, 0); @@ -6077,8 +6077,8 @@ namespace SlaveMatrix X0Y0_脚後_鰭_鰭膜2 = pars3["鰭膜2"].ToPar(); X0Y0_脚後_鰭_鰭条2 = pars3["鰭条2"].ToPar(); X0Y0_脚後_鰭_鰭膜3 = pars3["鰭膜3"].ToPar(); - X0Y0_脚後_上腕 = pars2["上腕"].ToPar(); - X0Y0_脚後_下腕 = pars2["下腕"].ToPar(); + X0Y0_脚後_UpperArm = pars2["上腕"].ToPar(); + X0Y0_脚後_LowerArm = pars2["下腕"].ToPar(); pars3 = pars2["手"].ToPars(); X0Y0_脚後_手_手 = pars3["手"].ToPar(); Pars pars4 = pars3["小指"].ToPars(); @@ -6124,31 +6124,31 @@ namespace SlaveMatrix X0Y0_脚後_手_親指_爪 = pars4["爪"].ToPar(); pars3 = pars2["下腕鱗"].ToPars(); pars4 = pars3["鱗小"].ToPars(); - X0Y0_脚後_下腕鱗_鱗小_鱗9 = pars4["鱗9"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗8 = pars4["鱗8"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗7 = pars4["鱗7"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗6 = pars4["鱗6"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗5 = pars4["鱗5"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗4 = pars4["鱗4"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗3 = pars4["鱗3"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗2 = pars4["鱗2"].ToPar(); - X0Y0_脚後_下腕鱗_鱗小_鱗1 = pars4["鱗1"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗9 = pars4["鱗9"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗8 = pars4["鱗8"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗7 = pars4["鱗7"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗6 = pars4["鱗6"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗5 = pars4["鱗5"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗4 = pars4["鱗4"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗3 = pars4["鱗3"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗2 = pars4["鱗2"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗1 = pars4["鱗1"].ToPar(); pars4 = pars3["鱗大"].ToPars(); - X0Y0_脚後_下腕鱗_鱗大_鱗9 = pars4["鱗9"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗8 = pars4["鱗8"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗7 = pars4["鱗7"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗6 = pars4["鱗6"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗5 = pars4["鱗5"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗4 = pars4["鱗4"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗3 = pars4["鱗3"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗2 = pars4["鱗2"].ToPar(); - X0Y0_脚後_下腕鱗_鱗大_鱗1 = pars4["鱗1"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗9 = pars4["鱗9"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗8 = pars4["鱗8"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗7 = pars4["鱗7"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗6 = pars4["鱗6"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗5 = pars4["鱗5"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗4 = pars4["鱗4"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗3 = pars4["鱗3"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗2 = pars4["鱗2"].ToPar(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗1 = pars4["鱗1"].ToPar(); pars3 = pars2["上腕鱗"].ToPars(); - X0Y0_脚後_上腕鱗_鱗5 = pars3["鱗5"].ToPar(); - X0Y0_脚後_上腕鱗_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_脚後_上腕鱗_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_脚後_上腕鱗_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_脚後_上腕鱗_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_脚後_UpperArm鱗_鱗5 = pars3["鱗5"].ToPar(); + X0Y0_脚後_UpperArm鱗_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_脚後_UpperArm鱗_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_脚後_UpperArm鱗_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_脚後_UpperArm鱗_鱗1 = pars3["鱗1"].ToPar(); pars3 = pars2["輪"].ToPars(); X0Y0_脚後_輪_革 = pars3["革"].ToPar(); X0Y0_脚後_輪_金具1 = pars3["金具1"].ToPar(); @@ -6344,8 +6344,8 @@ namespace SlaveMatrix X0Y0_頭_輪_金具左 = pars3["金具左"].ToPar(); X0Y0_頭_輪_金具右 = pars3["金具右"].ToPar(); pars2 = pars["脚前"].ToPars(); - X0Y0_脚前_上腕 = pars2["上腕"].ToPar(); - X0Y0_脚前_下腕 = pars2["下腕"].ToPar(); + X0Y0_脚前_UpperArm = pars2["上腕"].ToPar(); + X0Y0_脚前_LowerArm = pars2["下腕"].ToPar(); pars3 = pars2["手"].ToPars(); pars4 = pars3["親指"].ToPars(); X0Y0_脚前_手_親指_爪 = pars4["爪"].ToPar(); @@ -6392,31 +6392,31 @@ namespace SlaveMatrix X0Y0_脚前_手_鱗_鱗1 = pars4["鱗1"].ToPar(); pars3 = pars2["下腕鱗"].ToPars(); pars4 = pars3["鱗小"].ToPars(); - X0Y0_脚前_下腕鱗_鱗小_鱗9 = pars4["鱗9"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗8 = pars4["鱗8"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗7 = pars4["鱗7"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗6 = pars4["鱗6"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗5 = pars4["鱗5"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗4 = pars4["鱗4"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗3 = pars4["鱗3"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗2 = pars4["鱗2"].ToPar(); - X0Y0_脚前_下腕鱗_鱗小_鱗1 = pars4["鱗1"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗9 = pars4["鱗9"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗8 = pars4["鱗8"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗7 = pars4["鱗7"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗6 = pars4["鱗6"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗5 = pars4["鱗5"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗4 = pars4["鱗4"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗3 = pars4["鱗3"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗2 = pars4["鱗2"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗1 = pars4["鱗1"].ToPar(); pars4 = pars3["鱗大"].ToPars(); - X0Y0_脚前_下腕鱗_鱗大_鱗9 = pars4["鱗9"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗8 = pars4["鱗8"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗7 = pars4["鱗7"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗6 = pars4["鱗6"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗5 = pars4["鱗5"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗4 = pars4["鱗4"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗3 = pars4["鱗3"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗2 = pars4["鱗2"].ToPar(); - X0Y0_脚前_下腕鱗_鱗大_鱗1 = pars4["鱗1"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗9 = pars4["鱗9"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗8 = pars4["鱗8"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗7 = pars4["鱗7"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗6 = pars4["鱗6"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗5 = pars4["鱗5"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗4 = pars4["鱗4"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗3 = pars4["鱗3"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗2 = pars4["鱗2"].ToPar(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗1 = pars4["鱗1"].ToPar(); pars3 = pars2["上腕鱗"].ToPars(); - X0Y0_脚前_上腕鱗_鱗5 = pars3["鱗5"].ToPar(); - X0Y0_脚前_上腕鱗_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_脚前_上腕鱗_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_脚前_上腕鱗_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_脚前_上腕鱗_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_脚前_UpperArm鱗_鱗5 = pars3["鱗5"].ToPar(); + X0Y0_脚前_UpperArm鱗_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_脚前_UpperArm鱗_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_脚前_UpperArm鱗_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_脚前_UpperArm鱗_鱗1 = pars3["鱗1"].ToPar(); pars3 = pars2["鰭"].ToPars(); X0Y0_脚前_鰭_鰭膜1 = pars3["鰭膜1"].ToPar(); X0Y0_脚前_鰭_鰭条1 = pars3["鰭条1"].ToPar(); @@ -6460,8 +6460,8 @@ namespace SlaveMatrix 脚後_鰭_鰭膜2_表示 = e.脚後_鰭_鰭膜2_表示; 脚後_鰭_鰭条2_表示 = e.脚後_鰭_鰭条2_表示; 脚後_鰭_鰭膜3_表示 = e.脚後_鰭_鰭膜3_表示; - 脚後_上腕_表示 = e.脚後_上腕_表示; - 脚後_下腕_表示 = e.脚後_下腕_表示; + 脚後_UpperArm_表示 = e.脚後_UpperArm_表示; + 脚後_LowerArm_表示 = e.脚後_LowerArm_表示; 脚後_手_手_表示 = e.脚後_手_手_表示; 脚後_手_小指_指_表示 = e.脚後_手_小指_指_表示; 脚後_手_小指_爪_表示 = e.脚後_手_小指_爪_表示; @@ -6494,29 +6494,29 @@ namespace SlaveMatrix 脚後_手_鱗_鱗2_表示 = e.脚後_手_鱗_鱗2_表示; 脚後_手_鱗_鱗1_表示 = e.脚後_手_鱗_鱗1_表示; 脚後_手_親指_爪_表示 = e.脚後_手_親指_爪_表示; - 脚後_下腕鱗_鱗小_鱗9_表示 = e.脚後_下腕鱗_鱗小_鱗9_表示; - 脚後_下腕鱗_鱗小_鱗8_表示 = e.脚後_下腕鱗_鱗小_鱗8_表示; - 脚後_下腕鱗_鱗小_鱗7_表示 = e.脚後_下腕鱗_鱗小_鱗7_表示; - 脚後_下腕鱗_鱗小_鱗6_表示 = e.脚後_下腕鱗_鱗小_鱗6_表示; - 脚後_下腕鱗_鱗小_鱗5_表示 = e.脚後_下腕鱗_鱗小_鱗5_表示; - 脚後_下腕鱗_鱗小_鱗4_表示 = e.脚後_下腕鱗_鱗小_鱗4_表示; - 脚後_下腕鱗_鱗小_鱗3_表示 = e.脚後_下腕鱗_鱗小_鱗3_表示; - 脚後_下腕鱗_鱗小_鱗2_表示 = e.脚後_下腕鱗_鱗小_鱗2_表示; - 脚後_下腕鱗_鱗小_鱗1_表示 = e.脚後_下腕鱗_鱗小_鱗1_表示; - 脚後_下腕鱗_鱗大_鱗9_表示 = e.脚後_下腕鱗_鱗大_鱗9_表示; - 脚後_下腕鱗_鱗大_鱗8_表示 = e.脚後_下腕鱗_鱗大_鱗8_表示; - 脚後_下腕鱗_鱗大_鱗7_表示 = e.脚後_下腕鱗_鱗大_鱗7_表示; - 脚後_下腕鱗_鱗大_鱗6_表示 = e.脚後_下腕鱗_鱗大_鱗6_表示; - 脚後_下腕鱗_鱗大_鱗5_表示 = e.脚後_下腕鱗_鱗大_鱗5_表示; - 脚後_下腕鱗_鱗大_鱗4_表示 = e.脚後_下腕鱗_鱗大_鱗4_表示; - 脚後_下腕鱗_鱗大_鱗3_表示 = e.脚後_下腕鱗_鱗大_鱗3_表示; - 脚後_下腕鱗_鱗大_鱗2_表示 = e.脚後_下腕鱗_鱗大_鱗2_表示; - 脚後_下腕鱗_鱗大_鱗1_表示 = e.脚後_下腕鱗_鱗大_鱗1_表示; - 脚後_上腕鱗_鱗5_表示 = e.脚後_上腕鱗_鱗5_表示; - 脚後_上腕鱗_鱗4_表示 = e.脚後_上腕鱗_鱗4_表示; - 脚後_上腕鱗_鱗3_表示 = e.脚後_上腕鱗_鱗3_表示; - 脚後_上腕鱗_鱗2_表示 = e.脚後_上腕鱗_鱗2_表示; - 脚後_上腕鱗_鱗1_表示 = e.脚後_上腕鱗_鱗1_表示; + 脚後_LowerArm鱗_鱗小_鱗9_表示 = e.脚後_LowerArm鱗_鱗小_鱗9_表示; + 脚後_LowerArm鱗_鱗小_鱗8_表示 = e.脚後_LowerArm鱗_鱗小_鱗8_表示; + 脚後_LowerArm鱗_鱗小_鱗7_表示 = e.脚後_LowerArm鱗_鱗小_鱗7_表示; + 脚後_LowerArm鱗_鱗小_鱗6_表示 = e.脚後_LowerArm鱗_鱗小_鱗6_表示; + 脚後_LowerArm鱗_鱗小_鱗5_表示 = e.脚後_LowerArm鱗_鱗小_鱗5_表示; + 脚後_LowerArm鱗_鱗小_鱗4_表示 = e.脚後_LowerArm鱗_鱗小_鱗4_表示; + 脚後_LowerArm鱗_鱗小_鱗3_表示 = e.脚後_LowerArm鱗_鱗小_鱗3_表示; + 脚後_LowerArm鱗_鱗小_鱗2_表示 = e.脚後_LowerArm鱗_鱗小_鱗2_表示; + 脚後_LowerArm鱗_鱗小_鱗1_表示 = e.脚後_LowerArm鱗_鱗小_鱗1_表示; + 脚後_LowerArm鱗_鱗大_鱗9_表示 = e.脚後_LowerArm鱗_鱗大_鱗9_表示; + 脚後_LowerArm鱗_鱗大_鱗8_表示 = e.脚後_LowerArm鱗_鱗大_鱗8_表示; + 脚後_LowerArm鱗_鱗大_鱗7_表示 = e.脚後_LowerArm鱗_鱗大_鱗7_表示; + 脚後_LowerArm鱗_鱗大_鱗6_表示 = e.脚後_LowerArm鱗_鱗大_鱗6_表示; + 脚後_LowerArm鱗_鱗大_鱗5_表示 = e.脚後_LowerArm鱗_鱗大_鱗5_表示; + 脚後_LowerArm鱗_鱗大_鱗4_表示 = e.脚後_LowerArm鱗_鱗大_鱗4_表示; + 脚後_LowerArm鱗_鱗大_鱗3_表示 = e.脚後_LowerArm鱗_鱗大_鱗3_表示; + 脚後_LowerArm鱗_鱗大_鱗2_表示 = e.脚後_LowerArm鱗_鱗大_鱗2_表示; + 脚後_LowerArm鱗_鱗大_鱗1_表示 = e.脚後_LowerArm鱗_鱗大_鱗1_表示; + 脚後_UpperArm鱗_鱗5_表示 = e.脚後_UpperArm鱗_鱗5_表示; + 脚後_UpperArm鱗_鱗4_表示 = e.脚後_UpperArm鱗_鱗4_表示; + 脚後_UpperArm鱗_鱗3_表示 = e.脚後_UpperArm鱗_鱗3_表示; + 脚後_UpperArm鱗_鱗2_表示 = e.脚後_UpperArm鱗_鱗2_表示; + 脚後_UpperArm鱗_鱗1_表示 = e.脚後_UpperArm鱗_鱗1_表示; 脚後_輪_革_表示 = e.脚後_輪_革_表示; 脚後_輪_金具1_表示 = e.脚後_輪_金具1_表示; 脚後_輪_金具2_表示 = e.脚後_輪_金具2_表示; @@ -6665,8 +6665,8 @@ namespace SlaveMatrix 頭_輪_金具3_表示 = e.頭_輪_金具3_表示; 頭_輪_金具左_表示 = e.頭_輪_金具左_表示; 頭_輪_金具右_表示 = e.頭_輪_金具右_表示; - 脚前_上腕_表示 = e.脚前_上腕_表示; - 脚前_下腕_表示 = e.脚前_下腕_表示; + 脚前_UpperArm_表示 = e.脚前_UpperArm_表示; + 脚前_LowerArm_表示 = e.脚前_LowerArm_表示; 脚前_手_親指_爪_表示 = e.脚前_手_親指_爪_表示; 脚前_手_手_表示 = e.脚前_手_手_表示; 脚前_手_人指_指_表示 = e.脚前_手_人指_指_表示; @@ -6699,29 +6699,29 @@ namespace SlaveMatrix 脚前_手_鱗_鱗3_表示 = e.脚前_手_鱗_鱗3_表示; 脚前_手_鱗_鱗2_表示 = e.脚前_手_鱗_鱗2_表示; 脚前_手_鱗_鱗1_表示 = e.脚前_手_鱗_鱗1_表示; - 脚前_下腕鱗_鱗小_鱗9_表示 = e.脚前_下腕鱗_鱗小_鱗9_表示; - 脚前_下腕鱗_鱗小_鱗8_表示 = e.脚前_下腕鱗_鱗小_鱗8_表示; - 脚前_下腕鱗_鱗小_鱗7_表示 = e.脚前_下腕鱗_鱗小_鱗7_表示; - 脚前_下腕鱗_鱗小_鱗6_表示 = e.脚前_下腕鱗_鱗小_鱗6_表示; - 脚前_下腕鱗_鱗小_鱗5_表示 = e.脚前_下腕鱗_鱗小_鱗5_表示; - 脚前_下腕鱗_鱗小_鱗4_表示 = e.脚前_下腕鱗_鱗小_鱗4_表示; - 脚前_下腕鱗_鱗小_鱗3_表示 = e.脚前_下腕鱗_鱗小_鱗3_表示; - 脚前_下腕鱗_鱗小_鱗2_表示 = e.脚前_下腕鱗_鱗小_鱗2_表示; - 脚前_下腕鱗_鱗小_鱗1_表示 = e.脚前_下腕鱗_鱗小_鱗1_表示; - 脚前_下腕鱗_鱗大_鱗9_表示 = e.脚前_下腕鱗_鱗大_鱗9_表示; - 脚前_下腕鱗_鱗大_鱗8_表示 = e.脚前_下腕鱗_鱗大_鱗8_表示; - 脚前_下腕鱗_鱗大_鱗7_表示 = e.脚前_下腕鱗_鱗大_鱗7_表示; - 脚前_下腕鱗_鱗大_鱗6_表示 = e.脚前_下腕鱗_鱗大_鱗6_表示; - 脚前_下腕鱗_鱗大_鱗5_表示 = e.脚前_下腕鱗_鱗大_鱗5_表示; - 脚前_下腕鱗_鱗大_鱗4_表示 = e.脚前_下腕鱗_鱗大_鱗4_表示; - 脚前_下腕鱗_鱗大_鱗3_表示 = e.脚前_下腕鱗_鱗大_鱗3_表示; - 脚前_下腕鱗_鱗大_鱗2_表示 = e.脚前_下腕鱗_鱗大_鱗2_表示; - 脚前_下腕鱗_鱗大_鱗1_表示 = e.脚前_下腕鱗_鱗大_鱗1_表示; - 脚前_上腕鱗_鱗5_表示 = e.脚前_上腕鱗_鱗5_表示; - 脚前_上腕鱗_鱗4_表示 = e.脚前_上腕鱗_鱗4_表示; - 脚前_上腕鱗_鱗3_表示 = e.脚前_上腕鱗_鱗3_表示; - 脚前_上腕鱗_鱗2_表示 = e.脚前_上腕鱗_鱗2_表示; - 脚前_上腕鱗_鱗1_表示 = e.脚前_上腕鱗_鱗1_表示; + 脚前_LowerArm鱗_鱗小_鱗9_表示 = e.脚前_LowerArm鱗_鱗小_鱗9_表示; + 脚前_LowerArm鱗_鱗小_鱗8_表示 = e.脚前_LowerArm鱗_鱗小_鱗8_表示; + 脚前_LowerArm鱗_鱗小_鱗7_表示 = e.脚前_LowerArm鱗_鱗小_鱗7_表示; + 脚前_LowerArm鱗_鱗小_鱗6_表示 = e.脚前_LowerArm鱗_鱗小_鱗6_表示; + 脚前_LowerArm鱗_鱗小_鱗5_表示 = e.脚前_LowerArm鱗_鱗小_鱗5_表示; + 脚前_LowerArm鱗_鱗小_鱗4_表示 = e.脚前_LowerArm鱗_鱗小_鱗4_表示; + 脚前_LowerArm鱗_鱗小_鱗3_表示 = e.脚前_LowerArm鱗_鱗小_鱗3_表示; + 脚前_LowerArm鱗_鱗小_鱗2_表示 = e.脚前_LowerArm鱗_鱗小_鱗2_表示; + 脚前_LowerArm鱗_鱗小_鱗1_表示 = e.脚前_LowerArm鱗_鱗小_鱗1_表示; + 脚前_LowerArm鱗_鱗大_鱗9_表示 = e.脚前_LowerArm鱗_鱗大_鱗9_表示; + 脚前_LowerArm鱗_鱗大_鱗8_表示 = e.脚前_LowerArm鱗_鱗大_鱗8_表示; + 脚前_LowerArm鱗_鱗大_鱗7_表示 = e.脚前_LowerArm鱗_鱗大_鱗7_表示; + 脚前_LowerArm鱗_鱗大_鱗6_表示 = e.脚前_LowerArm鱗_鱗大_鱗6_表示; + 脚前_LowerArm鱗_鱗大_鱗5_表示 = e.脚前_LowerArm鱗_鱗大_鱗5_表示; + 脚前_LowerArm鱗_鱗大_鱗4_表示 = e.脚前_LowerArm鱗_鱗大_鱗4_表示; + 脚前_LowerArm鱗_鱗大_鱗3_表示 = e.脚前_LowerArm鱗_鱗大_鱗3_表示; + 脚前_LowerArm鱗_鱗大_鱗2_表示 = e.脚前_LowerArm鱗_鱗大_鱗2_表示; + 脚前_LowerArm鱗_鱗大_鱗1_表示 = e.脚前_LowerArm鱗_鱗大_鱗1_表示; + 脚前_UpperArm鱗_鱗5_表示 = e.脚前_UpperArm鱗_鱗5_表示; + 脚前_UpperArm鱗_鱗4_表示 = e.脚前_UpperArm鱗_鱗4_表示; + 脚前_UpperArm鱗_鱗3_表示 = e.脚前_UpperArm鱗_鱗3_表示; + 脚前_UpperArm鱗_鱗2_表示 = e.脚前_UpperArm鱗_鱗2_表示; + 脚前_UpperArm鱗_鱗1_表示 = e.脚前_UpperArm鱗_鱗1_表示; 脚前_鰭_鰭膜1_表示 = e.脚前_鰭_鰭膜1_表示; 脚前_鰭_鰭条1_表示 = e.脚前_鰭_鰭条1_表示; 脚前_鰭_鰭膜2_表示 = e.脚前_鰭_鰭膜2_表示; @@ -6757,47 +6757,47 @@ namespace SlaveMatrix return f; }).ToArray(); } - if (e.上腕左_接続.Count > 0) + if (e.UpperArm左_接続.Count > 0) { - 上腕左_接続 = e.上腕左_接続.Select(delegate(EleD g) + UpperArm左_接続 = e.UpperArm左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = 触手_犬2; - f.ConnectionType = ConnectionInfo.触手_犬_上腕左_接続; - f.接続(触手_犬2.上腕左_接続点); + f.ConnectionType = ConnectionInfo.触手_犬_UpperArm左_接続; + f.接続(触手_犬2.UpperArm左_接続点); return f; }).ToArray(); } - if (e.上腕右_接続.Count > 0) + if (e.UpperArm右_接続.Count > 0) { - 上腕右_接続 = e.上腕右_接続.Select(delegate(EleD g) + UpperArm右_接続 = e.UpperArm右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = 触手_犬2; - f.ConnectionType = ConnectionInfo.触手_犬_上腕右_接続; - f.接続(触手_犬2.上腕右_接続点); + f.ConnectionType = ConnectionInfo.触手_犬_UpperArm右_接続; + f.接続(触手_犬2.UpperArm右_接続点); return f; }).ToArray(); } - if (e.下腕左_接続.Count > 0) + if (e.LowerArm左_接続.Count > 0) { - 下腕左_接続 = e.下腕左_接続.Select(delegate(EleD g) + LowerArm左_接続 = e.LowerArm左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = 触手_犬2; - f.ConnectionType = ConnectionInfo.触手_犬_下腕左_接続; - f.接続(触手_犬2.下腕左_接続点); + f.ConnectionType = ConnectionInfo.触手_犬_LowerArm左_接続; + f.接続(触手_犬2.LowerArm左_接続点); return f; }).ToArray(); } - if (e.下腕右_接続.Count > 0) + if (e.LowerArm右_接続.Count > 0) { - 下腕右_接続 = e.下腕右_接続.Select(delegate(EleD g) + LowerArm右_接続 = e.LowerArm右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = 触手_犬2; - f.ConnectionType = ConnectionInfo.触手_犬_下腕右_接続; - f.接続(触手_犬2.下腕右_接続点); + f.ConnectionType = ConnectionInfo.触手_犬_LowerArm右_接続; + f.接続(触手_犬2.LowerArm右_接続点); return f; }).ToArray(); } @@ -6830,8 +6830,8 @@ namespace SlaveMatrix X0Y0_脚後_鰭_鰭膜2CP = new ColorP(X0Y0_脚後_鰭_鰭膜2, 脚後_鰭_鰭膜2CD, DisUnit, abj: true); X0Y0_脚後_鰭_鰭条2CP = new ColorP(X0Y0_脚後_鰭_鰭条2, 脚後_鰭_鰭条2CD, DisUnit, abj: true); X0Y0_脚後_鰭_鰭膜3CP = new ColorP(X0Y0_脚後_鰭_鰭膜3, 脚後_鰭_鰭膜3CD, DisUnit, abj: true); - X0Y0_脚後_上腕CP = new ColorP(X0Y0_脚後_上腕, 脚後_上腕CD, DisUnit, abj: true); - X0Y0_脚後_下腕CP = new ColorP(X0Y0_脚後_下腕, 脚後_下腕CD, DisUnit, abj: true); + X0Y0_脚後_UpperArmCP = new ColorP(X0Y0_脚後_UpperArm, 脚後_UpperArmCD, DisUnit, abj: true); + X0Y0_脚後_LowerArmCP = new ColorP(X0Y0_脚後_LowerArm, 脚後_LowerArmCD, DisUnit, abj: true); X0Y0_脚後_手_手CP = new ColorP(X0Y0_脚後_手_手, 脚後_手_手CD, DisUnit, abj: true); X0Y0_脚後_手_小指_指CP = new ColorP(X0Y0_脚後_手_小指_指, 脚後_手_小指_指CD, DisUnit, abj: true); X0Y0_脚後_手_小指_爪CP = new ColorP(X0Y0_脚後_手_小指_爪, 脚後_手_小指_爪CD, DisUnit, abj: true); @@ -6864,29 +6864,29 @@ namespace SlaveMatrix X0Y0_脚後_手_鱗_鱗2CP = new ColorP(X0Y0_脚後_手_鱗_鱗2, 脚後_手_鱗_鱗2CD, DisUnit, abj: true); X0Y0_脚後_手_鱗_鱗1CP = new ColorP(X0Y0_脚後_手_鱗_鱗1, 脚後_手_鱗_鱗1CD, DisUnit, abj: true); X0Y0_脚後_手_親指_爪CP = new ColorP(X0Y0_脚後_手_親指_爪, 脚後_手_親指_爪CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗9CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗9, 脚後_下腕鱗_鱗小_鱗9CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗8CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗8, 脚後_下腕鱗_鱗小_鱗8CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗7CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗7, 脚後_下腕鱗_鱗小_鱗7CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗6CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗6, 脚後_下腕鱗_鱗小_鱗6CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗5CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗5, 脚後_下腕鱗_鱗小_鱗5CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗4CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗4, 脚後_下腕鱗_鱗小_鱗4CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗3CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗3, 脚後_下腕鱗_鱗小_鱗3CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗2CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗2, 脚後_下腕鱗_鱗小_鱗2CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗小_鱗1CP = new ColorP(X0Y0_脚後_下腕鱗_鱗小_鱗1, 脚後_下腕鱗_鱗小_鱗1CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗9CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗9, 脚後_下腕鱗_鱗大_鱗9CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗8CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗8, 脚後_下腕鱗_鱗大_鱗8CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗7CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗7, 脚後_下腕鱗_鱗大_鱗7CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗6CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗6, 脚後_下腕鱗_鱗大_鱗6CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗5CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗5, 脚後_下腕鱗_鱗大_鱗5CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗4CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗4, 脚後_下腕鱗_鱗大_鱗4CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗3CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗3, 脚後_下腕鱗_鱗大_鱗3CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗2CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗2, 脚後_下腕鱗_鱗大_鱗2CD, DisUnit, abj: true); - X0Y0_脚後_下腕鱗_鱗大_鱗1CP = new ColorP(X0Y0_脚後_下腕鱗_鱗大_鱗1, 脚後_下腕鱗_鱗大_鱗1CD, DisUnit, abj: true); - X0Y0_脚後_上腕鱗_鱗5CP = new ColorP(X0Y0_脚後_上腕鱗_鱗5, 脚後_上腕鱗_鱗5CD, DisUnit, abj: true); - X0Y0_脚後_上腕鱗_鱗4CP = new ColorP(X0Y0_脚後_上腕鱗_鱗4, 脚後_上腕鱗_鱗4CD, DisUnit, abj: true); - X0Y0_脚後_上腕鱗_鱗3CP = new ColorP(X0Y0_脚後_上腕鱗_鱗3, 脚後_上腕鱗_鱗3CD, DisUnit, abj: true); - X0Y0_脚後_上腕鱗_鱗2CP = new ColorP(X0Y0_脚後_上腕鱗_鱗2, 脚後_上腕鱗_鱗2CD, DisUnit, abj: true); - X0Y0_脚後_上腕鱗_鱗1CP = new ColorP(X0Y0_脚後_上腕鱗_鱗1, 脚後_上腕鱗_鱗1CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗9CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗9, 脚後_LowerArm鱗_鱗小_鱗9CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗8CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗8, 脚後_LowerArm鱗_鱗小_鱗8CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗7CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗7, 脚後_LowerArm鱗_鱗小_鱗7CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗6CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗6, 脚後_LowerArm鱗_鱗小_鱗6CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗5CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗5, 脚後_LowerArm鱗_鱗小_鱗5CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗4CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗4, 脚後_LowerArm鱗_鱗小_鱗4CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗3CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗3, 脚後_LowerArm鱗_鱗小_鱗3CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗2CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗2, 脚後_LowerArm鱗_鱗小_鱗2CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗小_鱗1CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗小_鱗1, 脚後_LowerArm鱗_鱗小_鱗1CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗9CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗9, 脚後_LowerArm鱗_鱗大_鱗9CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗8CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗8, 脚後_LowerArm鱗_鱗大_鱗8CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗7CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗7, 脚後_LowerArm鱗_鱗大_鱗7CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗6CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗6, 脚後_LowerArm鱗_鱗大_鱗6CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗5CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗5, 脚後_LowerArm鱗_鱗大_鱗5CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗4CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗4, 脚後_LowerArm鱗_鱗大_鱗4CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗3CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗3, 脚後_LowerArm鱗_鱗大_鱗3CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗2CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗2, 脚後_LowerArm鱗_鱗大_鱗2CD, DisUnit, abj: true); + X0Y0_脚後_LowerArm鱗_鱗大_鱗1CP = new ColorP(X0Y0_脚後_LowerArm鱗_鱗大_鱗1, 脚後_LowerArm鱗_鱗大_鱗1CD, DisUnit, abj: true); + X0Y0_脚後_UpperArm鱗_鱗5CP = new ColorP(X0Y0_脚後_UpperArm鱗_鱗5, 脚後_UpperArm鱗_鱗5CD, DisUnit, abj: true); + X0Y0_脚後_UpperArm鱗_鱗4CP = new ColorP(X0Y0_脚後_UpperArm鱗_鱗4, 脚後_UpperArm鱗_鱗4CD, DisUnit, abj: true); + X0Y0_脚後_UpperArm鱗_鱗3CP = new ColorP(X0Y0_脚後_UpperArm鱗_鱗3, 脚後_UpperArm鱗_鱗3CD, DisUnit, abj: true); + X0Y0_脚後_UpperArm鱗_鱗2CP = new ColorP(X0Y0_脚後_UpperArm鱗_鱗2, 脚後_UpperArm鱗_鱗2CD, DisUnit, abj: true); + X0Y0_脚後_UpperArm鱗_鱗1CP = new ColorP(X0Y0_脚後_UpperArm鱗_鱗1, 脚後_UpperArm鱗_鱗1CD, DisUnit, abj: true); X0Y0_脚後_輪_革CP = new ColorP(X0Y0_脚後_輪_革, 脚後_輪_革CD, DisUnit, abj: true); X0Y0_脚後_輪_金具1CP = new ColorP(X0Y0_脚後_輪_金具1, 脚後_輪_金具1CD, DisUnit, abj: true); X0Y0_脚後_輪_金具2CP = new ColorP(X0Y0_脚後_輪_金具2, 脚後_輪_金具2CD, DisUnit, abj: true); @@ -7035,8 +7035,8 @@ namespace SlaveMatrix X0Y0_頭_輪_金具3CP = new ColorP(X0Y0_頭_輪_金具3, 頭_輪_金具3CD, DisUnit, abj: true); X0Y0_頭_輪_金具左CP = new ColorP(X0Y0_頭_輪_金具左, 頭_輪_金具左CD, DisUnit, abj: true); X0Y0_頭_輪_金具右CP = new ColorP(X0Y0_頭_輪_金具右, 頭_輪_金具右CD, DisUnit, abj: true); - X0Y0_脚前_上腕CP = new ColorP(X0Y0_脚前_上腕, 脚前_上腕CD, DisUnit, abj: true); - X0Y0_脚前_下腕CP = new ColorP(X0Y0_脚前_下腕, 脚前_下腕CD, DisUnit, abj: true); + X0Y0_脚前_UpperArmCP = new ColorP(X0Y0_脚前_UpperArm, 脚前_UpperArmCD, DisUnit, abj: true); + X0Y0_脚前_LowerArmCP = new ColorP(X0Y0_脚前_LowerArm, 脚前_LowerArmCD, DisUnit, abj: true); X0Y0_脚前_手_親指_爪CP = new ColorP(X0Y0_脚前_手_親指_爪, 脚前_手_親指_爪CD, DisUnit, abj: true); X0Y0_脚前_手_手CP = new ColorP(X0Y0_脚前_手_手, 脚前_手_手CD, DisUnit, abj: true); X0Y0_脚前_手_人指_指CP = new ColorP(X0Y0_脚前_手_人指_指, 脚前_手_人指_指CD, DisUnit, abj: true); @@ -7069,29 +7069,29 @@ namespace SlaveMatrix X0Y0_脚前_手_鱗_鱗3CP = new ColorP(X0Y0_脚前_手_鱗_鱗3, 脚前_手_鱗_鱗3CD, DisUnit, abj: true); X0Y0_脚前_手_鱗_鱗2CP = new ColorP(X0Y0_脚前_手_鱗_鱗2, 脚前_手_鱗_鱗2CD, DisUnit, abj: true); X0Y0_脚前_手_鱗_鱗1CP = new ColorP(X0Y0_脚前_手_鱗_鱗1, 脚前_手_鱗_鱗1CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗9CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗9, 脚前_下腕鱗_鱗小_鱗9CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗8CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗8, 脚前_下腕鱗_鱗小_鱗8CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗7CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗7, 脚前_下腕鱗_鱗小_鱗7CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗6CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗6, 脚前_下腕鱗_鱗小_鱗6CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗5CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗5, 脚前_下腕鱗_鱗小_鱗5CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗4CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗4, 脚前_下腕鱗_鱗小_鱗4CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗3CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗3, 脚前_下腕鱗_鱗小_鱗3CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗2CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗2, 脚前_下腕鱗_鱗小_鱗2CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗小_鱗1CP = new ColorP(X0Y0_脚前_下腕鱗_鱗小_鱗1, 脚前_下腕鱗_鱗小_鱗1CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗9CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗9, 脚前_下腕鱗_鱗大_鱗9CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗8CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗8, 脚前_下腕鱗_鱗大_鱗8CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗7CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗7, 脚前_下腕鱗_鱗大_鱗7CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗6CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗6, 脚前_下腕鱗_鱗大_鱗6CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗5CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗5, 脚前_下腕鱗_鱗大_鱗5CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗4CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗4, 脚前_下腕鱗_鱗大_鱗4CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗3CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗3, 脚前_下腕鱗_鱗大_鱗3CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗2CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗2, 脚前_下腕鱗_鱗大_鱗2CD, DisUnit, abj: true); - X0Y0_脚前_下腕鱗_鱗大_鱗1CP = new ColorP(X0Y0_脚前_下腕鱗_鱗大_鱗1, 脚前_下腕鱗_鱗大_鱗1CD, DisUnit, abj: true); - X0Y0_脚前_上腕鱗_鱗5CP = new ColorP(X0Y0_脚前_上腕鱗_鱗5, 脚前_上腕鱗_鱗5CD, DisUnit, abj: true); - X0Y0_脚前_上腕鱗_鱗4CP = new ColorP(X0Y0_脚前_上腕鱗_鱗4, 脚前_上腕鱗_鱗4CD, DisUnit, abj: true); - X0Y0_脚前_上腕鱗_鱗3CP = new ColorP(X0Y0_脚前_上腕鱗_鱗3, 脚前_上腕鱗_鱗3CD, DisUnit, abj: true); - X0Y0_脚前_上腕鱗_鱗2CP = new ColorP(X0Y0_脚前_上腕鱗_鱗2, 脚前_上腕鱗_鱗2CD, DisUnit, abj: true); - X0Y0_脚前_上腕鱗_鱗1CP = new ColorP(X0Y0_脚前_上腕鱗_鱗1, 脚前_上腕鱗_鱗1CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗9CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗9, 脚前_LowerArm鱗_鱗小_鱗9CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗8CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗8, 脚前_LowerArm鱗_鱗小_鱗8CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗7CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗7, 脚前_LowerArm鱗_鱗小_鱗7CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗6CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗6, 脚前_LowerArm鱗_鱗小_鱗6CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗5CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗5, 脚前_LowerArm鱗_鱗小_鱗5CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗4CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗4, 脚前_LowerArm鱗_鱗小_鱗4CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗3CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗3, 脚前_LowerArm鱗_鱗小_鱗3CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗2CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗2, 脚前_LowerArm鱗_鱗小_鱗2CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗小_鱗1CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗小_鱗1, 脚前_LowerArm鱗_鱗小_鱗1CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗9CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗9, 脚前_LowerArm鱗_鱗大_鱗9CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗8CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗8, 脚前_LowerArm鱗_鱗大_鱗8CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗7CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗7, 脚前_LowerArm鱗_鱗大_鱗7CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗6CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗6, 脚前_LowerArm鱗_鱗大_鱗6CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗5CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗5, 脚前_LowerArm鱗_鱗大_鱗5CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗4CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗4, 脚前_LowerArm鱗_鱗大_鱗4CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗3CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗3, 脚前_LowerArm鱗_鱗大_鱗3CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗2CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗2, 脚前_LowerArm鱗_鱗大_鱗2CD, DisUnit, abj: true); + X0Y0_脚前_LowerArm鱗_鱗大_鱗1CP = new ColorP(X0Y0_脚前_LowerArm鱗_鱗大_鱗1, 脚前_LowerArm鱗_鱗大_鱗1CD, DisUnit, abj: true); + X0Y0_脚前_UpperArm鱗_鱗5CP = new ColorP(X0Y0_脚前_UpperArm鱗_鱗5, 脚前_UpperArm鱗_鱗5CD, DisUnit, abj: true); + X0Y0_脚前_UpperArm鱗_鱗4CP = new ColorP(X0Y0_脚前_UpperArm鱗_鱗4, 脚前_UpperArm鱗_鱗4CD, DisUnit, abj: true); + X0Y0_脚前_UpperArm鱗_鱗3CP = new ColorP(X0Y0_脚前_UpperArm鱗_鱗3, 脚前_UpperArm鱗_鱗3CD, DisUnit, abj: true); + X0Y0_脚前_UpperArm鱗_鱗2CP = new ColorP(X0Y0_脚前_UpperArm鱗_鱗2, 脚前_UpperArm鱗_鱗2CD, DisUnit, abj: true); + X0Y0_脚前_UpperArm鱗_鱗1CP = new ColorP(X0Y0_脚前_UpperArm鱗_鱗1, 脚前_UpperArm鱗_鱗1CD, DisUnit, abj: true); X0Y0_脚前_鰭_鰭膜1CP = new ColorP(X0Y0_脚前_鰭_鰭膜1, 脚前_鰭_鰭膜1CD, DisUnit, abj: true); X0Y0_脚前_鰭_鰭条1CP = new ColorP(X0Y0_脚前_鰭_鰭条1, 脚前_鰭_鰭条1CD, DisUnit, abj: true); X0Y0_脚前_鰭_鰭膜2CP = new ColorP(X0Y0_脚前_鰭_鰭膜2, 脚前_鰭_鰭膜2CD, DisUnit, abj: true); @@ -7126,8 +7126,8 @@ namespace SlaveMatrix Are.Draw(X0Y0_脚後_鰭_鰭膜2); Are.Draw(X0Y0_脚後_鰭_鰭条2); Are.Draw(X0Y0_脚後_鰭_鰭膜3); - Are.Draw(X0Y0_脚後_上腕); - Are.Draw(X0Y0_脚後_下腕); + Are.Draw(X0Y0_脚後_UpperArm); + Are.Draw(X0Y0_脚後_LowerArm); Are.Draw(X0Y0_脚後_手_手); Are.Draw(X0Y0_脚後_手_小指_指); Are.Draw(X0Y0_脚後_手_小指_爪); @@ -7160,29 +7160,29 @@ namespace SlaveMatrix Are.Draw(X0Y0_脚後_手_鱗_鱗2); Are.Draw(X0Y0_脚後_手_鱗_鱗1); Are.Draw(X0Y0_脚後_手_親指_爪); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗9); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗8); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗7); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗6); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗5); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗4); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗3); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗2); - Are.Draw(X0Y0_脚後_下腕鱗_鱗小_鱗1); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗9); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗8); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗7); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗6); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗5); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗4); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗3); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗2); - Are.Draw(X0Y0_脚後_下腕鱗_鱗大_鱗1); - Are.Draw(X0Y0_脚後_上腕鱗_鱗5); - Are.Draw(X0Y0_脚後_上腕鱗_鱗4); - Are.Draw(X0Y0_脚後_上腕鱗_鱗3); - Are.Draw(X0Y0_脚後_上腕鱗_鱗2); - Are.Draw(X0Y0_脚後_上腕鱗_鱗1); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗9); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗8); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗7); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗6); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗5); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗4); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗3); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗2); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗小_鱗1); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗9); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗8); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗7); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗6); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗5); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗4); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗3); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗2); + Are.Draw(X0Y0_脚後_LowerArm鱗_鱗大_鱗1); + Are.Draw(X0Y0_脚後_UpperArm鱗_鱗5); + Are.Draw(X0Y0_脚後_UpperArm鱗_鱗4); + Are.Draw(X0Y0_脚後_UpperArm鱗_鱗3); + Are.Draw(X0Y0_脚後_UpperArm鱗_鱗2); + Are.Draw(X0Y0_脚後_UpperArm鱗_鱗1); Are.Draw(X0Y0_脚後_輪_革); Are.Draw(X0Y0_脚後_輪_金具1); Are.Draw(X0Y0_脚後_輪_金具2); @@ -7333,8 +7333,8 @@ namespace SlaveMatrix Are.Draw(X0Y0_頭_輪_金具3); Are.Draw(X0Y0_頭_輪_金具左); Are.Draw(X0Y0_頭_輪_金具右); - Are.Draw(X0Y0_脚前_上腕); - Are.Draw(X0Y0_脚前_下腕); + Are.Draw(X0Y0_脚前_UpperArm); + Are.Draw(X0Y0_脚前_LowerArm); Are.Draw(X0Y0_脚前_手_親指_爪); Are.Draw(X0Y0_脚前_手_手); Are.Draw(X0Y0_脚前_手_人指_指); @@ -7367,29 +7367,29 @@ namespace SlaveMatrix Are.Draw(X0Y0_脚前_手_鱗_鱗3); Are.Draw(X0Y0_脚前_手_鱗_鱗2); Are.Draw(X0Y0_脚前_手_鱗_鱗1); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗9); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗8); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗7); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗6); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗5); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗4); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗3); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗2); - Are.Draw(X0Y0_脚前_下腕鱗_鱗小_鱗1); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗9); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗8); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗7); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗6); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗5); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗4); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗3); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗2); - Are.Draw(X0Y0_脚前_下腕鱗_鱗大_鱗1); - Are.Draw(X0Y0_脚前_上腕鱗_鱗5); - Are.Draw(X0Y0_脚前_上腕鱗_鱗4); - Are.Draw(X0Y0_脚前_上腕鱗_鱗3); - Are.Draw(X0Y0_脚前_上腕鱗_鱗2); - Are.Draw(X0Y0_脚前_上腕鱗_鱗1); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗9); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗8); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗7); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗6); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗5); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗4); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗3); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗2); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗小_鱗1); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗9); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗8); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗7); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗6); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗5); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗4); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗3); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗2); + Are.Draw(X0Y0_脚前_LowerArm鱗_鱗大_鱗1); + Are.Draw(X0Y0_脚前_UpperArm鱗_鱗5); + Are.Draw(X0Y0_脚前_UpperArm鱗_鱗4); + Are.Draw(X0Y0_脚前_UpperArm鱗_鱗3); + Are.Draw(X0Y0_脚前_UpperArm鱗_鱗2); + Are.Draw(X0Y0_脚前_UpperArm鱗_鱗1); Are.Draw(X0Y0_脚前_鰭_鰭膜1); Are.Draw(X0Y0_脚前_鰭_鰭条1); Are.Draw(X0Y0_脚前_鰭_鰭膜2); @@ -7415,8 +7415,8 @@ namespace SlaveMatrix public override void SetAngle0() { double num = (右 ? (-1.0) : 1.0); - X0Y0_脚後_上腕.AngleBase = num * -125.0; - X0Y0_脚後_下腕.AngleBase = num * 8.0; + X0Y0_脚後_UpperArm.AngleBase = num * -125.0; + X0Y0_脚後_LowerArm.AngleBase = num * 8.0; X0Y0_脚後_手_手.AngleBase = num * 36.0; X0Y0_脚後_手_小指_指.AngleBase = num * 19.0; X0Y0_脚後_手_小指_爪.AngleBase = 0.0; @@ -7448,8 +7448,8 @@ namespace SlaveMatrix X0Y0_頭_口膜_口膜1.AngleBase = num * -35.0; X0Y0_頭_下顎_眼下_眼下.AngleBase = 0.0; X0Y0_頭_上顎_眼下_眼下.AngleBase = 0.0; - X0Y0_脚前_上腕.AngleBase = num * -105.0; - X0Y0_脚前_下腕.AngleBase = num * 8.0; + X0Y0_脚前_UpperArm.AngleBase = num * -105.0; + X0Y0_脚前_LowerArm.AngleBase = num * 8.0; X0Y0_脚前_手_親指_爪.AngleBase = num * -18.0; X0Y0_脚前_手_手.AngleBase = num * 36.0; X0Y0_脚前_手_人指_指.AngleBase = num * 19.0; @@ -7501,8 +7501,8 @@ namespace SlaveMatrix X0Y0_脚後_鰭_鰭膜2CP.Update(); X0Y0_脚後_鰭_鰭条2CP.Update(); X0Y0_脚後_鰭_鰭膜3CP.Update(); - X0Y0_脚後_上腕CP.Update(); - X0Y0_脚後_下腕CP.Update(); + X0Y0_脚後_UpperArmCP.Update(); + X0Y0_脚後_LowerArmCP.Update(); X0Y0_脚後_手_手CP.Update(); X0Y0_脚後_手_小指_指CP.Update(); X0Y0_脚後_手_小指_爪CP.Update(); @@ -7535,29 +7535,29 @@ namespace SlaveMatrix X0Y0_脚後_手_鱗_鱗2CP.Update(); X0Y0_脚後_手_鱗_鱗1CP.Update(); X0Y0_脚後_手_親指_爪CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗9CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗8CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗7CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗6CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗5CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗4CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗3CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗2CP.Update(); - X0Y0_脚後_下腕鱗_鱗小_鱗1CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗9CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗8CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗7CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗6CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗5CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗4CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗3CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗2CP.Update(); - X0Y0_脚後_下腕鱗_鱗大_鱗1CP.Update(); - X0Y0_脚後_上腕鱗_鱗5CP.Update(); - X0Y0_脚後_上腕鱗_鱗4CP.Update(); - X0Y0_脚後_上腕鱗_鱗3CP.Update(); - X0Y0_脚後_上腕鱗_鱗2CP.Update(); - X0Y0_脚後_上腕鱗_鱗1CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗9CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗8CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗7CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗6CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗5CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗4CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗3CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗2CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗小_鱗1CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗9CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗8CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗7CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗6CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗5CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗4CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗3CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗2CP.Update(); + X0Y0_脚後_LowerArm鱗_鱗大_鱗1CP.Update(); + X0Y0_脚後_UpperArm鱗_鱗5CP.Update(); + X0Y0_脚後_UpperArm鱗_鱗4CP.Update(); + X0Y0_脚後_UpperArm鱗_鱗3CP.Update(); + X0Y0_脚後_UpperArm鱗_鱗2CP.Update(); + X0Y0_脚後_UpperArm鱗_鱗1CP.Update(); X0Y0_脚後_輪_革CP.Update(); X0Y0_脚後_輪_金具1CP.Update(); X0Y0_脚後_輪_金具2CP.Update(); @@ -7706,8 +7706,8 @@ namespace SlaveMatrix X0Y0_頭_輪_金具3CP.Update(); X0Y0_頭_輪_金具左CP.Update(); X0Y0_頭_輪_金具右CP.Update(); - X0Y0_脚前_上腕CP.Update(); - X0Y0_脚前_下腕CP.Update(); + X0Y0_脚前_UpperArmCP.Update(); + X0Y0_脚前_LowerArmCP.Update(); X0Y0_脚前_手_親指_爪CP.Update(); X0Y0_脚前_手_手CP.Update(); X0Y0_脚前_手_人指_指CP.Update(); @@ -7740,29 +7740,29 @@ namespace SlaveMatrix X0Y0_脚前_手_鱗_鱗3CP.Update(); X0Y0_脚前_手_鱗_鱗2CP.Update(); X0Y0_脚前_手_鱗_鱗1CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗9CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗8CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗7CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗6CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗5CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗4CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗3CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗2CP.Update(); - X0Y0_脚前_下腕鱗_鱗小_鱗1CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗9CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗8CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗7CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗6CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗5CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗4CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗3CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗2CP.Update(); - X0Y0_脚前_下腕鱗_鱗大_鱗1CP.Update(); - X0Y0_脚前_上腕鱗_鱗5CP.Update(); - X0Y0_脚前_上腕鱗_鱗4CP.Update(); - X0Y0_脚前_上腕鱗_鱗3CP.Update(); - X0Y0_脚前_上腕鱗_鱗2CP.Update(); - X0Y0_脚前_上腕鱗_鱗1CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗9CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗8CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗7CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗6CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗5CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗4CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗3CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗2CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗小_鱗1CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗9CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗8CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗7CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗6CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗5CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗4CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗3CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗2CP.Update(); + X0Y0_脚前_LowerArm鱗_鱗大_鱗1CP.Update(); + X0Y0_脚前_UpperArm鱗_鱗5CP.Update(); + X0Y0_脚前_UpperArm鱗_鱗4CP.Update(); + X0Y0_脚前_UpperArm鱗_鱗3CP.Update(); + X0Y0_脚前_UpperArm鱗_鱗2CP.Update(); + X0Y0_脚前_UpperArm鱗_鱗1CP.Update(); X0Y0_脚前_鰭_鰭膜1CP.Update(); X0Y0_脚前_鰭_鰭条1CP.Update(); X0Y0_脚前_鰭_鰭膜2CP.Update(); @@ -7808,8 +7808,8 @@ namespace SlaveMatrix 脚後_鰭_鰭膜2CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚後_鰭_鰭条2CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚後_鰭_鰭膜3CD = new ColorD(ref Col.Black, ref 体配色.膜O); - 脚後_上腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 脚後_下腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚後_UpperArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚後_LowerArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚後_手_手CD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚後_手_小指_指CD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚後_手_小指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); @@ -7842,29 +7842,29 @@ namespace SlaveMatrix 脚後_手_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚後_手_鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚後_手_親指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); - 脚後_下腕鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚後_輪_革CD = new ColorD(); 脚後_輪_金具1CD = new ColorD(); 脚後_輪_金具2CD = new ColorD(); @@ -8013,8 +8013,8 @@ namespace SlaveMatrix 頭_輪_金具3CD = new ColorD(); 頭_輪_金具左CD = new ColorD(); 頭_輪_金具右CD = new ColorD(); - 脚前_上腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 脚前_下腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚前_UpperArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚前_LowerArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚前_手_親指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚前_手_手CD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚前_手_人指_指CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -8047,29 +8047,29 @@ namespace SlaveMatrix 脚前_手_鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚前_手_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚前_手_鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚前_鰭_鰭膜1CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚前_鰭_鰭条1CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚前_鰭_鰭膜2CD = new ColorD(ref Col.Black, ref 体配色.膜O); @@ -8090,8 +8090,8 @@ namespace SlaveMatrix 脚後_鰭_鰭膜2CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚後_鰭_鰭条2CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚後_鰭_鰭膜3CD = new ColorD(ref Col.Black, ref 体配色.膜O); - 脚後_上腕CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_UpperArmCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArmCD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚後_手_手CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚後_手_小指_指CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚後_手_小指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); @@ -8124,29 +8124,29 @@ namespace SlaveMatrix 脚後_手_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚後_手_鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚後_手_親指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); - 脚後_下腕鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_上腕鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_上腕鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_UpperArm鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_UpperArm鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚後_輪_革CD = new ColorD(); 脚後_輪_金具1CD = new ColorD(); 脚後_輪_金具2CD = new ColorD(); @@ -8295,8 +8295,8 @@ namespace SlaveMatrix 頭_輪_金具3CD = new ColorD(); 頭_輪_金具左CD = new ColorD(); 頭_輪_金具右CD = new ColorD(); - 脚前_上腕CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_UpperArmCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArmCD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚前_手_親指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚前_手_手CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚前_手_人指_指CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -8329,29 +8329,29 @@ namespace SlaveMatrix 脚前_手_鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚前_手_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚前_手_鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_上腕鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_上腕鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_UpperArm鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_UpperArm鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚前_鰭_鰭膜1CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚前_鰭_鰭条1CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚前_鰭_鰭膜2CD = new ColorD(ref Col.Black, ref 体配色.膜O); @@ -8372,8 +8372,8 @@ namespace SlaveMatrix 脚後_鰭_鰭膜2CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚後_鰭_鰭条2CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚後_鰭_鰭膜3CD = new ColorD(ref Col.Black, ref 体配色.膜O); - 脚後_上腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 脚後_下腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚後_UpperArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚後_LowerArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚後_手_手CD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚後_手_小指_指CD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚後_手_小指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); @@ -8406,29 +8406,29 @@ namespace SlaveMatrix 脚後_手_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚後_手_鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚後_手_親指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); - 脚後_下腕鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚後_下腕鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_下腕鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_下腕鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_上腕鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_上腕鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚後_上腕鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚後_上腕鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚後_LowerArm鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_LowerArm鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_LowerArm鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_UpperArm鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_UpperArm鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚後_UpperArm鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚後_UpperArm鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚後_輪_革CD = new ColorD(); 脚後_輪_金具1CD = new ColorD(); 脚後_輪_金具2CD = new ColorD(); @@ -8577,8 +8577,8 @@ namespace SlaveMatrix 頭_輪_金具3CD = new ColorD(); 頭_輪_金具左CD = new ColorD(); 頭_輪_金具右CD = new ColorD(); - 脚前_上腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 脚前_下腕CD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚前_UpperArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); + 脚前_LowerArmCD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚前_手_親指_爪CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚前_手_手CD = new ColorD(ref Col.Black, ref 体配色.体0O); 脚前_手_人指_指CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -8611,29 +8611,29 @@ namespace SlaveMatrix 脚前_手_鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚前_手_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 脚前_手_鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 脚前_下腕鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_下腕鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_下腕鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_上腕鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_上腕鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 脚前_上腕鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 脚前_上腕鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗小_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗小_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + 脚前_LowerArm鱗_鱗小_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗8CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_LowerArm鱗_鱗大_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_LowerArm鱗_鱗大_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_UpperArm鱗_鱗5CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_UpperArm鱗_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + 脚前_UpperArm鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + 脚前_UpperArm鱗_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 脚前_鰭_鰭膜1CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚前_鰭_鰭条1CD = new ColorD(ref Col.Black, ref 体配色.爪O); 脚前_鰭_鰭膜2CD = new ColorD(ref Col.Black, ref 体配色.膜O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs index b5747ce..b173783 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs @@ -17,9 +17,9 @@ namespace SlaveMatrix public bool 脚後_鰭_鰭膜3_表示 = true; - public bool 脚後_上腕_表示 = true; + public bool 脚後_UpperArm_表示 = true; - public bool 脚後_下腕_表示 = true; + public bool 脚後_LowerArm_表示 = true; public bool 脚後_手_手_表示 = true; @@ -85,51 +85,51 @@ namespace SlaveMatrix public bool 脚後_手_親指_爪_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗9_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗9_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗8_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗8_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗7_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗7_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗6_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗6_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗5_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗5_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗4_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗4_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗3_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗3_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗2_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗2_表示 = true; - public bool 脚後_下腕鱗_鱗小_鱗1_表示 = true; + public bool 脚後_LowerArm鱗_鱗小_鱗1_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗9_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗9_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗8_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗8_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗7_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗7_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗6_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗6_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗5_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗5_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗4_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗4_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗3_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗3_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗2_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗2_表示 = true; - public bool 脚後_下腕鱗_鱗大_鱗1_表示 = true; + public bool 脚後_LowerArm鱗_鱗大_鱗1_表示 = true; - public bool 脚後_上腕鱗_鱗5_表示 = true; + public bool 脚後_UpperArm鱗_鱗5_表示 = true; - public bool 脚後_上腕鱗_鱗4_表示 = true; + public bool 脚後_UpperArm鱗_鱗4_表示 = true; - public bool 脚後_上腕鱗_鱗3_表示 = true; + public bool 脚後_UpperArm鱗_鱗3_表示 = true; - public bool 脚後_上腕鱗_鱗2_表示 = true; + public bool 脚後_UpperArm鱗_鱗2_表示 = true; - public bool 脚後_上腕鱗_鱗1_表示 = true; + public bool 脚後_UpperArm鱗_鱗1_表示 = true; public bool 脚後_輪_革_表示 = true; @@ -427,9 +427,9 @@ namespace SlaveMatrix public bool 頭_輪_金具右_表示 = true; - public bool 脚前_上腕_表示 = true; + public bool 脚前_UpperArm_表示 = true; - public bool 脚前_下腕_表示 = true; + public bool 脚前_LowerArm_表示 = true; public bool 脚前_手_親指_爪_表示 = true; @@ -495,51 +495,51 @@ namespace SlaveMatrix public bool 脚前_手_鱗_鱗1_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗9_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗9_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗8_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗8_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗7_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗7_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗6_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗6_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗5_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗5_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗4_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗4_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗3_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗3_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗2_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗2_表示 = true; - public bool 脚前_下腕鱗_鱗小_鱗1_表示 = true; + public bool 脚前_LowerArm鱗_鱗小_鱗1_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗9_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗9_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗8_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗8_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗7_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗7_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗6_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗6_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗5_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗5_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗4_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗4_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗3_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗3_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗2_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗2_表示 = true; - public bool 脚前_下腕鱗_鱗大_鱗1_表示 = true; + public bool 脚前_LowerArm鱗_鱗大_鱗1_表示 = true; - public bool 脚前_上腕鱗_鱗5_表示 = true; + public bool 脚前_UpperArm鱗_鱗5_表示 = true; - public bool 脚前_上腕鱗_鱗4_表示 = true; + public bool 脚前_UpperArm鱗_鱗4_表示 = true; - public bool 脚前_上腕鱗_鱗3_表示 = true; + public bool 脚前_UpperArm鱗_鱗3_表示 = true; - public bool 脚前_上腕鱗_鱗2_表示 = true; + public bool 脚前_UpperArm鱗_鱗2_表示 = true; - public bool 脚前_上腕鱗_鱗1_表示 = true; + public bool 脚前_UpperArm鱗_鱗1_表示 = true; public bool 脚前_鰭_鰭膜1_表示 = true; @@ -577,13 +577,13 @@ namespace SlaveMatrix public List Head_接続 = new List(); - public List 上腕左_接続 = new List(); + public List UpperArm左_接続 = new List(); - public List 上腕右_接続 = new List(); + public List UpperArm右_接続 = new List(); - public List 下腕左_接続 = new List(); + public List LowerArm左_接続 = new List(); - public List 下腕右_接続 = new List(); + public List LowerArm右_接続 = new List(); public List 手左_接続 = new List(); @@ -601,32 +601,32 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.触手_犬_Head_接続; } - public void 上腕左接続(EleD e) + public void UpperArm左接続(EleD e) { - 上腕左_接続.Add(e); + UpperArm左_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.触手_犬_上腕左_接続; + e.接続情報 = ConnectionInfo.触手_犬_UpperArm左_接続; } - public void 上腕右接続(EleD e) + public void UpperArm右接続(EleD e) { - 上腕右_接続.Add(e); + UpperArm右_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.触手_犬_上腕右_接続; + e.接続情報 = ConnectionInfo.触手_犬_UpperArm右_接続; } - public void 下腕左接続(EleD e) + public void LowerArm左接続(EleD e) { - 下腕左_接続.Add(e); + LowerArm左_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.触手_犬_下腕左_接続; + e.接続情報 = ConnectionInfo.触手_犬_LowerArm左_接続; } - public void 下腕右接続(EleD e) + public void LowerArm右接続(EleD e) { - 下腕右_接続.Add(e); + LowerArm右_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.触手_犬_下腕右_接続; + e.接続情報 = ConnectionInfo.触手_犬_LowerArm右_接続; } public void 手左接続(EleD e) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs index 173a6bb..bfaebca 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs @@ -120,30 +120,30 @@ namespace SlaveMatrix X0Y1_飛膜CP = new ColorP(X0Y1_飛膜, 飛膜CD, DisUnit, abj: true); } - public void 接続(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, bool カーブ) + public void 接続(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, bool カーブ) { if (本体.IndexY == 0) { if (右 || 反転X_ || 反転Y_) { - 通常接続右(上腕, 下腕, 手, カーブ); + 通常接続右(UpperArm, LowerArm, 手, カーブ); } else { - 通常接続左(上腕, 下腕, 手, カーブ); + 通常接続左(UpperArm, LowerArm, 手, カーブ); } } else if (右 || 反転X_ || 反転Y_) { - 欠損接続右(上腕, 下腕, 手, カーブ); + 欠損接続右(UpperArm, LowerArm, 手, カーブ); } else { - 欠損接続左(上腕, 下腕, 手, カーブ); + 欠損接続左(UpperArm, LowerArm, 手, カーブ); } } - private void 通常接続左(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, bool カーブ) + private void 通常接続左(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, bool カーブ) { Vector2D value = X0Y0_飛膜.ToLocal(手.X0Y0_人指_指3.Position); Vector2D vector2D = X0Y0_飛膜.ToLocal(手.X0Y0_親指_指1.Position); @@ -155,15 +155,15 @@ namespace SlaveMatrix X0Y0_飛膜.OP[1].ps[1] = (X0Y0_飛膜.OP[1].ps[0] + X0Y0_飛膜.OP[1].ps[2]) * 0.5; X0Y0_飛膜.OP[1].ps[1] += (vector2D - X0Y0_飛膜.OP[1].ps[1]) * 0.3; X0Y0_飛膜.OP[2].ps[0] = X0Y0_飛膜.OP[1].ps[2]; - if (上腕 == null) + if (UpperArm == null) { - if (下腕 == null) + if (LowerArm == null) { X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(手.X0Y0_獣翼手.Position); } else { - X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); } Vector2D vector2D2 = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[3]) * 0.5; X0Y0_飛膜.OP[2].ps[1] = vector2D2 + (X0Y0_飛膜.OP[2].ps[0] - X0Y0_飛膜.OP[2].ps[3]) * 0.8; @@ -173,19 +173,19 @@ namespace SlaveMatrix } else { - if (上腕.ConnectionType == ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続) { - X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[3].ps[1])); + X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1])); } else { - X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[3].ps[1].AddY(0.003))); + X0Y0_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1].AddY(0.003))); } Vector2D vector2D3 = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[3]) * 0.5; X0Y0_飛膜.OP[2].ps[1] = (X0Y0_飛膜.OP[2].ps[0] + vector2D3) * 0.5; X0Y0_飛膜.OP[2].ps[2] = (vector2D3 + X0Y0_飛膜.OP[2].ps[3]) * 0.5; } - if (下腕 == null) + if (LowerArm == null) { Vector2D vector2D4 = X0Y0_飛膜.ToLocal(手.X0Y0_獣翼手.Position); X0Y0_飛膜.OP[2].ps[1] += (vector2D4 - X0Y0_飛膜.OP[2].ps[1]) * 0.3; @@ -193,11 +193,11 @@ namespace SlaveMatrix } else { - Vector2D vector2D5 = X0Y0_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + Vector2D vector2D5 = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); X0Y0_飛膜.OP[2].ps[1] += (vector2D5 - X0Y0_飛膜.OP[2].ps[1]) * 0.3; X0Y0_飛膜.OP[2].ps[2] += (vector2D5 - X0Y0_飛膜.OP[2].ps[2]) * 0.3; } - if (上腕.ConnectionType != ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続) { X0Y0_飛膜.OP[3].ps[0] = X0Y0_飛膜.OP[2].ps[3]; } @@ -233,7 +233,7 @@ namespace SlaveMatrix X0Y0_飛膜.OP[8].ps[1] = X0Y0_飛膜.ToLocal(手.X0Y0_人指_指3.ToGlobal(手.X0Y0_人指_指3.OP[0].ps[1])); } - private void 通常接続右(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, bool カーブ) + private void 通常接続右(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, bool カーブ) { Vector2D value = X0Y0_飛膜.ToLocal(手.X0Y0_人指_指3.Position); Vector2D vector2D = X0Y0_飛膜.ToLocal(手.X0Y0_親指_指1.Position); @@ -245,15 +245,15 @@ namespace SlaveMatrix X0Y0_飛膜.OP[7].ps[1] = (X0Y0_飛膜.OP[7].ps[2] + X0Y0_飛膜.OP[7].ps[0]) * 0.5; X0Y0_飛膜.OP[7].ps[1] += (vector2D - X0Y0_飛膜.OP[7].ps[1]) * 0.3; X0Y0_飛膜.OP[6].ps[3] = X0Y0_飛膜.OP[7].ps[0]; - if (上腕 == null) + if (UpperArm == null) { - if (下腕 == null) + if (LowerArm == null) { X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(手.X0Y0_獣翼手.Position); } else { - X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); } Vector2D vector2D2 = (X0Y0_飛膜.OP[6].ps[3] + X0Y0_飛膜.OP[6].ps[0]) * 0.5; X0Y0_飛膜.OP[6].ps[2] = vector2D2 + (X0Y0_飛膜.OP[6].ps[3] - X0Y0_飛膜.OP[6].ps[0]) * 0.8; @@ -263,19 +263,19 @@ namespace SlaveMatrix } else { - if (上腕.ConnectionType == ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続) { - X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[0].ps[4])); + X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4])); } else { - X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[0].ps[4].AddY(0.003))); + X0Y0_飛膜.OP[6].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4].AddY(0.003))); } Vector2D vector2D3 = (X0Y0_飛膜.OP[6].ps[3] + X0Y0_飛膜.OP[6].ps[0]) * 0.5; X0Y0_飛膜.OP[6].ps[2] = (X0Y0_飛膜.OP[6].ps[3] + vector2D3) * 0.5; X0Y0_飛膜.OP[6].ps[1] = (vector2D3 + X0Y0_飛膜.OP[6].ps[0]) * 0.5; } - if (下腕 == null) + if (LowerArm == null) { Vector2D vector2D4 = X0Y0_飛膜.ToLocal(手.X0Y0_獣翼手.Position); X0Y0_飛膜.OP[6].ps[2] += (vector2D4 - X0Y0_飛膜.OP[6].ps[2]) * 0.3; @@ -283,11 +283,11 @@ namespace SlaveMatrix } else { - Vector2D vector2D5 = X0Y0_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + Vector2D vector2D5 = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); X0Y0_飛膜.OP[6].ps[2] += (vector2D5 - X0Y0_飛膜.OP[6].ps[2]) * 0.3; X0Y0_飛膜.OP[6].ps[1] += (vector2D5 - X0Y0_飛膜.OP[6].ps[1]) * 0.3; } - if (上腕.ConnectionType != ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続) { X0Y0_飛膜.OP[5].ps[2] = X0Y0_飛膜.OP[6].ps[0]; } @@ -323,7 +323,7 @@ namespace SlaveMatrix X0Y0_飛膜.OP[0].ps[1] = X0Y0_飛膜.ToLocal(手.X0Y0_人指_指3.ToGlobal(手.X0Y0_人指_指3.OP[2].ps[1])); } - private void 欠損接続左(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, bool カーブ) + private void 欠損接続左(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, bool カーブ) { Vector2D value = X0Y1_飛膜.ToLocal(手.X0Y0_人指_指3.Position); Vector2D vector2D = X0Y1_飛膜.ToLocal(手.X0Y0_親指_指1.Position); @@ -335,15 +335,15 @@ namespace SlaveMatrix X0Y1_飛膜.OP[1].ps[1] = (X0Y1_飛膜.OP[1].ps[0] + X0Y1_飛膜.OP[1].ps[2]) * 0.5; X0Y1_飛膜.OP[1].ps[1] += (vector2D - X0Y1_飛膜.OP[1].ps[1]) * 0.3; X0Y1_飛膜.OP[2].ps[0] = X0Y1_飛膜.OP[1].ps[2]; - if (上腕 == null) + if (UpperArm == null) { - if (下腕 == null) + if (LowerArm == null) { X0Y1_飛膜.OP[2].ps[3] = X0Y1_飛膜.ToLocal(手.X0Y0_獣翼手.Position); } else { - X0Y1_飛膜.OP[2].ps[3] = X0Y1_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + X0Y1_飛膜.OP[2].ps[3] = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); } Vector2D vector2D2 = (X0Y1_飛膜.OP[2].ps[0] + X0Y1_飛膜.OP[2].ps[3]) * 0.5; X0Y1_飛膜.OP[2].ps[1] = vector2D2 + (X0Y1_飛膜.OP[2].ps[0] - X0Y1_飛膜.OP[2].ps[3]) * 0.8; @@ -353,19 +353,19 @@ namespace SlaveMatrix } else { - if (上腕.ConnectionType == ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続) { - X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[3].ps[1])); + X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1])); } else { - X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[3].ps[1].AddY(0.003))); + X0Y1_飛膜.OP[2].ps[3] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1].AddY(0.003))); } Vector2D vector2D3 = (X0Y1_飛膜.OP[2].ps[0] + X0Y1_飛膜.OP[2].ps[3]) * 0.5; X0Y1_飛膜.OP[2].ps[1] = (X0Y1_飛膜.OP[2].ps[0] + vector2D3) * 0.5; X0Y1_飛膜.OP[2].ps[2] = (vector2D3 + X0Y1_飛膜.OP[2].ps[3]) * 0.5; } - if (下腕 == null) + if (LowerArm == null) { Vector2D vector2D4 = X0Y1_飛膜.ToLocal(手.X0Y0_獣翼手.Position); X0Y1_飛膜.OP[2].ps[1] += (vector2D4 - X0Y1_飛膜.OP[2].ps[1]) * 0.3; @@ -373,11 +373,11 @@ namespace SlaveMatrix } else { - Vector2D vector2D5 = X0Y1_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + Vector2D vector2D5 = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); X0Y1_飛膜.OP[2].ps[1] += (vector2D5 - X0Y1_飛膜.OP[2].ps[1]) * 0.3; X0Y1_飛膜.OP[2].ps[2] += (vector2D5 - X0Y1_飛膜.OP[2].ps[2]) * 0.3; } - if (上腕.ConnectionType != ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続) { X0Y1_飛膜.OP[3].ps[0] = X0Y1_飛膜.OP[2].ps[3]; } @@ -457,7 +457,7 @@ namespace SlaveMatrix X0Y1_飛膜.OP[42].ps[1] = X0Y1_飛膜.ToLocal(手.X0Y0_人指_指3.ToGlobal(手.X0Y0_人指_指3.OP[0].ps[1])); } - private void 欠損接続右(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, bool カーブ) + private void 欠損接続右(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, bool カーブ) { Vector2D value = X0Y1_飛膜.ToLocal(手.X0Y0_人指_指3.Position); Vector2D vector2D = X0Y1_飛膜.ToLocal(手.X0Y0_親指_指1.Position); @@ -469,15 +469,15 @@ namespace SlaveMatrix X0Y1_飛膜.OP[41].ps[1] = (X0Y1_飛膜.OP[41].ps[2] + X0Y1_飛膜.OP[41].ps[0]) * 0.5; X0Y1_飛膜.OP[41].ps[1] += (vector2D - X0Y1_飛膜.OP[41].ps[1]) * 0.3; X0Y1_飛膜.OP[40].ps[3] = X0Y1_飛膜.OP[41].ps[0]; - if (上腕 == null) + if (UpperArm == null) { - if (下腕 == null) + if (LowerArm == null) { X0Y1_飛膜.OP[40].ps[0] = X0Y1_飛膜.ToLocal(手.X0Y0_獣翼手.Position); } else { - X0Y1_飛膜.OP[40].ps[0] = X0Y1_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + X0Y1_飛膜.OP[40].ps[0] = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); } Vector2D vector2D2 = (X0Y1_飛膜.OP[40].ps[3] + X0Y1_飛膜.OP[40].ps[0]) * 0.5; X0Y1_飛膜.OP[40].ps[2] = vector2D2 + (X0Y1_飛膜.OP[40].ps[3] - X0Y1_飛膜.OP[40].ps[0]) * 0.8; @@ -487,19 +487,19 @@ namespace SlaveMatrix } else { - if (上腕.ConnectionType == ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続) { - X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[0].ps[4])); + X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4])); } else { - X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[0].ps[4].AddY(0.003))); + X0Y1_飛膜.OP[40].ps[0] = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4].AddY(0.003))); } Vector2D vector2D3 = (X0Y1_飛膜.OP[40].ps[3] + X0Y1_飛膜.OP[40].ps[0]) * 0.5; X0Y1_飛膜.OP[40].ps[2] = (X0Y1_飛膜.OP[40].ps[3] + vector2D3) * 0.5; X0Y1_飛膜.OP[40].ps[1] = (vector2D3 + X0Y1_飛膜.OP[40].ps[0]) * 0.5; } - if (下腕 == null) + if (LowerArm == null) { Vector2D vector2D4 = X0Y1_飛膜.ToLocal(手.X0Y0_獣翼手.Position); X0Y1_飛膜.OP[40].ps[2] += (vector2D4 - X0Y1_飛膜.OP[40].ps[2]) * 0.3; @@ -507,11 +507,11 @@ namespace SlaveMatrix } else { - Vector2D vector2D5 = X0Y1_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.Position); + Vector2D vector2D5 = X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.Position); X0Y1_飛膜.OP[40].ps[2] += (vector2D5 - X0Y1_飛膜.OP[40].ps[2]) * 0.3; X0Y1_飛膜.OP[40].ps[1] += (vector2D5 - X0Y1_飛膜.OP[40].ps[1]) * 0.3; } - if (上腕.ConnectionType != ConnectionInfo.Shoulder_上腕_接続) + if (UpperArm.ConnectionType != ConnectionInfo.Shoulder_UpperArm_接続) { X0Y1_飛膜.OP[39].ps[2] = X0Y1_飛膜.OP[40].ps[0]; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs index ffc2ff9..586933b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs @@ -120,33 +120,33 @@ namespace SlaveMatrix X0Y1_飛膜CP = new ColorP(X0Y1_飛膜, 飛膜CD, DisUnit, abj: true); } - public void 接続(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, Vector2D 接着点) + public void 接続(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { if (本体.IndexY == 0) { if (右 || 反転X_ || 反転Y_) { - 通常接続右(上腕, 下腕, 手, 接着点); + 通常接続右(UpperArm, LowerArm, 手, 接着点); } else { - 通常接続左(上腕, 下腕, 手, 接着点); + 通常接続左(UpperArm, LowerArm, 手, 接着点); } } else if (右 || 反転X_ || 反転Y_) { - 欠損接続右(上腕, 下腕, 手, 接着点); + 欠損接続右(UpperArm, LowerArm, 手, 接着点); } else { - 欠損接続左(上腕, 下腕, 手, 接着点); + 欠損接続左(UpperArm, LowerArm, 手, 接着点); } } - private void 通常接続左(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, Vector2D 接着点) + private void 通常接続左(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { - Vector2D vector2D = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.JP[0].Joint)); - Vector2D vector2D2 = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[3].ps[1])); + Vector2D vector2D = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint)); + Vector2D vector2D2 = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1])); X0Y0_飛膜.OP[0].ps[0] = vector2D; X0Y0_飛膜.OP[0].ps[2] = vector2D2; X0Y0_飛膜.OP[0].ps[1] = (X0Y0_飛膜.OP[0].ps[0] + X0Y0_飛膜.OP[0].ps[2]) * 0.5; @@ -156,7 +156,7 @@ namespace SlaveMatrix X0Y0_飛膜.OP[2].ps[0] = X0Y0_飛膜.OP[1].ps[2]; if (手 == null) { - if (下腕 == null) + if (LowerArm == null) { X0Y0_飛膜.OP[2].ps[2] = vector2D; X0Y0_飛膜.OP[2].ps[1] = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[2]) * 0.5; @@ -165,7 +165,7 @@ namespace SlaveMatrix } else { - X0Y0_飛膜.OP[2].ps[2] = X0Y0_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.ToGlobal(下腕.X0Y0_獣翼下腕.JP[0].Joint)); + X0Y0_飛膜.OP[2].ps[2] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint)); X0Y0_飛膜.OP[2].ps[1] = (X0Y0_飛膜.OP[2].ps[0] + X0Y0_飛膜.OP[2].ps[2]) * 0.5; Vector2D vector2D3; X0Y0_飛膜.OP[2].ps[1] += (vector2D3 = (vector2D - X0Y0_飛膜.OP[2].ps[1]) * 0.2); @@ -186,10 +186,10 @@ namespace SlaveMatrix } } - private void 通常接続右(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, Vector2D 接着点) + private void 通常接続右(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { - Vector2D vector2D = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.JP[0].Joint)); - Vector2D vector2D2 = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[0].ps[4])); + Vector2D vector2D = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint)); + Vector2D vector2D2 = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4])); X0Y0_飛膜.OP[3].ps[2] = vector2D; X0Y0_飛膜.OP[3].ps[0] = vector2D2; X0Y0_飛膜.OP[3].ps[1] = (X0Y0_飛膜.OP[3].ps[2] + X0Y0_飛膜.OP[3].ps[0]) * 0.5; @@ -199,7 +199,7 @@ namespace SlaveMatrix X0Y0_飛膜.OP[1].ps[2] = X0Y0_飛膜.OP[2].ps[0]; if (手 == null) { - if (下腕 == null) + if (LowerArm == null) { X0Y0_飛膜.OP[1].ps[0] = vector2D; X0Y0_飛膜.OP[1].ps[1] = (X0Y0_飛膜.OP[1].ps[2] + X0Y0_飛膜.OP[1].ps[0]) * 0.5; @@ -208,7 +208,7 @@ namespace SlaveMatrix } else { - X0Y0_飛膜.OP[1].ps[0] = X0Y0_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.ToGlobal(下腕.X0Y0_獣翼下腕.JP[0].Joint)); + X0Y0_飛膜.OP[1].ps[0] = X0Y0_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint)); X0Y0_飛膜.OP[1].ps[1] = (X0Y0_飛膜.OP[1].ps[2] + X0Y0_飛膜.OP[1].ps[0]) * 0.5; Vector2D vector2D3; X0Y0_飛膜.OP[1].ps[1] += (vector2D3 = (vector2D - X0Y0_飛膜.OP[1].ps[1]) * 0.2); @@ -229,10 +229,10 @@ namespace SlaveMatrix } } - private void 欠損接続左(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, Vector2D 接着点) + private void 欠損接続左(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { - Vector2D vector2D = X0Y1_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.JP[0].Joint)); - Vector2D value = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[3].ps[1])); + Vector2D vector2D = X0Y1_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint)); + Vector2D value = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[3].ps[1])); X0Y1_飛膜.OP[0].ps[0] = vector2D; X0Y1_飛膜.OP[0].ps[2] = value; X0Y1_飛膜.OP[0].ps[1] = (X0Y1_飛膜.OP[0].ps[0] + X0Y1_飛膜.OP[0].ps[2]) * 0.5; @@ -240,7 +240,7 @@ namespace SlaveMatrix X0Y1_飛膜.OP[1].ps[2] = X0Y1_飛膜.ToLocal(接着点); X0Y1_飛膜.OP[1].ps[1] = (X0Y1_飛膜.OP[1].ps[0] + X0Y1_飛膜.OP[1].ps[2]) * 0.5; Vector2D vector2D2 = X0Y1_飛膜.OP[1].ps[2]; - Vector2D vector2D3 = ((手 != null) ? X0Y1_飛膜.ToLocal(手.X0Y0_小指_指3.ToGlobal(手.X0Y0_小指_指3.OP[0].ps[0])) : ((下腕 == null) ? vector2D : X0Y1_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.ToGlobal(下腕.X0Y0_獣翼下腕.JP[0].Joint)))); + Vector2D vector2D3 = ((手 != null) ? X0Y1_飛膜.ToLocal(手.X0Y0_小指_指3.ToGlobal(手.X0Y0_小指_指3.OP[0].ps[0])) : ((LowerArm == null) ? vector2D : X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint)))); Vector2D vector2D4 = (vector2D2 + vector2D3) * 0.5; Vector2D v = vector2D2 - vector2D3; double num = v.LengthSquared(); @@ -277,10 +277,10 @@ namespace SlaveMatrix } } - private void 欠損接続右(上腕_蝙 上腕, 下腕_蝙 下腕, 手_蝙 手, Vector2D 接着点) + private void 欠損接続右(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { - Vector2D vector2D = X0Y1_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.JP[0].Joint)); - Vector2D value = X0Y0_飛膜.ToLocal(上腕.X0Y0_獣翼上腕.ToGlobal(上腕.X0Y0_獣翼上腕.OP[0].ps[4])); + Vector2D vector2D = X0Y1_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.JP[0].Joint)); + Vector2D value = X0Y0_飛膜.ToLocal(UpperArm.X0Y0_獣翼UpperArm.ToGlobal(UpperArm.X0Y0_獣翼UpperArm.OP[0].ps[4])); X0Y1_飛膜.OP[10].ps[2] = vector2D; X0Y1_飛膜.OP[10].ps[0] = value; X0Y1_飛膜.OP[10].ps[1] = (X0Y1_飛膜.OP[10].ps[2] + X0Y1_飛膜.OP[10].ps[0]) * 0.5; @@ -288,7 +288,7 @@ namespace SlaveMatrix X0Y1_飛膜.OP[9].ps[0] = X0Y1_飛膜.ToLocal(接着点); X0Y1_飛膜.OP[9].ps[1] = (X0Y1_飛膜.OP[9].ps[2] + X0Y1_飛膜.OP[9].ps[0]) * 0.5; Vector2D vector2D2 = X0Y1_飛膜.OP[9].ps[0]; - Vector2D vector2D3 = ((手 != null) ? X0Y1_飛膜.ToLocal(手.X0Y0_小指_指3.ToGlobal(手.X0Y0_小指_指3.OP[2].ps[2])) : ((下腕 == null) ? vector2D : X0Y1_飛膜.ToLocal(下腕.X0Y0_獣翼下腕.ToGlobal(下腕.X0Y0_獣翼下腕.JP[0].Joint)))); + Vector2D vector2D3 = ((手 != null) ? X0Y1_飛膜.ToLocal(手.X0Y0_小指_指3.ToGlobal(手.X0Y0_小指_指3.OP[2].ps[2])) : ((LowerArm == null) ? vector2D : X0Y1_飛膜.ToLocal(LowerArm.X0Y0_獣翼LowerArm.ToGlobal(LowerArm.X0Y0_獣翼LowerArm.JP[0].Joint)))); Vector2D vector2D4 = (vector2D2 + vector2D3) * 0.5; Vector2D v = vector2D2 - vector2D3; double num = v.LengthSquared(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs index 867cda2..0afed22 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs @@ -364,9 +364,9 @@ namespace SlaveMatrix private List 腕右 = new List(); - private List 下腕以降左 = new List(); + private List LowerArm以降左 = new List(); - private List 下腕以降右 = new List(); + private List LowerArm以降右 = new List(); private List 胸上左接続 = new List(); @@ -422,21 +422,21 @@ namespace SlaveMatrix public 触覚_甲 触覚甲右; - public List<腕人> 腕人左 = new List<腕人>(); + public List Arm人左 = new List(); - public List<腕人> 腕人右 = new List<腕人>(); + public List Arm人右 = new List(); - public List<腕翼鳥> 腕翼鳥左 = new List<腕翼鳥>(); + public List 腕翼鳥左 = new List(); - public List<腕翼鳥> 腕翼鳥右 = new List<腕翼鳥>(); + public List 腕翼鳥右 = new List(); - public List<腕翼獣> 腕翼獣左 = new List<腕翼獣>(); + public List 腕翼獣左 = new List(); - public List<腕翼獣> 腕翼獣右 = new List<腕翼獣>(); + public List 腕翼獣右 = new List(); - public List<腕獣> 腕獣左 = new List<腕獣>(); + public List 腕獣左 = new List(); - public List<腕獣> 腕獣右 = new List<腕獣>(); + public List 腕獣右 = new List(); public List<脚人> 脚人左 = new List<脚人>(); @@ -810,7 +810,7 @@ namespace SlaveMatrix private ブーツ情報 ブーツi; - public int 腕人n; + public int Arm人n; public int 腕翼鳥n; @@ -2948,13 +2948,13 @@ namespace SlaveMatrix 鞭痕D wd = new 鞭痕D(); 蝙通常 = new List<蝙通常>(); Shoulder 人肩; - 腕獣 腕獣; + Arm獣 腕獣; 腿_人 人腿; 脚人 脚人; 脚獣 脚獣; - 腕翼鳥 腕翼鳥; - 腕翼獣 腕翼獣; - 腕人 腕人; + Arm翼鳥 腕翼鳥; + Arm翼獣 腕翼獣; + Arm人 腕人; 翼鳥 翼鳥; 翼獣 翼獣; Ele p; @@ -2997,15 +2997,15 @@ namespace SlaveMatrix { current_element.表示 = false; } - 腕獣 = default(腕獣); + 腕獣 = default(Arm獣); 腕獣.Shoulder = 四足脇2; - 四足脇2.上腕_接続.SetEle(delegate(獣上腕 上腕) + 四足脇2.UpperArm_接続.SetEle(delegate(獣UpperArm UpperArm) { - 腕獣.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(獣下腕 下腕) + 腕獣.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(獣LowerArm LowerArm) { - 腕獣.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(獣手 手) + 腕獣.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(獣手 手) { 腕獣.手 = 手; }); @@ -3109,27 +3109,27 @@ namespace SlaveMatrix }); 脚獣右.Add(脚獣); } - else if (current_element is 上腕) + else if (current_element is UpperArm) { - if (current_element.ConnectionType == ConnectionInfo.Shoulder_上腕_接続) + if (current_element.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続) { 人肩 = (Shoulder)current_element.Par; - if (current_element is 上腕_鳥) + if (current_element is UpperArm_鳥) { - 腕翼鳥 = default(腕翼鳥); + 腕翼鳥 = default(Arm翼鳥); 腕翼鳥.Shoulder = 人肩; - 人肩.上腕_接続.SetEle(delegate(上腕_鳥 上腕) + 人肩.UpperArm_接続.SetEle(delegate(UpperArm_鳥 UpperArm) { - 上腕.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, 上腕); - sk.Add(上腕.キスマーク); - 上腕.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, 上腕); - sw.Add(上腕.鞭痕); - 上腕.鳥翼上腕CD.c2.Col2 = 上腕.小雨覆CD.c2.Col1; - 腕翼鳥.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(下腕_鳥 下腕) + UpperArm.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, UpperArm); + sk.Add(UpperArm.キスマーク); + UpperArm.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, UpperArm); + sw.Add(UpperArm.鞭痕); + UpperArm.鳥翼UpperArmCD.c2.Col2 = UpperArm.小雨覆CD.c2.Col1; + 腕翼鳥.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_鳥 LowerArm) { - 腕翼鳥.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_鳥 手) + 腕翼鳥.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_鳥 手) { 腕翼鳥.手 = 手; }); @@ -3137,22 +3137,22 @@ namespace SlaveMatrix }); 腕翼鳥右.Add(腕翼鳥); } - else if (current_element is 上腕_蝙) + else if (current_element is UpperArm_蝙) { - 腕翼獣 = default(腕翼獣); + 腕翼獣 = default(Arm翼獣); 腕翼獣.Shoulder = 人肩; - 人肩.上腕_接続.SetEle(delegate(上腕_蝙 上腕) + 人肩.UpperArm_接続.SetEle(delegate(UpperArm_蝙 UpperArm) { - 上腕.獣翼上腕CD.c2.Col1 = 人肩.Shoulder_ShoulderCD.c2.Col1; - 腕翼獣.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(下腕_蝙 下腕) + UpperArm.獣翼UpperArmCD.c2.Col1 = 人肩.Shoulder_ShoulderCD.c2.Col1; + 腕翼獣.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_蝙 LowerArm) { - 腕翼獣.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_蝙 手) + 腕翼獣.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_蝙 手) { 腕翼獣.手 = 手; - 上腕.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); - bod.蝙通常.Add(new 蝙通常(上腕, 下腕, 手)); + UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + bod.蝙通常.Add(new 蝙通常(UpperArm, LowerArm, 手)); }); }); }); @@ -3160,143 +3160,143 @@ namespace SlaveMatrix } else { - 腕人 = default(腕人); + 腕人 = default(Arm人); 腕人.Shoulder = 人肩; - 人肩.上腕_接続.SetEle(delegate(上腕_人 上腕) + 人肩.UpperArm_接続.SetEle(delegate(UpperArm_人 UpperArm) { - 上腕.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, 上腕); - sk.Add(上腕.キスマーク); - 上腕.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, 上腕); - sw.Add(上腕.鞭痕); - 腕人.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(下腕_人 下腕) + UpperArm.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, UpperArm); + sk.Add(UpperArm.キスマーク); + UpperArm.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, UpperArm); + sw.Add(UpperArm.鞭痕); + 腕人.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_人 LowerArm) { - 下腕.腕輪尺度修正(); - 下腕.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, 下腕); - sk.Add(下腕.キスマーク); - 下腕.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, 下腕); - sw.Add(下腕.鞭痕); - if (上腕.獣性_獣毛1_表示) + LowerArm.腕輪尺度修正(); + LowerArm.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, LowerArm); + sk.Add(LowerArm.キスマーク); + LowerArm.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, LowerArm); + sw.Add(LowerArm.鞭痕); + if (UpperArm.獣性_獣毛1_表示) { - 下腕.下腕CD.c2 = 上腕.獣性_獣毛1CD.c2; - 下腕.筋肉_筋肉上CD.c2 = 上腕.獣性_獣毛1CD.c2; - 下腕.筋肉_筋肉下CD.c2 = 上腕.獣性_獣毛1CD.c2; + LowerArm.LowerArmCD.c2 = UpperArm.獣性_獣毛1CD.c2; + LowerArm.筋肉_筋肉上CD.c2 = UpperArm.獣性_獣毛1CD.c2; + LowerArm.筋肉_筋肉下CD.c2 = UpperArm.獣性_獣毛1CD.c2; } - if (上腕.虫性_虫腕_表示 && (!下腕.虫性1_虫腕上_表示 || !下腕.虫性2_虫腕下_表示)) + if (UpperArm.虫性_虫腕_表示 && (!LowerArm.虫性1_虫腕上_表示 || !LowerArm.虫性2_虫腕下_表示)) { - 下腕.下腕CD.c2 = 上腕.虫性_虫腕CD.c2; - 下腕.筋肉_筋肉上CD.c2 = 上腕.虫性_虫腕CD.c2; - 下腕.筋肉_筋肉下CD.c2 = 上腕.虫性_虫腕CD.c2; + LowerArm.LowerArmCD.c2 = UpperArm.虫性_虫腕CD.c2; + LowerArm.筋肉_筋肉上CD.c2 = UpperArm.虫性_虫腕CD.c2; + LowerArm.筋肉_筋肉下CD.c2 = UpperArm.虫性_虫腕CD.c2; } - if (下腕.植性2_萼_萼中_表示) + if (LowerArm.植性2_萼_萼中_表示) { - 上腕.上腕CD.c2.Col2 = 下腕.植性2_萼_萼中CD.c2.Col2; - 上腕.筋肉上CD.c2.Col2 = 下腕.植性2_萼_萼中CD.c2.Col2; - 上腕.筋肉下CD.c2.Col2 = 下腕.植性2_萼_萼中CD.c2.Col2; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.植性2_萼_萼中CD.c2.Col2; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.植性2_萼_萼中CD.c2.Col2; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.植性2_萼_萼中CD.c2.Col2; } - else if (下腕.獣性1_獣腕_表示) + else if (LowerArm.獣性1_獣腕_表示) { - 上腕.上腕CD.c2.Col2 = 下腕.獣性1_獣腕CD.c2.Col1; - 上腕.筋肉上CD.c2.Col2 = 下腕.獣性1_獣腕CD.c2.Col1; - 上腕.筋肉下CD.c2.Col2 = 下腕.獣性1_獣腕CD.c2.Col1; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.獣性1_獣腕CD.c2.Col1; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.獣性1_獣腕CD.c2.Col1; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.獣性1_獣腕CD.c2.Col1; } else { - 上腕.上腕CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉上CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉下CD.c2.Col2 = 下腕.下腕CD.c2.Col1; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; } - 腕人.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_人 手) + 腕人.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_人 手) { - if (下腕.獣性1_獣腕_表示 || 下腕.下腕CD.c2.Col1 == 下腕.獣性1_獣腕CD.c2.Col1) + if (LowerArm.獣性1_獣腕_表示 || LowerArm.LowerArmCD.c2.Col1 == LowerArm.獣性1_獣腕CD.c2.Col1) { - 手.手CD.c2 = 下腕.獣性1_獣腕CD.c2; + 手.手CD.c2 = LowerArm.獣性1_獣腕CD.c2; 手.親指_親指1CD.c2 = 手.手CD.c2; } else if (手.X0Y0_手.OP[6].Outline) { - 手.手CD.c2 = 下腕.虫性1_虫腕上CD.c2; + 手.手CD.c2 = LowerArm.虫性1_虫腕上CD.c2; 手.親指_親指1CD.c2 = 手.手CD.c2; } 腕人.手 = 手; }); }); - 上腕.下腕_接続.SetEle(delegate(下腕_獣 下腕) + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_獣 LowerArm) { - 上腕.上腕CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉上CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉下CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 下腕.X0Y0_下腕.OP[6].Outline = true; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + LowerArm.X0Y0_LowerArm.OP[6].Outline = true; }); }); - 腕人右.Add(腕人); + Arm人右.Add(腕人); } } - else if (current_element is 上腕_鳥) + else if (current_element is UpperArm_鳥) { 翼鳥 = default(翼鳥); - 翼鳥.上腕 = (上腕_鳥)current_element; - 翼鳥.上腕.鳥翼上腕CD.c2 = 翼鳥.上腕.小雨覆CD.c2; - 翼鳥.上腕.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 翼鳥.上腕); - sk.Add(翼鳥.上腕.キスマーク); - 翼鳥.上腕.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 翼鳥.上腕); - sw.Add(翼鳥.上腕.鞭痕); - 翼鳥.上腕.下腕_接続.SetEle(delegate(下腕_鳥 下腕) + 翼鳥.UpperArm = (UpperArm_鳥)current_element; + 翼鳥.UpperArm.鳥翼UpperArmCD.c2 = 翼鳥.UpperArm.小雨覆CD.c2; + 翼鳥.UpperArm.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 翼鳥.UpperArm); + sk.Add(翼鳥.UpperArm.キスマーク); + 翼鳥.UpperArm.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 翼鳥.UpperArm); + sw.Add(翼鳥.UpperArm.鞭痕); + 翼鳥.UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_鳥 LowerArm) { - 翼鳥.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_鳥 手) + 翼鳥.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_鳥 手) { 翼鳥.手 = 手; }); }); 翼鳥右.Add(翼鳥); } - else if (current_element is 上腕_蝙) + else if (current_element is UpperArm_蝙) { 翼獣 = default(翼獣); - 翼獣.上腕 = (上腕_蝙)current_element; - 翼獣.上腕.下腕_接続.SetEle(delegate(下腕_蝙 下腕) + 翼獣.UpperArm = (UpperArm_蝙)current_element; + 翼獣.UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_蝙 LowerArm) { - 翼獣.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_蝙 手) + 翼獣.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_蝙 手) { 翼獣.手 = 手; - p = 翼獣.上腕.Par; - pp = 翼獣.上腕.Par.Par; + p = 翼獣.UpperArm.Par; + pp = 翼獣.UpperArm.Par.Par; if (p is 基髪) { - 翼獣.上腕.接着 = () => bod.頭.X0Y0_頭.ToGlobal(bod.頭.X0Y0_頭.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.頭.X0Y0_頭.ToGlobal(bod.頭.X0Y0_頭.BasePointBase); } else if (p is Chest) { - 翼獣.上腕.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase); } else if (p is Torso || p is Waist) { - 翼獣.上腕.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); } else if (p is 四足胸) { - 翼獣.上腕.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase); } - else if ((p is 四足胴 || p is 四足腰) && (翼獣.上腕.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.上腕.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) + else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) { - 翼獣.上腕.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); } else if (pp != null && pp is Chest) { - 翼獣.上腕.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); } else if (pp != null && pp is 四足胸) { - 翼獣.上腕.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase); } else { - 翼獣.上腕.接着 = () => 翼獣.上腕.Get飛膜接続点(); + 翼獣.UpperArm.接着 = () => 翼獣.UpperArm.Get飛膜接続点(); } - bod.蝙通常.Add(new 蝙通常(翼獣.上腕, 下腕, 手)); + bod.蝙通常.Add(new 蝙通常(翼獣.UpperArm, LowerArm, 手)); }); }); 翼獣右.Add(翼獣); @@ -3390,15 +3390,15 @@ namespace SlaveMatrix { current_element.表示 = false; } - 腕獣 = default(腕獣); + 腕獣 = default(Arm獣); 腕獣.Shoulder = 四足脇2; - 四足脇2.上腕_接続.SetEle(delegate(獣上腕 上腕) + 四足脇2.UpperArm_接続.SetEle(delegate(獣UpperArm UpperArm) { - 腕獣.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(獣下腕 下腕) + 腕獣.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(獣LowerArm LowerArm) { - 腕獣.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(獣手 手) + 腕獣.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(獣手 手) { 腕獣.手 = 手; }); @@ -3502,27 +3502,27 @@ namespace SlaveMatrix }); 脚獣左.Add(脚獣); } - else if (current_element is 上腕) + else if (current_element is UpperArm) { - if (current_element.ConnectionType == ConnectionInfo.Shoulder_上腕_接続) + if (current_element.ConnectionType == ConnectionInfo.Shoulder_UpperArm_接続) { 人肩 = (Shoulder)current_element.Par; - if (current_element is 上腕_鳥) + if (current_element is UpperArm_鳥) { - 腕翼鳥 = default(腕翼鳥); + 腕翼鳥 = default(Arm翼鳥); 腕翼鳥.Shoulder = 人肩; - 人肩.上腕_接続.SetEle(delegate(上腕_鳥 上腕) + 人肩.UpperArm_接続.SetEle(delegate(UpperArm_鳥 UpperArm) { - 上腕.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, 上腕); - sk.Add(上腕.キスマーク); - 上腕.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, 上腕); - sw.Add(上腕.鞭痕); - 上腕.鳥翼上腕CD.c2.Col2 = 上腕.小雨覆CD.c2.Col1; - 腕翼鳥.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(下腕_鳥 下腕) + UpperArm.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, UpperArm); + sk.Add(UpperArm.キスマーク); + UpperArm.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, UpperArm); + sw.Add(UpperArm.鞭痕); + UpperArm.鳥翼UpperArmCD.c2.Col2 = UpperArm.小雨覆CD.c2.Col1; + 腕翼鳥.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_鳥 LowerArm) { - 腕翼鳥.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_鳥 手) + 腕翼鳥.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_鳥 手) { 腕翼鳥.手 = 手; }); @@ -3530,22 +3530,22 @@ namespace SlaveMatrix }); 腕翼鳥左.Add(腕翼鳥); } - else if (current_element is 上腕_蝙) + else if (current_element is UpperArm_蝙) { - 腕翼獣 = default(腕翼獣); + 腕翼獣 = default(Arm翼獣); 腕翼獣.Shoulder = 人肩; - 人肩.上腕_接続.SetEle(delegate(上腕_蝙 上腕) + 人肩.UpperArm_接続.SetEle(delegate(UpperArm_蝙 UpperArm) { - 上腕.獣翼上腕CD.c2.Col1 = 人肩.Shoulder_ShoulderCD.c2.Col1; - 腕翼獣.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(下腕_蝙 下腕) + UpperArm.獣翼UpperArmCD.c2.Col1 = 人肩.Shoulder_ShoulderCD.c2.Col1; + 腕翼獣.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_蝙 LowerArm) { - 腕翼獣.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_蝙 手) + 腕翼獣.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_蝙 手) { 腕翼獣.手 = 手; - 上腕.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); - bod.蝙通常.Add(new 蝙通常(上腕, 下腕, 手)); + UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + bod.蝙通常.Add(new 蝙通常(UpperArm, LowerArm, 手)); }); }); }); @@ -3553,143 +3553,143 @@ namespace SlaveMatrix } else { - 腕人 = default(腕人); + 腕人 = default(Arm人); 腕人.Shoulder = 人肩; - 人肩.上腕_接続.SetEle(delegate(上腕_人 上腕) + 人肩.UpperArm_接続.SetEle(delegate(UpperArm_人 UpperArm) { - 上腕.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, 上腕); - sk.Add(上腕.キスマーク); - 上腕.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, 上腕); - sw.Add(上腕.鞭痕); - 腕人.上腕 = 上腕; - 上腕.下腕_接続.SetEle(delegate(下腕_人 下腕) + UpperArm.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, UpperArm); + sk.Add(UpperArm.キスマーク); + UpperArm.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, UpperArm); + sw.Add(UpperArm.鞭痕); + 腕人.UpperArm = UpperArm; + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_人 LowerArm) { - 下腕.腕輪尺度修正(); - 下腕.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, 下腕); - sk.Add(下腕.キスマーク); - 下腕.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, 下腕); - sw.Add(下腕.鞭痕); - if (上腕.獣性_獣毛1_表示) + LowerArm.腕輪尺度修正(); + LowerArm.キスマーク = new スタンプK(Med, Are, Cha, bod, kd, LowerArm); + sk.Add(LowerArm.キスマーク); + LowerArm.鞭痕 = new スタンプW(Med, Are, Cha, bod, wd, LowerArm); + sw.Add(LowerArm.鞭痕); + if (UpperArm.獣性_獣毛1_表示) { - 下腕.下腕CD.c2 = 上腕.獣性_獣毛1CD.c2; - 下腕.筋肉_筋肉上CD.c2 = 上腕.獣性_獣毛1CD.c2; - 下腕.筋肉_筋肉下CD.c2 = 上腕.獣性_獣毛1CD.c2; + LowerArm.LowerArmCD.c2 = UpperArm.獣性_獣毛1CD.c2; + LowerArm.筋肉_筋肉上CD.c2 = UpperArm.獣性_獣毛1CD.c2; + LowerArm.筋肉_筋肉下CD.c2 = UpperArm.獣性_獣毛1CD.c2; } - if (上腕.虫性_虫腕_表示 && (!下腕.虫性1_虫腕上_表示 || !下腕.虫性2_虫腕下_表示)) + if (UpperArm.虫性_虫腕_表示 && (!LowerArm.虫性1_虫腕上_表示 || !LowerArm.虫性2_虫腕下_表示)) { - 下腕.下腕CD.c2 = 上腕.虫性_虫腕CD.c2; - 下腕.筋肉_筋肉上CD.c2 = 上腕.虫性_虫腕CD.c2; - 下腕.筋肉_筋肉下CD.c2 = 上腕.虫性_虫腕CD.c2; + LowerArm.LowerArmCD.c2 = UpperArm.虫性_虫腕CD.c2; + LowerArm.筋肉_筋肉上CD.c2 = UpperArm.虫性_虫腕CD.c2; + LowerArm.筋肉_筋肉下CD.c2 = UpperArm.虫性_虫腕CD.c2; } - if (下腕.植性2_萼_萼中_表示) + if (LowerArm.植性2_萼_萼中_表示) { - 上腕.上腕CD.c2.Col2 = 下腕.植性2_萼_萼中CD.c2.Col2; - 上腕.筋肉上CD.c2.Col2 = 下腕.植性2_萼_萼中CD.c2.Col2; - 上腕.筋肉下CD.c2.Col2 = 下腕.植性2_萼_萼中CD.c2.Col2; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.植性2_萼_萼中CD.c2.Col2; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.植性2_萼_萼中CD.c2.Col2; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.植性2_萼_萼中CD.c2.Col2; } - else if (下腕.獣性1_獣腕_表示) + else if (LowerArm.獣性1_獣腕_表示) { - 上腕.上腕CD.c2.Col2 = 下腕.獣性1_獣腕CD.c2.Col1; - 上腕.筋肉上CD.c2.Col2 = 下腕.獣性1_獣腕CD.c2.Col1; - 上腕.筋肉下CD.c2.Col2 = 下腕.獣性1_獣腕CD.c2.Col1; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.獣性1_獣腕CD.c2.Col1; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.獣性1_獣腕CD.c2.Col1; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.獣性1_獣腕CD.c2.Col1; } else { - 上腕.上腕CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉上CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉下CD.c2.Col2 = 下腕.下腕CD.c2.Col1; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; } - 腕人.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_人 手) + 腕人.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_人 手) { - if (下腕.獣性1_獣腕_表示 || 下腕.下腕CD.c2.Col1 == 下腕.獣性1_獣腕CD.c2.Col1) + if (LowerArm.獣性1_獣腕_表示 || LowerArm.LowerArmCD.c2.Col1 == LowerArm.獣性1_獣腕CD.c2.Col1) { - 手.手CD.c2 = 下腕.獣性1_獣腕CD.c2; + 手.手CD.c2 = LowerArm.獣性1_獣腕CD.c2; 手.親指_親指1CD.c2 = 手.手CD.c2; } else if (手.X0Y0_手.OP[0].Outline) { - 手.手CD.c2 = 下腕.虫性1_虫腕上CD.c2; + 手.手CD.c2 = LowerArm.虫性1_虫腕上CD.c2; 手.親指_親指1CD.c2 = 手.手CD.c2; } 腕人.手 = 手; }); }); - 上腕.下腕_接続.SetEle(delegate(下腕_獣 下腕) + UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_獣 LowerArm) { - 上腕.上腕CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉上CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 上腕.筋肉下CD.c2.Col2 = 下腕.下腕CD.c2.Col1; - 下腕.X0Y0_下腕.OP[0].Outline = true; + UpperArm.UpperArmCD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉上CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + UpperArm.筋肉下CD.c2.Col2 = LowerArm.LowerArmCD.c2.Col1; + LowerArm.X0Y0_LowerArm.OP[0].Outline = true; }); }); - 腕人左.Add(腕人); + Arm人左.Add(腕人); } } - else if (current_element is 上腕_鳥) + else if (current_element is UpperArm_鳥) { 翼鳥 = default(翼鳥); - 翼鳥.上腕 = (上腕_鳥)current_element; - 翼鳥.上腕.鳥翼上腕CD.c2 = 翼鳥.上腕.小雨覆CD.c2; - 翼鳥.上腕.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 翼鳥.上腕); - sk.Add(翼鳥.上腕.キスマーク); - 翼鳥.上腕.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 翼鳥.上腕); - sw.Add(翼鳥.上腕.鞭痕); - 翼鳥.上腕.下腕_接続.SetEle(delegate(下腕_鳥 下腕) + 翼鳥.UpperArm = (UpperArm_鳥)current_element; + 翼鳥.UpperArm.鳥翼UpperArmCD.c2 = 翼鳥.UpperArm.小雨覆CD.c2; + 翼鳥.UpperArm.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 翼鳥.UpperArm); + sk.Add(翼鳥.UpperArm.キスマーク); + 翼鳥.UpperArm.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 翼鳥.UpperArm); + sw.Add(翼鳥.UpperArm.鞭痕); + 翼鳥.UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_鳥 LowerArm) { - 翼鳥.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_鳥 手) + 翼鳥.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_鳥 手) { 翼鳥.手 = 手; }); }); 翼鳥左.Add(翼鳥); } - else if (current_element is 上腕_蝙) + else if (current_element is UpperArm_蝙) { 翼獣 = default(翼獣); - 翼獣.上腕 = (上腕_蝙)current_element; - 翼獣.上腕.下腕_接続.SetEle(delegate(下腕_蝙 下腕) + 翼獣.UpperArm = (UpperArm_蝙)current_element; + 翼獣.UpperArm.LowerArm_接続.SetEle(delegate(LowerArm_蝙 LowerArm) { - 翼獣.下腕 = 下腕; - 下腕.手_接続.SetEle(delegate(手_蝙 手) + 翼獣.LowerArm = LowerArm; + LowerArm.手_接続.SetEle(delegate(手_蝙 手) { 翼獣.手 = 手; - p = 翼獣.上腕.Par; - pp = 翼獣.上腕.Par.Par; + p = 翼獣.UpperArm.Par; + pp = 翼獣.UpperArm.Par.Par; if (p is 基髪) { - 翼獣.上腕.接着 = () => bod.頭.X0Y0_頭.ToGlobal(bod.頭.X0Y0_頭.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.頭.X0Y0_頭.ToGlobal(bod.頭.X0Y0_頭.BasePointBase); } else if (p is Chest) { - 翼獣.上腕.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase); } else if (p is Torso || p is Waist) { - 翼獣.上腕.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); } else if (p is 四足胸) { - 翼獣.上腕.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase); } - else if ((p is 四足胴 || p is 四足腰) && (翼獣.上腕.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.上腕.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) + else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) { - 翼獣.上腕.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); } else if (pp != null && pp is Chest) { - 翼獣.上腕.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); } else if (pp != null && pp is 四足胸) { - 翼獣.上腕.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase); } else { - 翼獣.上腕.接着 = () => 翼獣.上腕.Get飛膜接続点(); + 翼獣.UpperArm.接着 = () => 翼獣.UpperArm.Get飛膜接続点(); } - bod.蝙通常.Add(new 蝙通常(翼獣.上腕, 下腕, 手)); + bod.蝙通常.Add(new 蝙通常(翼獣.UpperArm, LowerArm, 手)); }); }); 翼獣左.Add(翼獣); @@ -3799,7 +3799,7 @@ namespace SlaveMatrix 長胴.Add((長胴)current_element); } } - 腕人n = 腕人左.Count; + Arm人n = Arm人左.Count; 腕翼鳥n = 腕翼鳥左.Count; 腕翼獣n = 腕翼獣左.Count; 腕獣n = 腕獣左.Count; @@ -4190,20 +4190,20 @@ namespace SlaveMatrix 後腕左s[j] = new List(); Sort(後脇左s[j].EnumEle(), 後腕左s[j]); } - if (肩左.上腕_接続 != null) + if (肩左.UpperArm_接続 != null) { - Sort(肩左.上腕_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腕左); + Sort(肩左.UpperArm_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腕左); } } - else if (後脇左s.Length == 1 && 肩左.上腕_接続 != null) + else if (後脇左s.Length == 1 && 肩左.UpperArm_接続 != null) { - 後腕左s = new List[肩左.上腕_接続.Length - 1]; + 後腕左s = new List[肩左.UpperArm_接続.Length - 1]; for (int k = 0; k < 後腕左s.Length; k++) { 後腕左s[k] = new List(); - Sort(肩左.上腕_接続[k].EnumEle(), 後腕左s[k]); + Sort(肩左.UpperArm_接続[k].EnumEle(), 後腕左s[k]); } - Sort(肩左.上腕_接続.Last().EnumEle(), 腕左); + Sort(肩左.UpperArm_接続.Last().EnumEle(), 腕左); } 後脇左s = 後脇左s.Take(後脇左s.Length - 1).ToArray(); } @@ -4220,20 +4220,20 @@ namespace SlaveMatrix 後腕右s[l] = new List(); Sort(後脇右s[l].EnumEle(), 後腕右s[l]); } - if (肩右.上腕_接続 != null) + if (肩右.UpperArm_接続 != null) { - Sort(肩右.上腕_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腕右); + Sort(肩右.UpperArm_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腕右); } } - else if (後脇右s.Length == 1 && 肩右.上腕_接続 != null) + else if (後脇右s.Length == 1 && 肩右.UpperArm_接続 != null) { - 後腕右s = new List[肩右.上腕_接続.Length - 1]; + 後腕右s = new List[肩右.UpperArm_接続.Length - 1]; for (int m = 0; m < 後腕右s.Length; m++) { 後腕右s[m] = new List(); - Sort(肩右.上腕_接続[m].EnumEle(), 後腕右s[m]); + Sort(肩右.UpperArm_接続[m].EnumEle(), 後腕右s[m]); } - Sort(肩右.上腕_接続.Last().EnumEle(), 腕右); + Sort(肩右.UpperArm_接続.Last().EnumEle(), 腕右); } 後脇右s = 後脇右s.Take(後脇右s.Length - 1).ToArray(); } @@ -4307,7 +4307,7 @@ namespace SlaveMatrix { Sort(魚.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); } - if (腕獣左.Count > 0 && 腕獣左.First().Shoulder.上腕_接続.IsEle<獣脚>()) + if (腕獣左.Count > 0 && 腕獣左.First().Shoulder.UpperArm_接続.IsEle<獣脚>()) { Sort(from e in 魚.EnumEle().Skip(1) where !bod.半身後接続.Contains(e) @@ -4342,7 +4342,7 @@ namespace SlaveMatrix { Sort(鯨.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); } - if (腕獣左.Count > 0 && 腕獣左.First().Shoulder.上腕_接続.IsEle<獣脚>()) + if (腕獣左.Count > 0 && 腕獣左.First().Shoulder.UpperArm_接続.IsEle<獣脚>()) { Sort(from e in 鯨.EnumEle().Skip(1) where !bod.半身後接続.Contains(e) @@ -4915,7 +4915,7 @@ namespace SlaveMatrix } foreach (蝙通常 item23 in 蝙通常) { - Inserts(item23.上腕, 0, item23.上腕.飛膜); + Inserts(item23.UpperArm, 0, item23.UpperArm.飛膜); Inserts(item23.手, -2, item23.手.飛膜); Inserts(item23.手.飛膜, 1, new DE(item23.手, item23.手.指先描画)); } @@ -4924,74 +4924,74 @@ namespace SlaveMatrix { Inserts(ele4, 1 + ((ele4.顎左_接続 != null) ? ele4.顎左_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0) + ((ele4.顎右_接続 != null) ? ele4.顎右_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), ele4.大顎上); } - foreach (腕人 item24 in 腕人左) + foreach (Arm人 item24 in Arm人左) { - if (item24.下腕 != null) + if (item24.LowerArm != null) { - Inserts(item24.下腕, 1 + ((item24.下腕.手_接続 != null) ? item24.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0) + ((item24.下腕.虫鎌_接続 != null) ? item24.下腕.虫鎌_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item24.下腕, item24.下腕.外腕描画)); + Inserts(item24.LowerArm, 1 + ((item24.LowerArm.手_接続 != null) ? item24.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0) + ((item24.LowerArm.虫鎌_接続 != null) ? item24.LowerArm.虫鎌_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item24.LowerArm, item24.LowerArm.外腕描画)); } } - foreach (腕人 item25 in 腕人右) + foreach (Arm人 item25 in Arm人右) { - if (item25.下腕 != null) + if (item25.LowerArm != null) { - Inserts(item25.下腕, 1 + ((item25.下腕.手_接続 != null) ? item25.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0) + ((item25.下腕.虫鎌_接続 != null) ? item25.下腕.虫鎌_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item25.下腕, item25.下腕.外腕描画)); + Inserts(item25.LowerArm, 1 + ((item25.LowerArm.手_接続 != null) ? item25.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0) + ((item25.LowerArm.虫鎌_接続 != null) ? item25.LowerArm.虫鎌_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item25.LowerArm, item25.LowerArm.外腕描画)); } } - foreach (腕翼鳥 item26 in 腕翼鳥左) + foreach (Arm翼鳥 item26 in 腕翼鳥左) { - if (item26.下腕 != null) + if (item26.LowerArm != null) { - Inserts(item26.下腕, 1 + ((item26.下腕.手_接続 != null) ? item26.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item26.下腕, item26.下腕.小雨覆描画)); + Inserts(item26.LowerArm, 1 + ((item26.LowerArm.手_接続 != null) ? item26.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item26.LowerArm, item26.LowerArm.小雨覆描画)); } } foreach (翼鳥 item27 in 翼鳥左) { - if (item27.下腕 != null) + if (item27.LowerArm != null) { - Inserts(item27.下腕, 1 + ((item27.下腕.手_接続 != null) ? item27.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item27.下腕, item27.下腕.小雨覆描画)); + Inserts(item27.LowerArm, 1 + ((item27.LowerArm.手_接続 != null) ? item27.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item27.LowerArm, item27.LowerArm.小雨覆描画)); } } - foreach (腕翼鳥 item28 in 腕翼鳥右) + foreach (Arm翼鳥 item28 in 腕翼鳥右) { - if (item28.下腕 != null) + if (item28.LowerArm != null) { - Inserts(item28.下腕, 1 + ((item28.下腕.手_接続 != null) ? item28.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item28.下腕, item28.下腕.小雨覆描画)); + Inserts(item28.LowerArm, 1 + ((item28.LowerArm.手_接続 != null) ? item28.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item28.LowerArm, item28.LowerArm.小雨覆描画)); } } foreach (翼鳥 item29 in 翼鳥右) { - if (item29.下腕 != null) + if (item29.LowerArm != null) { - Inserts(item29.下腕, 1 + ((item29.下腕.手_接続 != null) ? item29.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item29.下腕, item29.下腕.小雨覆描画)); + Inserts(item29.LowerArm, 1 + ((item29.LowerArm.手_接続 != null) ? item29.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item29.LowerArm, item29.LowerArm.小雨覆描画)); } } - foreach (腕翼獣 item30 in 腕翼獣左) + foreach (Arm翼獣 item30 in 腕翼獣左) { - if (item30.下腕 != null) + if (item30.LowerArm != null) { - Inserts(item30.下腕, 1 + ((item30.下腕.手_接続 != null) ? item30.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item30.下腕, item30.下腕.腕輪描画)); + Inserts(item30.LowerArm, 1 + ((item30.LowerArm.手_接続 != null) ? item30.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item30.LowerArm, item30.LowerArm.腕輪描画)); } } foreach (翼獣 item31 in 翼獣左) { - if (item31.下腕 != null) + if (item31.LowerArm != null) { - Inserts(item31.下腕, 1 + ((item31.下腕.手_接続 != null) ? item31.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item31.下腕, item31.下腕.腕輪描画)); + Inserts(item31.LowerArm, 1 + ((item31.LowerArm.手_接続 != null) ? item31.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item31.LowerArm, item31.LowerArm.腕輪描画)); } } - foreach (腕翼獣 item32 in 腕翼獣右) + foreach (Arm翼獣 item32 in 腕翼獣右) { - if (item32.下腕 != null) + if (item32.LowerArm != null) { - Inserts(item32.下腕, 1 + ((item32.下腕.手_接続 != null) ? item32.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item32.下腕, item32.下腕.腕輪描画)); + Inserts(item32.LowerArm, 1 + ((item32.LowerArm.手_接続 != null) ? item32.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item32.LowerArm, item32.LowerArm.腕輪描画)); } } foreach (翼獣 item33 in 翼獣右) { - if (item33.下腕 != null) + if (item33.LowerArm != null) { - Inserts(item33.下腕, 1 + ((item33.下腕.手_接続 != null) ? item33.下腕.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item33.下腕, item33.下腕.腕輪描画)); + Inserts(item33.LowerArm, 1 + ((item33.LowerArm.手_接続 != null) ? item33.LowerArm.手_接続.Select((Ele f) => f.EnumEle()).JoinEnum().Count() : 0), new DE(item33.LowerArm, item33.LowerArm.腕輪描画)); } } foreach (脚人 item34 in 脚人左) @@ -5026,7 +5026,7 @@ namespace SlaveMatrix } foreach (虫鎌 e in 虫鎌左) { - if (e.ConnectionType == ConnectionInfo.下腕_人_虫鎌_接続) + if (e.ConnectionType == ConnectionInfo.LowerArm_人_虫鎌_接続) { int num = e.Par.EnumEle().Count((Ele f) => f.Par == e.Par); Inserts(e.Par, 2 + num, e)?.Remove(e); @@ -5034,7 +5034,7 @@ namespace SlaveMatrix } foreach (虫鎌 e in 虫鎌右) { - if (e.ConnectionType == ConnectionInfo.下腕_人_虫鎌_接続) + if (e.ConnectionType == ConnectionInfo.LowerArm_人_虫鎌_接続) { int num = e.Par.EnumEle().Count((Ele f) => f.Par == e.Par); Inserts(e.Par, 2 + num, e)?.Remove(e); @@ -5043,12 +5043,12 @@ namespace SlaveMatrix Ele ele5 = 腕左.LastOrDefault((Ele e) => e.Par != null && e.Par.Par != null && e.Par.Par.ConnectionType == ConnectionInfo.Chest_肩左_接続); if (ele5 != null) { - 下腕以降左.Add(ele5); + LowerArm以降左.Add(ele5); } HashSet hashSet = new HashSet(); - foreach (蝙通常 item38 in 蝙通常.Where((蝙通常 e) => e.上腕.Par != null && e.上腕.Par.ConnectionType == ConnectionInfo.Chest_肩左_接続)) + foreach (蝙通常 item38 in 蝙通常.Where((蝙通常 e) => e.UpperArm.Par != null && e.UpperArm.Par.ConnectionType == ConnectionInfo.Chest_肩左_接続)) { - hashSet.Add(item38.上腕.飛膜); + hashSet.Add(item38.UpperArm.飛膜); hashSet.Add(item38.手.飛膜); } foreach (Ele item39 in 腕左) @@ -5057,12 +5057,12 @@ namespace SlaveMatrix { 肩左飛膜.Add(item39); } - else if (下腕以降左.Contains(item39.Par) || item39 is 大顎上 || item39 is 触肢_肢蠍) + else if (LowerArm以降左.Contains(item39.Par) || item39 is 大顎上 || item39 is 触肢_肢蠍) { - 下腕以降左.Add(item39); + LowerArm以降左.Add(item39); } } - foreach (Ele item40 in 下腕以降左) + foreach (Ele item40 in LowerArm以降左) { 腕左.Remove(item40); } @@ -5073,12 +5073,12 @@ namespace SlaveMatrix ele5 = 腕右.LastOrDefault((Ele e) => e.Par != null && e.Par.Par != null && e.Par.Par.ConnectionType == ConnectionInfo.Chest_肩右_接続); if (ele5 != null) { - 下腕以降右.Add(ele5); + LowerArm以降右.Add(ele5); } hashSet.Clear(); - foreach (蝙通常 item42 in 蝙通常.Where((蝙通常 e) => e.上腕.Par != null && e.上腕.Par.ConnectionType == ConnectionInfo.Chest_肩右_接続)) + foreach (蝙通常 item42 in 蝙通常.Where((蝙通常 e) => e.UpperArm.Par != null && e.UpperArm.Par.ConnectionType == ConnectionInfo.Chest_肩右_接続)) { - hashSet.Add(item42.上腕.飛膜); + hashSet.Add(item42.UpperArm.飛膜); hashSet.Add(item42.手.飛膜); } foreach (Ele item43 in 腕右) @@ -5087,12 +5087,12 @@ namespace SlaveMatrix { 肩右飛膜.Add(item43); } - else if (下腕以降右.Contains(item43.Par) || item43 is 大顎上 || item43 is 触肢_肢蠍) + else if (LowerArm以降右.Contains(item43.Par) || item43 is 大顎上 || item43 is 触肢_肢蠍) { - 下腕以降右.Add(item43); + LowerArm以降右.Add(item43); } } - foreach (Ele item44 in 下腕以降右) + foreach (Ele item44 in LowerArm以降右) { 腕右.Remove(item44); } @@ -5112,11 +5112,11 @@ namespace SlaveMatrix 肩右飛膜.Add(item14); 腕右.Remove(item14); } - foreach (Ele item46 in 腰後左接続.Where((Ele e) => e.ConnectionType == ConnectionInfo.四足脇_上腕_接続 || bod.半身前接続.Contains(e.Par))) + foreach (Ele item46 in 腰後左接続.Where((Ele e) => e.ConnectionType == ConnectionInfo.四足脇_UpperArm_接続 || bod.半身前接続.Contains(e.Par))) { 半身前接続.Add(item46); } - foreach (Ele item47 in 腰後右接続.Where((Ele e) => e.ConnectionType == ConnectionInfo.四足脇_上腕_接続 || bod.半身前接続.Contains(e.Par))) + foreach (Ele item47 in 腰後右接続.Where((Ele e) => e.ConnectionType == ConnectionInfo.四足脇_UpperArm_接続 || bod.半身前接続.Contains(e.Par))) { 半身前接続.Add(item47); } @@ -5125,11 +5125,11 @@ namespace SlaveMatrix 腰後左接続.Remove(item48); 腰後右接続.Remove(item48); } - 獣下腕 下腕左l = ((腕獣左.Count > 0) ? 腕獣左[0].下腕 : null); - 獣下腕 下腕右l = ((腕獣右.Count > 0) ? 腕獣右[0].下腕 : null); + 獣LowerArm LowerArm左l = ((腕獣左.Count > 0) ? 腕獣左[0].LowerArm : null); + 獣LowerArm LowerArm右l = ((腕獣右.Count > 0) ? 腕獣右[0].LowerArm : null); if (!Is蠍 && !Is蜘) { - Ele[] array = 半身前接続.Where((Ele e) => (e is 下腕 && 下腕左l != e && 下腕右l != e) || e is 上腕 || e is 触肢 || (e.ConnectionType == ConnectionInfo.四足脇_上腕_接続 && e is Leg)).ToArray(); + Ele[] array = 半身前接続.Where((Ele e) => (e is LowerArm && LowerArm左l != e && LowerArm右l != e) || e is UpperArm || e is 触肢 || (e.ConnectionType == ConnectionInfo.四足脇_UpperArm_接続 && e is Leg)).ToArray(); foreach (Ele item15 in array) { 半身前接続.Remove(item15); @@ -5196,7 +5196,7 @@ namespace SlaveMatrix 鯨色更新 = from e in Elements where e.Par != null && e.Par is 長物_鯨 && e is 尾_鯨 select new 鯨色更新((長物_鯨)e.Par, (尾_鯨)e); - 飛膜色更新 = 蝙通常.Select((蝙通常 e) => new 飛膜色更新(e.上腕.飛膜, e.手.飛膜)); + 飛膜色更新 = 蝙通常.Select((蝙通常 e) => new 飛膜色更新(e.UpperArm.飛膜, e.手.飛膜)); 色更新 = Elements.Where((Ele e) => !bod.頭色更新.Contains(e) && !bod.ドレス色更新.Contains(e) && !bod.鯨色更新.Any((鯨色更新 f) => f.Contains(e))); Is双眉 = 眉左 != null; Is単眉 = 単眼眉 != null; @@ -5231,13 +5231,13 @@ namespace SlaveMatrix Is頬眼 = 頬目左 != null; Is額眼 = 額目 != null; Is舌股 = 舌 is 舌_長 && ((舌_長)舌).舌股右_舌1_表示; - Is最前腕人 = 肩左 != null && 肩左.上腕_接続.IsEle<上腕_人>(); + Is最前腕人 = 肩左 != null && 肩左.UpperArm_接続.IsEle(); Is最前手人 = 肩左 != null && 肩左.EnumEle().IsEle<手_人>(); - Is腕人 = 下腕以降左.IsEle<下腕_人>(); - Is腕鳥 = 下腕以降左.IsEle<下腕_鳥>(); - Is腕蝙 = 下腕以降左.IsEle<下腕_蝙>(); - Is腕獣 = 下腕以降左.IsEle<下腕_獣>(); - Is腕蠍 = 下腕以降左.IsEle<触肢_肢蠍>(); + Is腕人 = LowerArm以降左.IsEle(); + Is腕鳥 = LowerArm以降左.IsEle(); + Is腕蝙 = LowerArm以降左.IsEle(); + Is腕獣 = LowerArm以降左.IsEle(); + Is腕蠍 = LowerArm以降左.IsEle<触肢_肢蠍>(); Is腿人 = 腰.腿左_接続.IsEle<腿_人>(); Is腿獣 = 腰.腿左_接続.IsEle<獣腿>(); Is腿魚 = 腰.腿左_接続.IsEle<尾_魚>(); @@ -5599,37 +5599,37 @@ namespace SlaveMatrix EI半前.Update(); eis.Add(EI半前); } - if (下腕以降左.Count + 下腕以降右.Count > 0) + if (LowerArm以降左.Count + LowerArm以降右.Count > 0) { EI腕前 = new EleI(Med); - EI腕前.AddRange(下腕以降左); - EI腕前.AddRange(下腕以降右); + EI腕前.AddRange(LowerArm以降左); + EI腕前.AddRange(LowerArm以降右); EI腕前.描画処理 = delegate(RenderArea are) { if (bod.腕左右前後) { if (!bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (!bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (!bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (!bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } }; @@ -5710,26 +5710,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.上着B_クロス後.描画0(are); @@ -6137,26 +6137,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.上着B_クロス後.描画0(are); @@ -6582,26 +6582,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.脇左_獣.描画0(are); @@ -6990,26 +6990,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.上着B_クロス後.描画0(are); @@ -7414,26 +7414,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.上着B_クロス後.描画0(are); @@ -7837,26 +7837,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.上着B_クロス後.描画0(are); @@ -8293,26 +8293,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.耳左接続.描画0(are); @@ -8717,26 +8717,26 @@ namespace SlaveMatrix { if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } } else { if (bod.腕左前後_) { - bod.下腕以降左.描画0(are); - bod.下腕以降左.描画1(are); + bod.LowerArm以降左.描画0(are); + bod.LowerArm以降左.描画1(are); } if (bod.腕右前後_) { - bod.下腕以降右.描画0(are); - bod.下腕以降右.描画1(are); + bod.LowerArm以降右.描画0(are); + bod.LowerArm以降右.描画1(are); } } bod.上着B_クロス後.描画0(are); @@ -9213,7 +9213,7 @@ namespace SlaveMatrix public IEnumerable EnumAllEle() { - return Elements.Concat(from e in Elements.GetEles<上腕_蝙>() + return Elements.Concat(from e in Elements.GetEles() select e.飛膜).Concat(from e in Elements.GetEles<手_蝙>() select e.飛膜).Concat(from e in Elements.GetEles<大顎基>() select e.大顎上); @@ -9498,7 +9498,7 @@ namespace SlaveMatrix public void Add鞭痕(Vector2D cp, Color hc) { Ele he = GetHitEle(hc); - if (he is 下腕 || he is Neck) + if (he is LowerArm || he is Neck) { return; } @@ -9583,7 +9583,7 @@ namespace SlaveMatrix } foreach (蝙通常 item in 蝙通常) { - if (!Contains(item.上腕) || IsUpdate(item.上腕)) + if (!Contains(item.UpperArm) || IsUpdate(item.UpperArm)) { item.接続(); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs index 762da63..4871cfe 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs @@ -1309,7 +1309,7 @@ namespace SlaveMatrix Runing = delegate(Mot m) { d = 5.0 * (0.15 + cha.絶頂激しさ) * m.Value.Sin() * RNG.XS.NextDouble() * l; - if (cha.Bod.腕人n > 0) + if (cha.Bod.Arm人n > 0) { cha.腕人絶頂(d); } @@ -1629,7 +1629,7 @@ namespace SlaveMatrix Runing = delegate(Mot m) { d_ = 2.0 * m.Value; - if (cha.Bod.腕人n > 0) + if (cha.Bod.Arm人n > 0) { cha.腕人絶頂(d_); } @@ -2050,7 +2050,7 @@ namespace SlaveMatrix { result.p = result.e.本体.GetHitPar_(HitColor); bool flag = false; - bool flag2 = result.e is Shoulder || result.e is 上腕 || result.e is 下腕 || result.e is 手 || result.e is 四足脇 || result.e is 腿 || result.e is Leg || result.e is 足 || result.e is 鰭 || result.e is 葉 || result.e is 前翅 || result.e is 後翅 || result.e is 触肢 || result.e is 節足 || result.e is 節尾 || result.e is 大顎 || result.e is 虫顎 || result.e is 虫鎌 || result.e is 触手; + bool flag2 = result.e is Shoulder || result.e is UpperArm || result.e is LowerArm || result.e is 手 || result.e is 四足脇 || result.e is 腿 || result.e is Leg || result.e is 足 || result.e is 鰭 || result.e is 葉 || result.e is 前翅 || result.e is 後翅 || result.e is 触肢 || result.e is 節足 || result.e is 節尾 || result.e is 大顎 || result.e is 虫顎 || result.e is 虫鎌 || result.e is 触手; if (result.e is 前髪 || result.e is 頭頂) { result.c = ContactType.Head; @@ -2143,7 +2143,7 @@ namespace SlaveMatrix { result.c = ContactType.Tail; } - else if (result.e is 前翅 || result.e is 後翅 || result.e is 上腕_鳥 || result.e is 下腕_鳥 || result.e is 手_鳥 || result.e is 上腕_蝙 || result.e is 下腕_蝙 || result.e is 手_蝙) + else if (result.e is 前翅 || result.e is 後翅 || result.e is UpperArm_鳥 || result.e is LowerArm_鳥 || result.e is 手_鳥 || result.e is UpperArm_蝙 || result.e is LowerArm_蝙 || result.e is 手_蝙) { result.c = ContactType.Wing; } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs index 3a98ec8..3beb78c 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs @@ -599,7 +599,7 @@ namespace SlaveMatrix ConnectionInfo.Chest_翼下右_接続 => 0, ConnectionInfo.Chest_背中_接続 => 0, ConnectionInfo.乳房_噴乳_接続 => 1, - ConnectionInfo.Shoulder_上腕_接続 => 1, + ConnectionInfo.Shoulder_UpperArm_接続 => 1, ConnectionInfo.Torso_Chest_接続 => 1, ConnectionInfo.Torso_肌_接続 => 1, ConnectionInfo.Torso_翼左_接続 => 0, @@ -789,10 +789,10 @@ namespace SlaveMatrix ConnectionInfo.前翅_甲_軸2_接続 => 1, ConnectionInfo.前翅_甲_軸3_接続 => 1, ConnectionInfo.触手_犬_Head_接続 => 1, - ConnectionInfo.触手_犬_上腕左_接続 => 1, - ConnectionInfo.触手_犬_上腕右_接続 => 1, - ConnectionInfo.触手_犬_下腕左_接続 => 1, - ConnectionInfo.触手_犬_下腕右_接続 => 1, + ConnectionInfo.触手_犬_UpperArm左_接続 => 1, + ConnectionInfo.触手_犬_UpperArm右_接続 => 1, + ConnectionInfo.触手_犬_LowerArm左_接続 => 1, + ConnectionInfo.触手_犬_LowerArm右_接続 => 1, ConnectionInfo.触手_犬_手左_接続 => 1, ConnectionInfo.触手_犬_手右_接続 => 1, ConnectionInfo.触手_蔦_節1_接続 => 1, @@ -820,19 +820,19 @@ namespace SlaveMatrix ConnectionInfo.触手_蔦_節23_接続 => 1, ConnectionInfo.触手_蔦_節24_接続 => 1, ConnectionInfo.触手_蔦_先端_接続 => 1, - ConnectionInfo.上腕_人_下腕_接続 => 1, - ConnectionInfo.上腕_鳥_下腕_接続 => 1, - ConnectionInfo.上腕_蝙_下腕_接続 => 1, - ConnectionInfo.上腕_獣_下腕_接続 => 1, - ConnectionInfo.上腕_蹄_下腕_接続 => 1, - ConnectionInfo.下腕_人_外腕_接続 => 1, - ConnectionInfo.下腕_人_手_接続 => 1, - ConnectionInfo.下腕_人_虫鎌_接続 => 1, - ConnectionInfo.下腕_鳥_手_接続 => 1, - ConnectionInfo.下腕_蝙_手_接続 => 1, - ConnectionInfo.下腕_蝙_腕輪_接続 => 1, - ConnectionInfo.下腕_獣_手_接続 => 1, - ConnectionInfo.下腕_蹄_手_接続 => 1, + ConnectionInfo.UpperArm_人_LowerArm_接続 => 1, + ConnectionInfo.UpperArm_鳥_LowerArm_接続 => 1, + ConnectionInfo.UpperArm_蝙_LowerArm_接続 => 1, + ConnectionInfo.UpperArm_獣_LowerArm_接続 => 1, + ConnectionInfo.UpperArm_蹄_LowerArm_接続 => 1, + ConnectionInfo.LowerArm_人_OuterArm_接続 => 1, + ConnectionInfo.LowerArm_人_手_接続 => 1, + ConnectionInfo.LowerArm_人_虫鎌_接続 => 1, + ConnectionInfo.LowerArm_鳥_手_接続 => 1, + ConnectionInfo.LowerArm_蝙_手_接続 => 1, + ConnectionInfo.LowerArm_蝙_腕輪_接続 => 1, + ConnectionInfo.LowerArm_獣_手_接続 => 1, + ConnectionInfo.LowerArm_蹄_手_接続 => 1, ConnectionInfo.腿_人_Leg_接続 => 1, ConnectionInfo.腿_獣_Leg_接続 => 1, ConnectionInfo.腿_蹄_Leg_接続 => 1, @@ -894,7 +894,7 @@ namespace SlaveMatrix ConnectionInfo.四足胸_翼下左_接続 => 0, ConnectionInfo.四足胸_翼下右_接続 => 0, ConnectionInfo.四足胸_背中_接続 => 0, - ConnectionInfo.四足脇_上腕_接続 => 1, + ConnectionInfo.四足脇_UpperArm_接続 => 1, ConnectionInfo.四足胴_腰_接続 => 0, ConnectionInfo.四足胴_肌_接続 => 1, ConnectionInfo.四足胴_翼左_接続 => 0, diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs index 522e6e3..2b8b632 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs @@ -2938,8 +2938,8 @@ namespace SlaveMatrix double num5 = (double)(num - num2) * 17.0; e.角度B += num5; 触手_犬 obj = (触手_犬)e; - obj.X0Y0_脚前_上腕.AngleBase -= num5; - obj.X0Y0_脚後_上腕.AngleBase -= num5; + obj.X0Y0_脚前_UpperArm.AngleBase -= num5; + obj.X0Y0_脚後_UpperArm.AngleBase -= num5; } else { @@ -2962,8 +2962,8 @@ namespace SlaveMatrix double num8 = (double)(num - num2) * -17.0; e.角度B += num8; 触手_犬 obj2 = (触手_犬)e; - obj2.X0Y0_脚前_上腕.AngleBase -= num8; - obj2.X0Y0_脚後_上腕.AngleBase -= num8; + obj2.X0Y0_脚前_UpperArm.AngleBase -= num8; + obj2.X0Y0_脚後_UpperArm.AngleBase -= num8; } else { @@ -4418,34 +4418,34 @@ namespace SlaveMatrix } } - public static void 腕_人左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double 上腕角度B, double 下腕角度B, double 手角度B, double 上腕尺度XC, double 下腕尺度XC, double 手尺度XC, double 下腕尺度C, double 手尺度C, bool 上腕外線, bool 下腕外線, bool 下腕反転Y, int 手Yi, bool 前後) + public static void 腕_人左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC, double LowerArm尺度C, double 手尺度C, bool UpperArm外線, bool LowerArm外線, bool LowerArm反転Y, int 手Yi, bool 前後) { - 腕人 腕人2 = Cha.Bod.腕人左[n]; + Arm人 腕人2 = Cha.Bod.Arm人左[n]; 腕人2.Shoulder.SetAngle0(); 腕人2.Shoulder.角度B = 肩角度B + u1; - if (腕人2.上腕 != null) + if (腕人2.UpperArm != null) { - 腕人2.上腕.肘部_外線 = 上腕外線; - 腕人2.上腕.尺度XC = 上腕尺度XC; - 腕人2.上腕.角度B = 上腕角度B + u2; - if (腕人2.下腕 != null) + 腕人2.UpperArm.肘部_外線 = UpperArm外線; + 腕人2.UpperArm.尺度XC = UpperArm尺度XC; + 腕人2.UpperArm.角度B = UpperArm角度B + u2; + if (腕人2.LowerArm != null) { Cha.Bod.腕前後(右: false, n, 前後); - 腕人2.下腕.反転Y = false; - 腕人2.下腕.肘部_外線 = 下腕外線; - 腕人2.下腕.尺度XC = 下腕尺度XC; - 腕人2.下腕.尺度C = 下腕尺度C; - 腕人2.下腕.角度B = 下腕角度B + u3; - 腕人2.下腕.反転Y = 下腕反転Y; - 腕人2.下腕.鎖1.反転Y = 下腕反転Y; - if (腕人2.下腕.虫鎌_接続 != null) + 腕人2.LowerArm.反転Y = false; + 腕人2.LowerArm.肘部_外線 = LowerArm外線; + 腕人2.LowerArm.尺度XC = LowerArm尺度XC; + 腕人2.LowerArm.尺度C = LowerArm尺度C; + 腕人2.LowerArm.角度B = LowerArm角度B + u3; + 腕人2.LowerArm.反転Y = LowerArm反転Y; + 腕人2.LowerArm.鎖1.反転Y = LowerArm反転Y; + if (腕人2.LowerArm.虫鎌_接続 != null) { - Ele[] 虫鎌_接続 = 腕人2.下腕.虫鎌_接続; + Ele[] 虫鎌_接続 = 腕人2.LowerArm.虫鎌_接続; foreach (Ele obj in 虫鎌_接続) { - obj.尺度XC = 下腕尺度XC; - obj.尺度C = 下腕尺度C; - obj.反転Y = 下腕反転Y; + obj.尺度XC = LowerArm尺度XC; + obj.尺度C = LowerArm尺度C; + obj.反転Y = LowerArm反転Y; } } if (腕人2.手 != null) @@ -4456,7 +4456,7 @@ namespace SlaveMatrix if (手Yi == 11) { 腕人2.手.Yi = 3; - bool flag = 腕人2.下腕.植性1_通常_花弁_花弁_表示 || 腕人2.下腕.植性1_欠損_花弁_花弁_表示; + bool flag = 腕人2.LowerArm.植性1_通常_花弁_花弁_表示 || 腕人2.LowerArm.植性1_欠損_花弁_花弁_表示; 腕人2.手.角度B -= (flag ? 15.0 : 0.0); 腕人2.手.人指_人指3_表示 = false; 腕人2.手.中指_中指3_表示 = false; @@ -4507,34 +4507,34 @@ namespace SlaveMatrix 腕人2.Shoulder.重複角度処理(); } - public static void 腕_人右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double 上腕角度B, double 下腕角度B, double 手角度B, double 上腕尺度XC, double 下腕尺度XC, double 手尺度XC, double 下腕尺度C, double 手尺度C, bool 上腕外線, bool 下腕外線, bool 下腕反転Y, int 手Yi, bool 前後) + public static void 腕_人右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC, double LowerArm尺度C, double 手尺度C, bool UpperArm外線, bool LowerArm外線, bool LowerArm反転Y, int 手Yi, bool 前後) { - 腕人 腕人2 = Cha.Bod.腕人右[n]; + Arm人 腕人2 = Cha.Bod.Arm人右[n]; 腕人2.Shoulder.SetAngle0(); 腕人2.Shoulder.角度B = 0.0 - 肩角度B + (0.0 - u1); - if (腕人2.上腕 != null) + if (腕人2.UpperArm != null) { - 腕人2.上腕.肘部_外線 = 上腕外線; - 腕人2.上腕.尺度XC = 上腕尺度XC; - 腕人2.上腕.角度B = 0.0 - 上腕角度B + (0.0 - u2); - if (腕人2.下腕 != null) + 腕人2.UpperArm.肘部_外線 = UpperArm外線; + 腕人2.UpperArm.尺度XC = UpperArm尺度XC; + 腕人2.UpperArm.角度B = 0.0 - UpperArm角度B + (0.0 - u2); + if (腕人2.LowerArm != null) { Cha.Bod.腕前後(右: true, n, 前後); - 腕人2.下腕.反転Y = false; - 腕人2.下腕.肘部_外線 = 下腕外線; - 腕人2.下腕.尺度XC = 下腕尺度XC; - 腕人2.下腕.尺度C = 下腕尺度C; - 腕人2.下腕.角度B = 0.0 - 下腕角度B + (0.0 - u3); - 腕人2.下腕.反転Y = 下腕反転Y; - 腕人2.下腕.鎖1.反転Y = 下腕反転Y; - if (腕人2.下腕.虫鎌_接続 != null) + 腕人2.LowerArm.反転Y = false; + 腕人2.LowerArm.肘部_外線 = LowerArm外線; + 腕人2.LowerArm.尺度XC = LowerArm尺度XC; + 腕人2.LowerArm.尺度C = LowerArm尺度C; + 腕人2.LowerArm.角度B = 0.0 - LowerArm角度B + (0.0 - u3); + 腕人2.LowerArm.反転Y = LowerArm反転Y; + 腕人2.LowerArm.鎖1.反転Y = LowerArm反転Y; + if (腕人2.LowerArm.虫鎌_接続 != null) { - Ele[] 虫鎌_接続 = 腕人2.下腕.虫鎌_接続; + Ele[] 虫鎌_接続 = 腕人2.LowerArm.虫鎌_接続; foreach (Ele obj in 虫鎌_接続) { - obj.尺度XC = 下腕尺度XC; - obj.尺度C = 下腕尺度C; - obj.反転Y = 下腕反転Y; + obj.尺度XC = LowerArm尺度XC; + obj.尺度C = LowerArm尺度C; + obj.反転Y = LowerArm反転Y; } } if (腕人2.手 != null) @@ -4545,7 +4545,7 @@ namespace SlaveMatrix if (手Yi == 11) { 腕人2.手.Yi = 3; - bool flag = 腕人2.下腕.植性1_通常_花弁_花弁_表示 || 腕人2.下腕.植性1_欠損_花弁_花弁_表示; + bool flag = 腕人2.LowerArm.植性1_通常_花弁_花弁_表示 || 腕人2.LowerArm.植性1_欠損_花弁_花弁_表示; 腕人2.手.角度B -= (flag ? (-15.0) : 0.0); 腕人2.手.人指_人指3_表示 = false; 腕人2.手.中指_中指3_表示 = false; @@ -4598,196 +4598,196 @@ namespace SlaveMatrix public static void 腕_人_腕置き左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 0, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } public static void 腕_人_腕置き右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 0, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } public static void 腕_人_胸庇い左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 1, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 1, 前後: false); } public static void 腕_人_胸庇い右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 1, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 1, 前後: false); } public static void 腕_人_体支え左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: false, 下腕外線: false, 下腕反転Y: true, 2, 前後: true); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 2, 前後: true); } public static void 腕_人_体支え右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: false, 下腕外線: false, 下腕反転Y: true, 2, 前後: true); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 2, 前後: true); } public static void 腕_人_胸乗せ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 3, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 3, 前後: false); } public static void 腕_人_胸乗せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 3, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 3, 前後: false); } public static void 腕_人_顔隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, 上腕外線: true, 下腕外線: true, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_顔隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, 上腕外線: true, 下腕外線: true, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_チラ見左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, 上腕外線: true, 下腕外線: true, 下腕反転Y: true, 10, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 10, 前後: false); } public static void 腕_人_チラ見右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, 上腕外線: true, 下腕外線: true, 下腕反転Y: true, 10, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 10, 前後: false); } public static void 腕_人_指咥え左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 5, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 5, 前後: false); } public static void 腕_人_指咥え右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 5, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 5, 前後: false); } public static void 腕_人_腕下げ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: false, 下腕外線: false, 下腕反転Y: true, 6, 前後: true); + Cha.腕_人左(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 6, 前後: true); } public static void 腕_人_腕下げ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: false, 下腕外線: false, 下腕反転Y: true, 6, 前後: true); + Cha.腕_人右(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 6, 前後: true); } public static void 腕_人_股隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_股隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_開帳左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 10, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 10, 前後: false); } public static void 腕_人_開帳右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 10, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 10, 前後: false); } public static void 腕_人_口押さえ1左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_口押さえ1右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_口押さえ2左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { Cha.Bod.腕左右前後 = false; - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_口押さえ2右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { Cha.Bod.腕左右前後 = true; - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_口押さえ3左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { Cha.Bod.腕左右前後 = false; - Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_口押さえ3右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { Cha.Bod.腕左右前後 = true; - Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 4, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } public static void 腕_人_脇見せ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 0, 前後: true); + Cha.腕_人左(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: true); } public static void 腕_人_脇見せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 0, 前後: true); + Cha.腕_人右(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: true); } public static void 腕_人_腰手当左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 7, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 7, 前後: false); } public static void 腕_人_腰手当右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 7, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 7, 前後: false); } public static void 腕_人_ピース左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 9, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 9, 前後: false); } public static void 腕_人_ピース右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 9, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 9, 前後: false); } - public static void 腕_人_手コキ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Arm_人_手コキ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 11, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 11, 前後: false); } - public static void 腕_人_手コキ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Arm_人_手コキ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 11, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 11, 前後: false); } public static void 腕_人_パイズリ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 8, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 8, 前後: false); } public static void 腕_人_パイズリ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: true, 8, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 8, 前後: false); } public static void 腕_人_腕上げ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 0, 前後: false); + Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } public static void 腕_人_腕上げ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) { - Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 上腕外線: true, 下腕外線: false, 下腕反転Y: false, 0, 前後: false); + Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } public static void 両腕_人_腕下げ(this Cha Cha, int n, bool 左右, bool 前後) @@ -4918,7 +4918,7 @@ namespace SlaveMatrix c.腕_人_ピース左(n, u1, u2, u3, u4); break; case 16: - c.腕_人_手コキ左(n, u1, u2, u3, u4); + c.Arm_人_手コキ左(n, u1, u2, u3, u4); break; case 17: c.腕_人_パイズリ左(n, u1, u2, u3, u4); @@ -4982,7 +4982,7 @@ namespace SlaveMatrix c.腕_人_ピース右(n, u1, u2, u3, u4); break; case 16: - c.腕_人_手コキ右(n, u1, u2, u3, u4); + c.Arm_人_手コキ右(n, u1, u2, u3, u4); break; case 17: c.腕_人_パイズリ右(n, u1, u2, u3, u4); @@ -4995,34 +4995,34 @@ namespace SlaveMatrix public static void 腕人絶頂(this Cha Cha, double a) { - foreach (腕人 item in Cha.Bod.腕人左) + foreach (Arm人 item in Cha.Bod.Arm人左) { item.Shoulder.角度C = a * RNG.XS.NextDouble(); - if (item.上腕 == null) + if (item.UpperArm == null) { continue; } - item.上腕.角度C = a * RNG.XS.NextDouble(); - if (item.下腕 != null) + item.UpperArm.角度C = a * RNG.XS.NextDouble(); + if (item.LowerArm != null) { - item.下腕.角度C = a * RNG.XS.NextDouble(); + item.LowerArm.角度C = a * RNG.XS.NextDouble(); if (item.手 != null) { item.手.角度C = a * RNG.XS.NextDouble(); } } } - foreach (腕人 item2 in Cha.Bod.腕人右) + foreach (Arm人 item2 in Cha.Bod.Arm人右) { item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); - if (item2.上腕 == null) + if (item2.UpperArm == null) { continue; } - item2.上腕.角度C = (0.0 - a) * RNG.XS.NextDouble(); - if (item2.下腕 != null) + item2.UpperArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); + if (item2.LowerArm != null) { - item2.下腕.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.LowerArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); if (item2.手 != null) { item2.手.角度C = (0.0 - a) * RNG.XS.NextDouble(); @@ -5031,24 +5031,24 @@ namespace SlaveMatrix } } - public static void 腕_翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 上腕展開, double 下腕展開, double 手展開, double 肩角度B, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 腕_翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 腕翼鳥 腕翼鳥2 = Cha.Bod.腕翼鳥左[n]; + Arm翼鳥 腕翼鳥2 = Cha.Bod.腕翼鳥左[n]; 腕翼鳥2.Shoulder.SetAngle0(); if (n == 0) { 腕翼鳥2.Shoulder.角度B = 肩角度B + u1; } - if (腕翼鳥2.上腕 != null) + if (腕翼鳥2.UpperArm != null) { - 腕翼鳥2.上腕.SetAngle0(); - 腕翼鳥2.上腕.展開 = 上腕展開; - 腕翼鳥2.上腕.角度B += 上腕角度B + u2; - if (腕翼鳥2.下腕 != null) + 腕翼鳥2.UpperArm.SetAngle0(); + 腕翼鳥2.UpperArm.展開 = UpperArm展開; + 腕翼鳥2.UpperArm.角度B += UpperArm角度B + u2; + if (腕翼鳥2.LowerArm != null) { - 腕翼鳥2.下腕.SetAngle0(); - 腕翼鳥2.下腕.展開 = 下腕展開; - 腕翼鳥2.下腕.角度B += 下腕角度B + u3; + 腕翼鳥2.LowerArm.SetAngle0(); + 腕翼鳥2.LowerArm.展開 = LowerArm展開; + 腕翼鳥2.LowerArm.角度B += LowerArm角度B + u3; if (腕翼鳥2.手 != null) { 腕翼鳥2.手.SetAngle0(); @@ -5060,24 +5060,24 @@ namespace SlaveMatrix 腕翼鳥2.Shoulder.重複角度処理(); } - public static void 腕_翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 上腕展開, double 下腕展開, double 手展開, double 肩角度B, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 腕_翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 腕翼鳥 腕翼鳥2 = Cha.Bod.腕翼鳥右[n]; + Arm翼鳥 腕翼鳥2 = Cha.Bod.腕翼鳥右[n]; 腕翼鳥2.Shoulder.SetAngle0(); if (n == 0) { 腕翼鳥2.Shoulder.角度B = 0.0 - 肩角度B + (0.0 - u1); } - if (腕翼鳥2.上腕 != null) + if (腕翼鳥2.UpperArm != null) { - 腕翼鳥2.上腕.SetAngle0(); - 腕翼鳥2.上腕.展開 = 上腕展開; - 腕翼鳥2.上腕.角度B += 0.0 - 上腕角度B + (0.0 - u2); - if (腕翼鳥2.下腕 != null) + 腕翼鳥2.UpperArm.SetAngle0(); + 腕翼鳥2.UpperArm.展開 = UpperArm展開; + 腕翼鳥2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u2); + if (腕翼鳥2.LowerArm != null) { - 腕翼鳥2.下腕.SetAngle0(); - 腕翼鳥2.下腕.展開 = 下腕展開; - 腕翼鳥2.下腕.角度B += 0.0 - 下腕角度B + (0.0 - u3); + 腕翼鳥2.LowerArm.SetAngle0(); + 腕翼鳥2.LowerArm.展開 = LowerArm展開; + 腕翼鳥2.LowerArm.角度B += 0.0 - LowerArm角度B + (0.0 - u3); if (腕翼鳥2.手 != null) { 腕翼鳥2.手.SetAngle0(); @@ -5245,34 +5245,34 @@ namespace SlaveMatrix public static void 腕翼鳥絶頂(this Cha Cha, double a) { - foreach (腕翼鳥 item in Cha.Bod.腕翼鳥左) + foreach (Arm翼鳥 item in Cha.Bod.腕翼鳥左) { item.Shoulder.角度C = a * RNG.XS.NextDouble(); } - foreach (腕翼鳥 item2 in Cha.Bod.腕翼鳥右) + foreach (Arm翼鳥 item2 in Cha.Bod.腕翼鳥右) { item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 腕_翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 上腕展開, double 下腕展開, double 手展開, double 肩角度B, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 腕_翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 腕翼獣 腕翼獣2 = Cha.Bod.腕翼獣左[n]; + Arm翼獣 腕翼獣2 = Cha.Bod.腕翼獣左[n]; 腕翼獣2.Shoulder.SetAngle0(); if (n == 0) { 腕翼獣2.Shoulder.角度B = 肩角度B + u1; } - if (腕翼獣2.上腕 != null) + if (腕翼獣2.UpperArm != null) { - 腕翼獣2.上腕.SetAngle0(); - 腕翼獣2.上腕.展開 = 上腕展開; - 腕翼獣2.上腕.角度B += 上腕角度B + u2; - if (腕翼獣2.下腕 != null) + 腕翼獣2.UpperArm.SetAngle0(); + 腕翼獣2.UpperArm.展開 = UpperArm展開; + 腕翼獣2.UpperArm.角度B += UpperArm角度B + u2; + if (腕翼獣2.LowerArm != null) { - 腕翼獣2.下腕.SetAngle0(); - 腕翼獣2.下腕.展開 = 下腕展開; - 腕翼獣2.下腕.角度B += 下腕角度B + u3; + 腕翼獣2.LowerArm.SetAngle0(); + 腕翼獣2.LowerArm.展開 = LowerArm展開; + 腕翼獣2.LowerArm.角度B += LowerArm角度B + u3; if (腕翼獣2.手 != null) { 腕翼獣2.手.SetAngle0(); @@ -5284,24 +5284,24 @@ namespace SlaveMatrix 腕翼獣2.Shoulder.重複角度処理(); } - public static void 腕_翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 上腕展開, double 下腕展開, double 手展開, double 肩角度B, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 腕_翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 腕翼獣 腕翼獣2 = Cha.Bod.腕翼獣右[n]; + Arm翼獣 腕翼獣2 = Cha.Bod.腕翼獣右[n]; 腕翼獣2.Shoulder.SetAngle0(); if (n == 0) { 腕翼獣2.Shoulder.角度B = 0.0 - 肩角度B + (0.0 - u1); } - if (腕翼獣2.上腕 != null) + if (腕翼獣2.UpperArm != null) { - 腕翼獣2.上腕.SetAngle0(); - 腕翼獣2.上腕.展開 = 上腕展開; - 腕翼獣2.上腕.角度B += 0.0 - 上腕角度B + (0.0 - u2); - if (腕翼獣2.下腕 != null) + 腕翼獣2.UpperArm.SetAngle0(); + 腕翼獣2.UpperArm.展開 = UpperArm展開; + 腕翼獣2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u2); + if (腕翼獣2.LowerArm != null) { - 腕翼獣2.下腕.SetAngle0(); - 腕翼獣2.下腕.展開 = 下腕展開; - 腕翼獣2.下腕.角度B += 0.0 - 下腕角度B + (0.0 - u3); + 腕翼獣2.LowerArm.SetAngle0(); + 腕翼獣2.LowerArm.展開 = LowerArm展開; + 腕翼獣2.LowerArm.角度B += 0.0 - LowerArm角度B + (0.0 - u3); if (腕翼獣2.手 != null) { 腕翼獣2.手.SetAngle0(); @@ -5437,30 +5437,30 @@ namespace SlaveMatrix public static void 腕翼獣絶頂(this Cha Cha, double a) { - foreach (腕翼獣 item in Cha.Bod.腕翼獣左) + foreach (Arm翼獣 item in Cha.Bod.腕翼獣左) { item.Shoulder.角度C = a * RNG.XS.NextDouble(); } - foreach (腕翼獣 item2 in Cha.Bod.腕翼獣右) + foreach (Arm翼獣 item2 in Cha.Bod.腕翼獣右) { item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 腕_獣左(this Cha Cha, int n, double u2, double u3, double u4, double 上腕角度B, double 下腕角度B, double 手角度B, double 上腕尺度XC, double 下腕尺度XC, double 手尺度XC) + public static void 腕_獣左(this Cha Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC) { - 腕獣 腕獣2 = Cha.Bod.腕獣左[n]; + Arm獣 腕獣2 = Cha.Bod.腕獣左[n]; 腕獣2.Shoulder.SetAngle0(); - if (腕獣2.上腕 != null) + if (腕獣2.UpperArm != null) { - 腕獣2.上腕.SetAngle0(); - 腕獣2.上腕.尺度XC = 上腕尺度XC; - 腕獣2.上腕.角度B += 上腕角度B + u2; - if (腕獣2.下腕 != null) + 腕獣2.UpperArm.SetAngle0(); + 腕獣2.UpperArm.尺度XC = UpperArm尺度XC; + 腕獣2.UpperArm.角度B += UpperArm角度B + u2; + if (腕獣2.LowerArm != null) { - 腕獣2.下腕.SetAngle0(); - 腕獣2.下腕.尺度XC = 下腕尺度XC; - 腕獣2.下腕.角度B += 下腕角度B + u3; + 腕獣2.LowerArm.SetAngle0(); + 腕獣2.LowerArm.尺度XC = LowerArm尺度XC; + 腕獣2.LowerArm.角度B += LowerArm角度B + u3; if (腕獣2.手 != null) { 腕獣2.手.SetAngle0(); @@ -5472,20 +5472,20 @@ namespace SlaveMatrix 腕獣2.Shoulder.重複角度処理(); } - public static void 腕_獣右(this Cha Cha, int n, double u2, double u3, double u4, double 上腕角度B, double 下腕角度B, double 手角度B, double 上腕尺度XC, double 下腕尺度XC, double 手尺度XC) + public static void 腕_獣右(this Cha Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC) { - 腕獣 腕獣2 = Cha.Bod.腕獣右[n]; + Arm獣 腕獣2 = Cha.Bod.腕獣右[n]; 腕獣2.Shoulder.SetAngle0(); - if (腕獣2.上腕 != null) + if (腕獣2.UpperArm != null) { - 腕獣2.上腕.SetAngle0(); - 腕獣2.上腕.尺度XC = 上腕尺度XC; - 腕獣2.上腕.角度B += 0.0 - 上腕角度B + (0.0 - u2); - if (腕獣2.下腕 != null) + 腕獣2.UpperArm.SetAngle0(); + 腕獣2.UpperArm.尺度XC = UpperArm尺度XC; + 腕獣2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u2); + if (腕獣2.LowerArm != null) { - 腕獣2.下腕.SetAngle0(); - 腕獣2.下腕.尺度XC = 下腕尺度XC; - 腕獣2.下腕.角度B += 0.0 - 下腕角度B + (0.0 - u3); + 腕獣2.LowerArm.SetAngle0(); + 腕獣2.LowerArm.尺度XC = LowerArm尺度XC; + 腕獣2.LowerArm.角度B += 0.0 - LowerArm角度B + (0.0 - u3); if (腕獣2.手 != null) { 腕獣2.手.SetAngle0(); @@ -5589,32 +5589,32 @@ namespace SlaveMatrix public static void 腕獣絶頂(this Cha Cha, double a) { - foreach (腕獣 item in Cha.Bod.腕獣左) + foreach (Arm獣 item in Cha.Bod.腕獣左) { - if (item.上腕 == null) + if (item.UpperArm == null) { continue; } - item.上腕.角度C = a * RNG.XS.NextDouble(); - if (item.下腕 != null) + item.UpperArm.角度C = a * RNG.XS.NextDouble(); + if (item.LowerArm != null) { - item.下腕.角度C = a * RNG.XS.NextDouble(); + item.LowerArm.角度C = a * RNG.XS.NextDouble(); if (item.手 != null) { item.手.角度C = a * RNG.XS.NextDouble(); } } } - foreach (腕獣 item2 in Cha.Bod.腕獣右) + foreach (Arm獣 item2 in Cha.Bod.腕獣右) { - if (item2.上腕 == null) + if (item2.UpperArm == null) { continue; } - item2.上腕.角度C = (0.0 - a) * RNG.XS.NextDouble(); - if (item2.下腕 != null) + item2.UpperArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); + if (item2.LowerArm != null) { - item2.下腕.角度C = (0.0 - a) * RNG.XS.NextDouble(); + item2.LowerArm.角度C = (0.0 - a) * RNG.XS.NextDouble(); if (item2.手 != null) { item2.手.角度C = (0.0 - a) * RNG.XS.NextDouble(); @@ -6153,17 +6153,17 @@ namespace SlaveMatrix } } - public static void 翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double 上腕展開, double 下腕展開, double 手展開, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { 翼鳥 翼鳥2 = Cha.Bod.翼鳥左[n]; - 翼鳥2.上腕.SetAngle0(); - 翼鳥2.上腕.展開 = 上腕展開; - 翼鳥2.上腕.角度B += 上腕角度B + u1; - if (翼鳥2.下腕 != null) + 翼鳥2.UpperArm.SetAngle0(); + 翼鳥2.UpperArm.展開 = UpperArm展開; + 翼鳥2.UpperArm.角度B += UpperArm角度B + u1; + if (翼鳥2.LowerArm != null) { - 翼鳥2.下腕.SetAngle0(); - 翼鳥2.下腕.展開 = 下腕展開; - 翼鳥2.下腕.角度B += 下腕角度B + u2; + 翼鳥2.LowerArm.SetAngle0(); + 翼鳥2.LowerArm.展開 = LowerArm展開; + 翼鳥2.LowerArm.角度B += LowerArm角度B + u2; if (翼鳥2.手 != null) { 翼鳥2.手.SetAngle0(); @@ -6171,20 +6171,20 @@ namespace SlaveMatrix 翼鳥2.手.角度B += 手角度B + u3; } } - 翼鳥2.上腕.重複角度処理(); + 翼鳥2.UpperArm.重複角度処理(); } - public static void 翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double 上腕展開, double 下腕展開, double 手展開, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { 翼鳥 翼鳥2 = Cha.Bod.翼鳥右[n]; - 翼鳥2.上腕.SetAngle0(); - 翼鳥2.上腕.展開 = 上腕展開; - 翼鳥2.上腕.角度B += 0.0 - 上腕角度B + (0.0 - u1); - if (翼鳥2.下腕 != null) + 翼鳥2.UpperArm.SetAngle0(); + 翼鳥2.UpperArm.展開 = UpperArm展開; + 翼鳥2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u1); + if (翼鳥2.LowerArm != null) { - 翼鳥2.下腕.SetAngle0(); - 翼鳥2.下腕.展開 = 下腕展開; - 翼鳥2.下腕.角度B += 0.0 - 下腕角度B + (0.0 - u2); + 翼鳥2.LowerArm.SetAngle0(); + 翼鳥2.LowerArm.展開 = LowerArm展開; + 翼鳥2.LowerArm.角度B += 0.0 - LowerArm角度B + (0.0 - u2); if (翼鳥2.手 != null) { 翼鳥2.手.SetAngle0(); @@ -6192,7 +6192,7 @@ namespace SlaveMatrix 翼鳥2.手.角度B += 0.0 - 手角度B + (0.0 - u3); } } - 翼鳥2.上腕.重複角度処理(); + 翼鳥2.UpperArm.重複角度処理(); } public static void 翼鳥_脱力左(this Cha Cha, int n, double u1, double u2, double u3) @@ -6345,17 +6345,17 @@ namespace SlaveMatrix } } - public static void 翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double 上腕展開, double 下腕展開, double 手展開, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { 翼獣 翼獣2 = Cha.Bod.翼獣左[n]; - 翼獣2.上腕.SetAngle0(); - 翼獣2.上腕.展開 = 上腕展開; - 翼獣2.上腕.角度B += 上腕角度B + u1; - if (翼獣2.下腕 != null) + 翼獣2.UpperArm.SetAngle0(); + 翼獣2.UpperArm.展開 = UpperArm展開; + 翼獣2.UpperArm.角度B += UpperArm角度B + u1; + if (翼獣2.LowerArm != null) { - 翼獣2.下腕.SetAngle0(); - 翼獣2.下腕.展開 = 下腕展開; - 翼獣2.下腕.角度B += 下腕角度B + u2; + 翼獣2.LowerArm.SetAngle0(); + 翼獣2.LowerArm.展開 = LowerArm展開; + 翼獣2.LowerArm.角度B += LowerArm角度B + u2; if (翼獣2.手 != null) { 翼獣2.手.SetAngle0(); @@ -6363,20 +6363,20 @@ namespace SlaveMatrix 翼獣2.手.角度B += 手角度B + u3; } } - 翼獣2.上腕.重複角度処理(); + 翼獣2.UpperArm.重複角度処理(); } - public static void 翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double 上腕展開, double 下腕展開, double 手展開, double 上腕角度B, double 下腕角度B, double 手角度B) + public static void 翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { 翼獣 翼獣2 = Cha.Bod.翼獣右[n]; - 翼獣2.上腕.SetAngle0(); - 翼獣2.上腕.展開 = 上腕展開; - 翼獣2.上腕.角度B += 0.0 - 上腕角度B + (0.0 - u1); - if (翼獣2.下腕 != null) + 翼獣2.UpperArm.SetAngle0(); + 翼獣2.UpperArm.展開 = UpperArm展開; + 翼獣2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u1); + if (翼獣2.LowerArm != null) { - 翼獣2.下腕.SetAngle0(); - 翼獣2.下腕.展開 = 下腕展開; - 翼獣2.下腕.角度B += 0.0 - 下腕角度B + (0.0 - u2); + 翼獣2.LowerArm.SetAngle0(); + 翼獣2.LowerArm.展開 = LowerArm展開; + 翼獣2.LowerArm.角度B += 0.0 - LowerArm角度B + (0.0 - u2); if (翼獣2.手 != null) { 翼獣2.手.SetAngle0(); @@ -6384,7 +6384,7 @@ namespace SlaveMatrix 翼獣2.手.角度B += 0.0 - 手角度B + (0.0 - u3); } } - 翼獣2.上腕.重複角度処理(); + 翼獣2.UpperArm.重複角度処理(); } public static void 翼獣_脱力左(this Cha Cha, int n, double u1, double u2, double u3) @@ -8631,18 +8631,18 @@ namespace SlaveMatrix } } - public static void 触手犬右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 根本角度, double 上腕角度, double 下腕角度, double 手角度, double 開口, double 開指, params Func[] angs) + public static void 触手犬右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 根本角度, double UpperArm角度, double LowerArm角度, double 手角度, double 開口, double 開指, params Func[] angs) { 触手_犬 触手_犬2 = Cha.Bod.触手犬右[n]; 触手_犬2.SetAngle0(); - 触手_犬2.X0Y0_脚後_上腕.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle; - 触手_犬2.X0Y0_脚前_上腕.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle; + 触手_犬2.X0Y0_脚後_UpperArm.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle; + 触手_犬2.X0Y0_脚前_UpperArm.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle; 触手_犬2.X0Y0_頭_口膜_口膜1.AngleBase -= 17.0; - 触手_犬2.X0Y0_脚後_上腕.AngleBase += 0.0 - 上腕角度 + (0.0 - u1); - 触手_犬2.X0Y0_脚後_下腕.AngleBase += 0.0 - 下腕角度 + (0.0 - u2); + 触手_犬2.X0Y0_脚後_UpperArm.AngleBase += 0.0 - UpperArm角度 + (0.0 - u1); + 触手_犬2.X0Y0_脚後_LowerArm.AngleBase += 0.0 - LowerArm角度 + (0.0 - u2); 触手_犬2.X0Y0_脚後_手_手.AngleBase += 0.0 - 手角度 + (0.0 - u3); - 触手_犬2.X0Y0_脚前_上腕.AngleBase += 0.0 - 上腕角度 + u1; - 触手_犬2.X0Y0_脚前_下腕.AngleBase += 0.0 - 下腕角度 + u2; + 触手_犬2.X0Y0_脚前_UpperArm.AngleBase += 0.0 - UpperArm角度 + u1; + 触手_犬2.X0Y0_脚前_LowerArm.AngleBase += 0.0 - LowerArm角度 + u2; 触手_犬2.X0Y0_脚前_手_手.AngleBase += 0.0 - 手角度 + u3; if (触手_犬2.拘束) { @@ -8731,14 +8731,14 @@ namespace SlaveMatrix { foreach (触手_犬 item in Cha.Bod.触手犬左) { - item.X0Y0_脚後_上腕.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_上腕.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚後_UpperArm.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚前_UpperArm.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_頭_口膜_口膜1.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚後_上腕.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚後_下腕.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚後_UpperArm.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚後_LowerArm.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_脚後_手_手.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_上腕.AngleCont = a * RNG.XS.NextDouble(); - item.X0Y0_脚前_下腕.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚前_UpperArm.AngleCont = a * RNG.XS.NextDouble(); + item.X0Y0_脚前_LowerArm.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_脚前_手_手.AngleCont = a * RNG.XS.NextDouble(); if (!item.拘束) { @@ -8762,14 +8762,14 @@ namespace SlaveMatrix } foreach (触手_犬 item3 in Cha.Bod.触手犬右) { - item3.X0Y0_脚後_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚後_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚前_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item3.X0Y0_頭_口膜_口膜1.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚後_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚後_下腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚後_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚後_LowerArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item3.X0Y0_脚後_手_手.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_上腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); - item3.X0Y0_脚前_下腕.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚前_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + item3.X0Y0_脚前_LowerArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item3.X0Y0_脚前_手_手.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); if (!item3.拘束) { @@ -9535,7 +9535,7 @@ namespace SlaveMatrix return; } EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.腕人n > 0 && !Player.UI.ペニス処理.手固定) + if (c.Bod.Arm人n > 0 && !Player.UI.ペニス処理.手固定) { int[] array = null; if (c.ChaD.撮影ピース経験) @@ -9580,7 +9580,7 @@ namespace SlaveMatrix array = (flag ? new int[5] { 0, 2, 7, 13, 18 } : new int[7] { 0, 1, 2, 3, 7, 13, 18 }); } } - for (int i = 0; i < c.Bod.腕人n; i++) + for (int i = 0; i < c.Bod.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), array[RNG.XS.Next(array.Length)], array[RNG.XS.Next(array.Length)]); } @@ -9952,10 +9952,10 @@ namespace SlaveMatrix { c.Bod.腿左右前後 = RNG.XS.NextBool(); } - if (c.Bod.腕人n > 0) + if (c.Bod.Arm人n > 0) { int num = 7; - for (int i = 0; i < c.Bod.腕人n; i++) + for (int i = 0; i < c.Bod.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), 同角: true, RNG.XS.NextBool(), num, num); } @@ -10190,10 +10190,10 @@ namespace SlaveMatrix { c.Bod.腿左右前後 = RNG.XS.NextBool(); } - if (c.Bod.腕人n > 0) + if (c.Bod.Arm人n > 0) { int num = 7; - for (int i = 0; i < c.Bod.腕人n; i++) + for (int i = 0; i < c.Bod.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), 同角: true, RNG.XS.NextBool(), num, num); } @@ -10428,10 +10428,10 @@ namespace SlaveMatrix { c.Bod.腿左右前後 = RNG.XS.NextBool(); } - if (c.Bod.腕人n > 0) + if (c.Bod.Arm人n > 0) { int num = 18; - for (int i = 0; i < c.Bod.腕人n; i++) + for (int i = 0; i < c.Bod.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num); } @@ -10653,10 +10653,10 @@ namespace SlaveMatrix public static void Setダブルピース(this Cha c) { - if (c.Bod.腕人n > 0) + if (c.Bod.Arm人n > 0) { int num = 15; - for (int i = 0; i < c.Bod.腕人n; i++) + for (int i = 0; i < c.Bod.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs index 039e81f..72897f1 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs @@ -1,8 +1,6 @@ using _2DGAMELIB; using SlaveMatrix.GameClasses; using System.Drawing; -using System.Linq; -using System.Reflection; namespace SlaveMatrix { @@ -78,18 +76,18 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_鳥D2); + ShoulderD2.UpperArm接続(UpperArm_鳥D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); ChestD2.背中接続(new 背中_羽D()); @@ -138,12 +136,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_蝙D e = new 手_蝙D(); - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_蝙D2); + ShoulderD2.UpperArm接続(UpperArm_蝙D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_獣D e2 = new 足_獣D(); @@ -185,32 +183,32 @@ namespace SlaveMatrix 頭D2.Set耳尖(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 手_蝙D e2 = new 手_蝙D { シャープ = 1.0 }; - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e2); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); - obj2.翼上左接続(上腕_蝙D2); - obj2.翼上右接続(上腕_蝙D2.Get逆()); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e2); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); + obj2.翼上左接続(UpperArm_蝙D2); + obj2.翼上右接続(UpperArm_蝙D2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); obj.半身接続(長物_鯨D2); 長物_鯨D2.尾接続(new 尾_鯨D()); - obj.EnumEleD().SetValuesD<上腕_人D>("獣毛1", true); - obj.EnumEleD().SetValuesD<下腕_人D>("獣腕", true); + obj.EnumEleD().SetValuesD("獣毛1", true); + obj.EnumEleD().SetValuesD("獣腕", true); obj.EnumEleD().SetValuesD<手_人D>("獣性", true); obj.EnumEleD().SetValuesD<手_人D>("肉球", false); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("柄", false); obj.EnumEleD().SetValuesD("紋柄", true); @@ -238,18 +236,18 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_鳥D2); + ShoulderD2.UpperArm接続(UpperArm_鳥D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.背中接続(new 背中_羽D()); @@ -302,12 +300,12 @@ namespace SlaveMatrix 頭D2.Set耳尖(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); @@ -343,12 +341,12 @@ namespace SlaveMatrix 頭D2.Set舌長(); 頭D2.Set耳鰭(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); @@ -386,12 +384,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳獣(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -401,12 +399,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_馬D e2 = new 手_馬D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -448,12 +446,12 @@ namespace SlaveMatrix 頭D2.Set耳尖(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -463,12 +461,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_馬D e2 = new 手_馬D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -516,12 +514,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -531,12 +529,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_牛D e2 = new 手_牛D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -586,12 +584,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -605,12 +603,12 @@ namespace SlaveMatrix 毛 = true }); 手_牛D e2 = new 手_牛D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -647,12 +645,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 長物_魚D 長物_魚D2 = new 長物_魚D(); @@ -679,12 +677,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳尖(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); @@ -711,12 +709,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 尾_魚D 尾_魚D2 = new 尾_魚D(); @@ -747,12 +745,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳鰭(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); if (b) @@ -803,12 +801,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳尖(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); @@ -846,12 +844,12 @@ namespace SlaveMatrix 頭D2.Set耳人(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蛸D 多足_蛸D2 = new 多足_蛸D(); @@ -911,12 +909,12 @@ namespace SlaveMatrix 頭D2.Set耳人(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 触手_犬D 触手_犬D2 = new 触手_犬D(); @@ -964,12 +962,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); @@ -985,10 +983,10 @@ namespace SlaveMatrix 腰D2.EnumEleD().SetValuesD("獣毛", true); 腰D2.EnumEleD().SetValuesD<胸毛D>("表示", true); 腰D2.EnumEleD().SetValuesD("悪", true); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("悪", false); + 腰D2.EnumEleD().SetValuesD("悪", false); 腰D2.EnumEleD().SetValuesD<手_人D>("悪", false); 腰D2.EnumEleD().SetValuesD("逆十字", false); - 腰D2.EnumEleD().SetValuesD<上腕_人D>("淫", true); + 腰D2.EnumEleD().SetValuesD("淫", true); 腰D2.EnumEleD().SetValuesD("鱗", false); 腰D2.EnumEleD().SetValuesD("毛", false); 腰D2.EnumEleD().SetValuesD<腰肌D>("鱗", false); @@ -1020,12 +1018,12 @@ namespace SlaveMatrix 頭D2.Set耳人(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1105,12 +1103,12 @@ namespace SlaveMatrix 頭D2.頬右接続(eleD.Get逆()); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蠍D 多足_蠍D2 = new 多足_蠍D(); @@ -1145,8 +1143,8 @@ namespace SlaveMatrix 腰D2.EnumEleD().SetValuesD("タトゥ", true); 腰D2.EnumEleD().SetValuesD("ハート", false); 腰D2.EnumEleD().SetValuesD("逆十字", false); - 腰D2.EnumEleD().SetValuesD<上腕_人D>("淫", false); - 腰D2.EnumEleD().SetValuesD<上腕_人D>("植", false); + 腰D2.EnumEleD().SetValuesD("淫", false); + 腰D2.EnumEleD().SetValuesD("植", false); 腰D2.EnumEleD().SetValuesD<頬肌D>("タトゥ", false); 腰D2.EnumEleD().SetValuesD("植", false); 腰D2.EnumEleD().SetValuesD<手_人D>("悪", false); @@ -1192,21 +1190,21 @@ namespace SlaveMatrix 顔面_甲D e = new 顔面_甲D(); 頭D2.顔面接続(e); 手_人D e2 = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e2); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e2); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) { 手_鳥D e3 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(e3); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(e3); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); ChestD2.翼上左接続(上腕_鳥D2); ChestD2.翼上右接続(上腕_鳥D2.Get逆()); } @@ -1252,12 +1250,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳尖(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj3.肩左接続(ShoulderD2); obj3.肩右接続(ShoulderD2.Get逆()); 植D 植D2 = new 植D(); @@ -1334,7 +1332,7 @@ namespace SlaveMatrix 単足_植D2.根中央接続(eleD5.Copy()); obj.EnumEleD().SetValuesD("植", true); obj.EnumEleD().SetValuesD("淫", true); - obj.EnumEleD().SetValuesD<下腕_人D>("淫", false); + obj.EnumEleD().SetValuesD("淫", false); obj.EnumEleD().SetValuesD("ハート", false); obj.EnumEleD().SetValuesD("隈取", true); obj.EnumEleD().SetValuesD<頬肌D>("隈取", false); @@ -1386,22 +1384,22 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 手_蝙D e2 = new 手_蝙D { シャープ = 1.0 }; - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e2); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e2); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); 胴D2.翼左接続(上腕_蝙D2); 胴D2.翼右接続(上腕_蝙D2.Get逆()); 足_人D e3 = new 足_人D(); @@ -1457,12 +1455,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1471,20 +1469,20 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e2); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e2); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); ChestD2.翼上左接続(上腕_蝙D2); ChestD2.翼上右接続(上腕_蝙D2.Get逆()); } else { 手_鳥D e3 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(e3); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(e3); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); ChestD2.翼上左接続(上腕_鳥D2); ChestD2.翼上右接続(上腕_鳥D2.Get逆()); } @@ -1547,28 +1545,28 @@ namespace SlaveMatrix ChestD2.背中接続(new 背中_光D()); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 手_鳥D 手_鳥D2 = new 手_鳥D { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); for (int i = 0; i < RNG.XS.Next(2) + 1; i++) { ChestD2.翼上左接続(上腕_鳥D2.Copy()); @@ -1603,12 +1601,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1620,7 +1618,7 @@ namespace SlaveMatrix obj.腿右接続(腿_人D2.Get逆()); obj.尾接続(new 尾_猫D()); obj.EnumEleD().SetValuesD("獣性", true); - obj.EnumEleD().SetValuesD<下腕_人D>("獣腕", false); + obj.EnumEleD().SetValuesD("獣腕", false); obj.EnumEleD().SetValuesD<手_人D>("獣性", false); obj.EnumEleD().SetValuesD<手_人D>("獣毛", true); obj.EnumEleD().SetValuesD<手_人D>("肉球", true); @@ -1628,7 +1626,7 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); obj.EnumEleD().SetValuesD<双目D>("猫目", true); obj.EnumEleD().SetValuesD<口_通常D>("牙", true); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); @@ -1657,12 +1655,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1674,14 +1672,14 @@ namespace SlaveMatrix obj.腿右接続(腿_人D2.Get逆()); obj.尾接続(new 尾_狐D()); obj.EnumEleD().SetValuesD("獣性", true); - obj.EnumEleD().SetValuesD<下腕_人D>("獣腕", false); + obj.EnumEleD().SetValuesD("獣腕", false); obj.EnumEleD().SetValuesD<手_人D>("獣性", false); obj.EnumEleD().SetValuesD<手_人D>("獣毛", true); obj.EnumEleD().SetValuesD<手_人D>("肉球", true); obj.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); obj.EnumEleD().SetValuesD<双目D>("猫目", true); obj.EnumEleD().SetValuesD<口_通常D>("牙", true); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); @@ -1707,12 +1705,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1726,7 +1724,7 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("獣性", true); obj.EnumEleD().SetValuesD<頬肌D>("髭", false); obj.EnumEleD().SetValuesD<口_通常D>("牙", true); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); @@ -1750,12 +1748,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳尖(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1777,8 +1775,8 @@ namespace SlaveMatrix } 腰D2.尾接続(eleD); 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("棘", false); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("肘2", false); + 腰D2.EnumEleD().SetValuesD("棘", false); + 腰D2.EnumEleD().SetValuesD("肘2", false); 腰D2.EnumEleD().SetValuesD<手_人D>("鱗", true); 腰D2.EnumEleD().SetEleDs(delegate(手_人D f) { @@ -1825,12 +1823,12 @@ namespace SlaveMatrix eleD.頭頂左接続(e); eleD.頭頂右接続(e.Get逆()); 手_人D e2 = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e2); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e2); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1841,10 +1839,10 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e3); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e3); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); ChestD2.翼上左接続(上腕_蝙D2); ChestD2.翼上右接続(上腕_蝙D2.Get逆()); 頭D2.Set耳長(); @@ -1855,16 +1853,16 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); ChestD2.翼上左接続(上腕_鳥D2); ChestD2.翼上右接続(上腕_鳥D2.Get逆()); 頭D2.Set耳獣(); @@ -1938,12 +1936,12 @@ namespace SlaveMatrix eleD.頭頂左接続(e); eleD.頭頂右接続(e.Get逆()); 手_人D e2 = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e2); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e2); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -1955,10 +1953,10 @@ namespace SlaveMatrix if (RNG.XS.NextBool()) { 手_蝙D e3 = new 手_蝙D(); - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e3); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e3); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); 四足胸D2.翼上左接続(上腕_蝙D2); 四足胸D2.翼上右接続(上腕_蝙D2.Get逆()); 頭D2.Set耳鰭(); @@ -1966,22 +1964,22 @@ namespace SlaveMatrix else { 手_鳥D e4 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(e4); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(e4); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); 四足胸D2.翼上左接続(上腕_鳥D2); 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); 腰D2.EnumEleD().SetValuesD<四足胴D>("獣毛", true); 頭D2.Set耳羽(); } 手_獣D e5 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e5); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e5); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_竜D e6 = new 足_竜D(); @@ -2053,12 +2051,12 @@ namespace SlaveMatrix eleD.頭頂左接続(e); eleD.頭頂右接続(e.Get逆()); 手_人D e2 = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e2); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e2); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -2069,12 +2067,12 @@ namespace SlaveMatrix 四足胴D2.腰接続(四足腰D2); 頭D2.Set耳長(); 手_獣D e3 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e3); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e3); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_竜D e4 = new 足_竜D(); @@ -2149,18 +2147,18 @@ namespace SlaveMatrix { 尺度B = 1.1 }; - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D { 尺度B = 1.1 }; - 下腕_蝙D2.手接続(e2); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D + LowerArm_蝙D2.手接続(e2); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D { 尺度B = 1.1 }; - 上腕_蝙D2.下腕接続(下腕_蝙D2); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_蝙D2); + ShoulderD2.UpperArm接続(上腕_蝙D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 頭D2.Set耳長(); @@ -2172,18 +2170,18 @@ namespace SlaveMatrix 尺度B = 1.1, 指_表示 = true }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { 尺度B = 1.1 }; - 下腕_鳥D2.手接続(e3); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(e3); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { 尺度B = 1.1 }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); ShoulderD ShoulderD3 = new ShoulderD(); - ShoulderD3.上腕接続(上腕_鳥D2); + ShoulderD3.UpperArm接続(上腕_鳥D2); ChestD2.肩左接続(ShoulderD3); ChestD2.肩右接続(ShoulderD3.Get逆()); ChestD2.背中接続(new 背中_羽D()); @@ -2314,12 +2312,12 @@ namespace SlaveMatrix 頭D2.頬左接続(eleD2); 頭D2.頬右接続(eleD2.Get逆()); } - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); - 下腕_人D2.虫鎌接続(new 虫鎌D()); + ShoulderD2.UpperArm接続(上腕_人D2); + LowerArm_人D2.虫鎌接続(new 虫鎌D()); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); ChestD2.肩左接続(ShoulderD2.Copy()); @@ -2378,7 +2376,7 @@ namespace SlaveMatrix { 尺度B = 1.1 }; - 四足脇D2.上腕接続(Leg_竜D2); + 四足脇D2.UpperArm接続(Leg_竜D2); 腰D2.翼左接続(四足脇D2); 腰D2.翼右接続(四足脇D2.Get逆()); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); @@ -2421,12 +2419,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 腿_人D 腿_人D2 = new 腿_人D @@ -2502,12 +2500,12 @@ namespace SlaveMatrix eleD.頭頂左接続(植D2); eleD.頭頂右接続(植D2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (b1) @@ -2612,12 +2610,12 @@ namespace SlaveMatrix 頭D2.Set耳尖(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -2638,7 +2636,7 @@ namespace SlaveMatrix 腰D2.EnumEleD().SetValuesD("植", true); 腰D2.EnumEleD().SetValuesD("植", true); 腰D2.EnumEleD().SetValuesD("タトゥ2", false); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("手首", false); + 腰D2.EnumEleD().SetValuesD("手首", false); 腰D2.EnumEleD().SetValuesD("足首", false); } 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); @@ -2669,12 +2667,12 @@ namespace SlaveMatrix 頭D2.Set耳尖(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -2707,13 +2705,13 @@ namespace SlaveMatrix 頭頂_宇D2.頭部後接続(new 頭頂後_宇D()); 頭D2.頭頂接続(頭頂_宇D2); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); - 下腕_人D2.虫鎌接続(new 虫鎌D()); + ShoulderD2.UpperArm接続(上腕_人D2); + LowerArm_人D2.虫鎌接続(new 虫鎌D()); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蛸D 多足_蛸D2 = new 多足_蛸D(); @@ -2763,12 +2761,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳長(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蛸D 多足_蛸D2 = new 多足_蛸D(); @@ -2824,12 +2822,12 @@ namespace SlaveMatrix if (RNG.XS.NextBool()) { 手_人D e4 = new 手_人D(); - 下腕_人D 下腕_人D4 = new 下腕_人D(); - 下腕_人D4.手接続(e4); - 上腕_人D 上腕_人D4 = new 上腕_人D(); - 上腕_人D4.下腕接続(下腕_人D4); + LowerArm_人D LowerArm_人D4 = new LowerArm_人D(); + LowerArm_人D4.手接続(e4); + UpperArm_人D 上腕_人D4 = new UpperArm_人D(); + 上腕_人D4.LowerArm接続(LowerArm_人D4); ShoulderD ShoulderD4 = new ShoulderD(); - ShoulderD4.上腕接続(上腕_人D4); + ShoulderD4.UpperArm接続(上腕_人D4); ChestD2.肩左接続(ShoulderD4); ChestD2.肩右接続(ShoulderD4.Get逆()); } @@ -2837,16 +2835,16 @@ namespace SlaveMatrix { シャープ = 1.0 }; - 下腕_鳥D 下腕_鳥D3 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D3 = new LowerArm_鳥D { シャープ = 1.0 }; - 下腕_鳥D3.手接続(e5); - 上腕_鳥D 上腕_鳥D3 = new 上腕_鳥D + LowerArm_鳥D3.手接続(e5); + UpperArm_鳥D 上腕_鳥D3 = new UpperArm_鳥D { シャープ = 1.0 }; - 上腕_鳥D3.下腕接続(下腕_鳥D3); + 上腕_鳥D3.LowerArm接続(LowerArm_鳥D3); ChestD2.翼上左接続(上腕_鳥D3); ChestD2.翼上右接続(上腕_鳥D3.Get逆()); 足_鳥D e6 = new 足_鳥D(); @@ -2863,12 +2861,12 @@ namespace SlaveMatrix case 1: { 手_人D e3 = new 手_人D(); - 下腕_人D 下腕_人D3 = new 下腕_人D(); - 下腕_人D3.手接続(e3); - 上腕_人D 上腕_人D3 = new 上腕_人D(); - 上腕_人D3.下腕接続(下腕_人D3); + LowerArm_人D LowerArm_人D3 = new LowerArm_人D(); + LowerArm_人D3.手接続(e3); + UpperArm_人D 上腕_人D3 = new UpperArm_人D(); + 上腕_人D3.LowerArm接続(LowerArm_人D3); ShoulderD ShoulderD3 = new ShoulderD(); - ShoulderD3.上腕接続(上腕_人D3); + ShoulderD3.UpperArm接続(上腕_人D3); ChestD2.肩左接続(ShoulderD3); ChestD2.肩右接続(ShoulderD3.Get逆()); 尾_魚D 尾_魚D2 = new 尾_魚D @@ -2890,12 +2888,12 @@ namespace SlaveMatrix { 腰D2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -2909,11 +2907,11 @@ namespace SlaveMatrix 四足胸D2.SetValuesD("尺度YB", 0.8); 手_鳥D 手_鳥D2 = new 手_鳥D(); 手_鳥D2.シャープ = 1.0; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(手_鳥D2); - 下腕_鳥D2.シャープ = 1.0; - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(手_鳥D2); + LowerArm_鳥D2.シャープ = 1.0; + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); 上腕_鳥D2.シャープ = 1.0; 四足胸D2.翼上左接続(上腕_鳥D2); 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); @@ -2953,12 +2951,12 @@ namespace SlaveMatrix 頭D2.Set耳獣(); 頭D2.額接続(new 角1_一D()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -2968,12 +2966,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_馬D e2 = new 手_馬D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3013,12 +3011,12 @@ namespace SlaveMatrix 尺度YB = 2.0 }); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3032,12 +3030,12 @@ namespace SlaveMatrix 毛 = true }); 手_牛D e2 = new 手_牛D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -3077,12 +3075,12 @@ namespace SlaveMatrix 頭D2.Set耳獣(); 頭D2.額接続(new 角1_一D()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3095,25 +3093,25 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); 四足胸D2.翼上左接続(上腕_鳥D2); 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); 手_馬D e2 = new 手_馬D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3155,12 +3153,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3170,12 +3168,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_馬D e2 = new 手_馬D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3212,12 +3210,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳獣(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3230,25 +3228,25 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); 四足胸D2.翼上左接続(上腕_鳥D2); 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); 手_馬D e2 = new 手_馬D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3284,12 +3282,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳羽(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3303,14 +3301,14 @@ namespace SlaveMatrix 毛 = true }); 手_鳥D 手_鳥D2 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); if (RNG.XS.NextBool()) { 手_鳥D2.シャープ = 1.0; - 下腕_鳥D2.シャープ = 1.0; + LowerArm_鳥D2.シャープ = 1.0; 上腕_鳥D2.シャープ = 1.0; } 四足胸D2.翼上左接続(上腕_鳥D2); @@ -3321,7 +3319,7 @@ namespace SlaveMatrix Leg_鳥D2.足接続(e2); Leg_鳥D2.尺度B = 1.3; 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(Leg_鳥D2); + 四足脇D2.UpperArm接続(Leg_鳥D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3357,12 +3355,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳羽(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3376,14 +3374,14 @@ namespace SlaveMatrix 毛 = true }); 手_鳥D 手_鳥D2 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); if (RNG.XS.NextBool()) { 手_鳥D2.シャープ = 1.0; - 下腕_鳥D2.シャープ = 1.0; + LowerArm_鳥D2.シャープ = 1.0; 上腕_鳥D2.シャープ = 1.0; } 四足胸D2.翼上左接続(上腕_鳥D2); @@ -3396,7 +3394,7 @@ namespace SlaveMatrix }; Leg_鳥D2.足接続(e2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(Leg_鳥D2); + 四足脇D2.UpperArm接続(Leg_鳥D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3445,12 +3443,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3464,12 +3462,12 @@ namespace SlaveMatrix 毛 = true }); 手_獣D e2 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e2); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e2); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -3515,27 +3513,27 @@ namespace SlaveMatrix 毛 = true }); 手_鳥D e3 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D(); - 下腕_鳥D2.手接続(e3); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D(); - 上腕_鳥D2.下腕接続(下腕_鳥D2); + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); + LowerArm_鳥D2.手接続(e3); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_鳥D2); + ShoulderD2.UpperArm接続(上腕_鳥D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 手_獣D e4 = new 手_獣D { 尺度B = 0.9 }; - 下腕_獣D 下腕_獣D2 = new 下腕_獣D + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D { 尺度B = 0.9 }; - 下腕_獣D2.手接続(e4); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_獣D2); + LowerArm_獣D2.手接続(e4); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_獣D2); ShoulderD ShoulderD3 = new ShoulderD(); - ShoulderD3.上腕接続(上腕_人D2); + ShoulderD3.UpperArm接続(上腕_人D2); 上腕_人D2.EnumEleD().SetValuesD("獣性", true); ChestD2.肩左接続(ShoulderD3); ChestD2.肩右接続(ShoulderD3.Get逆()); @@ -3554,12 +3552,12 @@ namespace SlaveMatrix else { 手_鳥D e6 = new 手_鳥D(); - 下腕_鳥D 下腕_鳥D3 = new 下腕_鳥D(); - 下腕_鳥D3.手接続(e6); - 上腕_鳥D 上腕_鳥D3 = new 上腕_鳥D(); - 上腕_鳥D3.下腕接続(下腕_鳥D3); + LowerArm_鳥D LowerArm_鳥D3 = new LowerArm_鳥D(); + LowerArm_鳥D3.手接続(e6); + UpperArm_鳥D 上腕_鳥D3 = new UpperArm_鳥D(); + 上腕_鳥D3.LowerArm接続(LowerArm_鳥D3); ShoulderD ShoulderD4 = new ShoulderD(); - ShoulderD4.上腕接続(上腕_鳥D3); + ShoulderD4.UpperArm接続(上腕_鳥D3); ChestD2.肩左接続(ShoulderD4); ChestD2.肩右接続(ShoulderD4.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3573,12 +3571,12 @@ namespace SlaveMatrix 毛 = true }); 手_獣D e7 = new 手_獣D(); - 下腕_獣D 下腕_獣D3 = new 下腕_獣D(); - 下腕_獣D3.手接続(e7); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D3); + LowerArm_獣D LowerArm_獣D3 = new LowerArm_獣D(); + LowerArm_獣D3.手接続(e7); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D3); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e8 = new 足_獣D(); @@ -3619,12 +3617,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3638,12 +3636,12 @@ namespace SlaveMatrix 毛 = true }); 手_獣D e2 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e2); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e2); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3655,7 +3653,7 @@ namespace SlaveMatrix 四足腰D2.腿右接続(腿_獣D2.Get逆()); 四足腰D2.尾接続(new 尾_牛D()); obj.EnumEleD().SetValuesD("獣性", true); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); ChestD2.肌_接続.SetValuesD("胸毛", false); obj.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); @@ -3684,12 +3682,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3699,12 +3697,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_獣D e2 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e2); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e2); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3716,7 +3714,7 @@ namespace SlaveMatrix 四足腰D2.腿右接続(腿_獣D2.Get逆()); 四足腰D2.尾接続(new 尾_猫D()); 腰D2.EnumEleD().SetValuesD("獣性", true); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); 腰D2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); if (RNG.XS.NextBool()) { @@ -3732,8 +3730,8 @@ namespace SlaveMatrix 腰D2.EnumEleD().SetValuesD("虎", true); 腰D2.EnumEleD().SetValuesD<頬肌D>("隈取", true); 腰D2.EnumEleD().SetValuesD<頬肌D>("獣性", false); - 腰D2.EnumEleD().SetValuesD<上腕_人D>("淫", true); - 腰D2.EnumEleD().SetValuesD<上腕_人D>("ハート", false); + 腰D2.EnumEleD().SetValuesD("淫", true); + 腰D2.EnumEleD().SetValuesD("ハート", false); 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); @@ -3760,12 +3758,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3775,12 +3773,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_獣D e2 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e2); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e2); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3792,7 +3790,7 @@ namespace SlaveMatrix 四足腰D2.腿右接続(腿_獣D2.Get逆()); 四足腰D2.尾接続(new 尾_猫D()); obj.EnumEleD().SetValuesD("獣性", true); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("胸毛", false); obj.EnumEleD().SetValuesD("紋柄", true); @@ -3824,12 +3822,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); double num = 0.95; @@ -3841,14 +3839,14 @@ namespace SlaveMatrix 四足胴D2.腰接続(四足腰D2); 四足胸D2.EnumEleD().SetValuesD("尺度XB", num); 手_獣D e2 = new 手_獣D(); - 下腕_獣D 下腕_獣D2 = new 下腕_獣D(); - 下腕_獣D2.手接続(e2); - 上腕_獣D 上腕_獣D2 = new 上腕_獣D(); - 上腕_獣D2.下腕接続(下腕_獣D2); + LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); + LowerArm_獣D2.手接続(e2); + UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); + 上腕_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_獣D2); + 四足脇D2.UpperArm接続(上腕_獣D2); num = 1.035; - 下腕_獣D2.EnumEleD().SetValuesD("尺度YB", num); + LowerArm_獣D2.EnumEleD().SetValuesD("尺度YB", num); 上腕_獣D2.尺度XB = num; 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); @@ -3864,12 +3862,12 @@ namespace SlaveMatrix 四足腰D2.尾接続(new 尾_猫D()); 四足腰D2.EnumEleD().SetValuesD("肥大", 0.5); obj.EnumEleD().SetValuesD("獣性", true); - obj.EnumEleD().SetValuesD<下腕_人D>("獣腕", false); + obj.EnumEleD().SetValuesD("獣腕", false); obj.EnumEleD().SetValuesD<手_人D>("獣性", false); obj.EnumEleD().SetValuesD<手_人D>("獣毛", true); obj.EnumEleD().SetValuesD<手_人D>("肉球", true); obj.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); - obj.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + obj.EnumEleD().SetValuesD("配色指定", 配色指定.B0); obj.EnumEleD().SetValuesD("胸毛", false); obj.EnumEleD().SetValuesD("紋柄", true); obj.EnumEleD().SetValuesD<鼻肌D>("紋柄", false); @@ -3910,12 +3908,12 @@ namespace SlaveMatrix 顔面_虫D2.触覚右接続(eleD.Get逆()); 頭D2.顔面接続(顔面_虫D2); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.肩左接続(ShoulderD2.Copy()); @@ -3971,12 +3969,12 @@ namespace SlaveMatrix 顔面_甲D2.触覚右接続(eleD.Get逆()); 頭D2.顔面接続(顔面_甲D2); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.肩左接続(ShoulderD2.Copy()); @@ -4037,12 +4035,12 @@ namespace SlaveMatrix 顔面_甲D2.触覚右接続(eleD.Get逆()); 頭D2.顔面接続(顔面_甲D2); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.肩左接続(ShoulderD2.Copy()); @@ -4098,13 +4096,13 @@ namespace SlaveMatrix 顔面_虫D2.触覚右接続(eleD.Get逆()); 頭D2.顔面接続(顔面_虫D2); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); - 下腕_人D2.虫鎌接続(new 虫鎌D()); + ShoulderD2.UpperArm接続(上腕_人D2); + LowerArm_人D2.虫鎌接続(new 虫鎌D()); obj3.肩左接続(ShoulderD2); obj3.肩右接続(ShoulderD2.Get逆()); eleD = new 前翅_草D(); @@ -4158,28 +4156,28 @@ namespace SlaveMatrix 頭D2.Set耳尖(); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 手_鳥D 手_鳥D2 = new 手_鳥D { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); obj.翼上左接続(上腕_鳥D2); obj.翼上右接続(上腕_鳥D2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); @@ -4239,12 +4237,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -4257,16 +4255,16 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); 四足胸D2.翼上左接続(上腕_鳥D2); 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); 足_馬D e2 = new 足_馬D(); @@ -4277,8 +4275,8 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - 腰D2.EnumEleD().SetValuesD<上腕_人D>("竜性", true); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("竜性", true); + 腰D2.EnumEleD().SetValuesD("竜性", true); + 腰D2.EnumEleD().SetValuesD("竜性", true); 腰D2.EnumEleD().SetValuesD<手_人D>("鱗", true); 腰D2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); @@ -4392,12 +4390,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳尖(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 頭D2.頭頂接続(new 頭頂_皿D()); @@ -4460,12 +4458,12 @@ namespace SlaveMatrix 頭D2.触覚右接続(eleD.Get逆()); } 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -4539,12 +4537,12 @@ namespace SlaveMatrix 毛 = true }); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 足_獣D e2 = new 足_獣D(); @@ -4556,7 +4554,7 @@ namespace SlaveMatrix 腰D2.腿右接続(腿_獣D2.Get逆()); 腰D2.EnumEleD().SetValuesD("獣性", true); 腰D2.EnumEleD().SetValuesD("秘石", true); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); 腰D2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); @@ -4590,16 +4588,16 @@ namespace SlaveMatrix { シャープ = RNG.XS.NextDouble() }; - 下腕_鳥D 下腕_鳥D2 = new 下腕_鳥D + LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D { シャープ = 手_鳥D2.シャープ }; - 下腕_鳥D2.手接続(手_鳥D2); - 上腕_鳥D 上腕_鳥D2 = new 上腕_鳥D + LowerArm_鳥D2.手接続(手_鳥D2); + UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D { - シャープ = 下腕_鳥D2.シャープ + シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.下腕接続(下腕_鳥D2); + 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); obj.翼左接続(上腕_鳥D2); obj.翼右接続(上腕_鳥D2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); @@ -4617,7 +4615,7 @@ namespace SlaveMatrix { 尺度B = 1.1 }; - 四足脇D2.上腕接続(Leg_竜D2); + 四足脇D2.UpperArm接続(Leg_竜D2); 腰D2.翼左接続(四足脇D2); 腰D2.翼右接続(四足脇D2.Get逆()); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); @@ -4651,10 +4649,10 @@ namespace SlaveMatrix 頭D2.Set舌長(); 頭D2.Set耳羽(); 手_蝙D e = new 手_蝙D(); - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); obj.翼左接続(上腕_蝙D2); obj.翼右接続(上腕_蝙D2.Get逆()); ChestD2.背中接続(new 背中_羽D @@ -4676,7 +4674,7 @@ namespace SlaveMatrix { 尺度B = 1.1 }; - 四足脇D2.上腕接続(Leg_竜D2); + 四足脇D2.UpperArm接続(Leg_竜D2); 腰D2.翼左接続(四足脇D2); 腰D2.翼右接続(四足脇D2.Get逆()); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); @@ -4717,12 +4715,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -4732,12 +4730,12 @@ namespace SlaveMatrix 四足腰D 四足腰D2 = Uni.四足腰(); 四足胴D2.腰接続(四足腰D2); 手_牛D e2 = new 手_牛D(); - 下腕_蹄D 下腕_蹄D2 = new 下腕_蹄D(); - 下腕_蹄D2.手接続(e2); - 上腕_蹄D 上腕_蹄D2 = new 上腕_蹄D(); - 上腕_蹄D2.下腕接続(下腕_蹄D2); + LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); + LowerArm_蹄D2.手接続(e2); + UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); + 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.上腕接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(上腕_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -4783,12 +4781,12 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4803,7 +4801,7 @@ namespace SlaveMatrix 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", false); 腰D2.EnumEleD().SetValuesD<手_人D>("肉球", false); 腰D2.EnumEleD().SetValuesD("獣毛2", false); - 腰D2.EnumEleD().SetValuesD<下腕_人D>("配色指定", 配色指定.B0); + 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); 腰D2.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); 腰D2.EnumEleD().SetValuesD("バスト", 1.0); @@ -4827,12 +4825,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4862,12 +4860,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳長(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4897,12 +4895,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳尖(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4981,13 +4979,13 @@ namespace SlaveMatrix 手_人D hand_description = new 手_人D(); - 下腕_人D lowerarm_description = new 下腕_人D(); + LowerArm_人D lowerarm_description = new LowerArm_人D(); lowerarm_description.手接続(hand_description); - 上腕_人D upperarm_description = new 上腕_人D(); - upperarm_description.下腕接続(lowerarm_description); + UpperArm_人D upperarm_description = new UpperArm_人D(); + upperarm_description.LowerArm接続(lowerarm_description); ShoulderD shoulder_description = new ShoulderD(); - shoulder_description.上腕接続(upperarm_description); + shoulder_description.UpperArm接続(upperarm_description); chest_description.肩左接続(shoulder_description); chest_description.肩右接続(shoulder_description.Get逆()); @@ -5020,10 +5018,10 @@ namespace SlaveMatrix }; - 下腕_蝙D 下腕_蝙D2 = new 下腕_蝙D(); - 下腕_蝙D2.手接続(e3); - 上腕_蝙D 上腕_蝙D2 = new 上腕_蝙D(); - 上腕_蝙D2.下腕接続(下腕_蝙D2); + LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); + LowerArm_蝙D2.手接続(e3); + UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); + 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); chest_description.翼上左接続(上腕_蝙D2); chest_description.翼上右接続(上腕_蝙D2.Get逆()); @@ -5071,8 +5069,8 @@ namespace SlaveMatrix waist_description.EnumEleD().SetValuesD("植", true); waist_description.EnumEleD().SetValuesD("淫", true); waist_description.EnumEleD().SetValuesD<胸肌D>("植タトゥ", false); - waist_description.EnumEleD().SetValuesD<上腕_人D>("植タトゥ", false); - waist_description.EnumEleD().SetValuesD<下腕_人D>("淫", false); + waist_description.EnumEleD().SetValuesD("植タトゥ", false); + waist_description.EnumEleD().SetValuesD("淫", false); waist_description.EnumEleD().SetValuesD<腰肌D>("ハート", false); waist_description.EnumEleD().SetValuesD<頬肌D>("ハート", false); waist_description.EnumEleD().SetValuesD("隈取", true); @@ -5120,12 +5118,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -5155,12 +5153,12 @@ namespace SlaveMatrix 頭D2.Set舌短(); 頭D2.Set耳人(); 手_人D e = new 手_人D(); - 下腕_人D 下腕_人D2 = new 下腕_人D(); - 下腕_人D2.手接続(e); - 上腕_人D 上腕_人D2 = new 上腕_人D(); - 上腕_人D2.下腕接続(下腕_人D2); + LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); + LowerArm_人D2.手接続(e); + UpperArm_人D 上腕_人D2 = new UpperArm_人D(); + 上腕_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.上腕接続(上腕_人D2); + ShoulderD2.UpperArm接続(上腕_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index be03602..908601c 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -250,27 +250,27 @@ namespace SlaveMatrix public static Type 触手_蔦Dt; - public static Type 上腕_人Dt; + public static Type UpperArm_人Dt; - public static Type 上腕_鳥Dt; + public static Type UpperArm_鳥Dt; - public static Type 上腕_蝙Dt; + public static Type UpperArm_蝙Dt; - public static Type 上腕_獣Dt; + public static Type UpperArm_獣Dt; - public static Type 上腕_蹄Dt; + public static Type UpperArm_蹄Dt; - public static Type 下腕_人Dt; + public static Type LowerArm_人Dt; - public static Type 下腕_鳥Dt; + public static Type LowerArm_鳥Dt; - public static Type 下腕_蝙Dt; + public static Type LowerArm_蝙Dt; - public static Type 獣下腕Dt; + public static Type 獣LowerArmDt; - public static Type 下腕_獣Dt; + public static Type LowerArm_獣Dt; - public static Type 下腕_蹄Dt; + public static Type LowerArm_蹄Dt; public static Type 手_人Dt; @@ -1169,8 +1169,8 @@ namespace SlaveMatrix 胴t = typeof(Torso); 腰t = typeof(Waist); 尾_鯨t = typeof(尾_鯨); - 上腕_人t = typeof(上腕_人); - 上腕_鳥t = typeof(上腕_鳥); + 上腕_人t = typeof(UpperArm_人); + 上腕_鳥t = typeof(UpperArm_鳥); 長物_鯨t = typeof(長物_鯨); 後髪0_ジグDt = typeof(BackHair0_ジグD); 後髪0_ハネDt = typeof(BackHair0_ハネD); @@ -1264,17 +1264,17 @@ namespace SlaveMatrix 触手_触Dt = typeof(触手_触D); 触手_犬Dt = typeof(触手_犬D); 触手_蔦Dt = typeof(触手_蔦D); - 上腕_人Dt = typeof(上腕_人D); - 上腕_鳥Dt = typeof(上腕_鳥D); - 上腕_蝙Dt = typeof(上腕_蝙D); - 上腕_獣Dt = typeof(上腕_獣D); - 上腕_蹄Dt = typeof(上腕_蹄D); - 下腕_人Dt = typeof(下腕_人D); - 下腕_鳥Dt = typeof(下腕_鳥D); - 下腕_蝙Dt = typeof(下腕_蝙D); - 獣下腕Dt = typeof(獣下腕D); - 下腕_獣Dt = typeof(下腕_獣D); - 下腕_蹄Dt = typeof(下腕_蹄D); + UpperArm_人Dt = typeof(UpperArm_人D); + UpperArm_鳥Dt = typeof(UpperArm_鳥D); + UpperArm_蝙Dt = typeof(UpperArm_蝙D); + UpperArm_獣Dt = typeof(UpperArm_獣D); + UpperArm_蹄Dt = typeof(UpperArm_蹄D); + LowerArm_人Dt = typeof(LowerArm_人D); + LowerArm_鳥Dt = typeof(LowerArm_鳥D); + LowerArm_蝙Dt = typeof(LowerArm_蝙D); + 獣LowerArmDt = typeof(獣LowerArmD); + LowerArm_獣Dt = typeof(LowerArm_獣D); + LowerArm_蹄Dt = typeof(LowerArm_蹄D); 手_人Dt = typeof(手_人D); 手_鳥Dt = typeof(手_鳥D); 手_蝙Dt = typeof(手_蝙D); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs index 729db04..95e80e5 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs @@ -1587,7 +1587,7 @@ namespace SlaveMatrix public void 腕修正() { - if (!Bod.Is拘束 && Bod.腕人n > 0 && Bod.Is最前腕人) + if (!Bod.Is拘束 && Bod.Arm人n > 0 && Bod.Is最前腕人) { Cha.腕(); Cha.Bod.EI腕前.Updatef = true; From 38c5b7a32b6b3f9803c0bc2eb64003ecf7c10c7c Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sat, 10 Jan 2026 14:16:56 +0400 Subject: [PATCH 02/11] Finished translation of Upper and Lower Arms. Added translation to other vars and funcs --- 2DGAMELIB/_2DGAMELIB/ObjExtensions.cs | 8 + .../BodyPartClasses/ConnectionInfo.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Sweat.cs | 4 +- .../SlaveMatrix/BodyPartClasses/Torso.cs | 58 +- .../SlaveMatrix/BodyPartClasses/TorsoD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Torso_蛇.cs | 164 +- .../SlaveMatrix/BodyPartClasses/Torso_蛇D.cs | 8 +- .../SlaveMatrix/BodyPartClasses/Torso_蟲.cs | 314 +-- .../SlaveMatrix/BodyPartClasses/Torso_蟲D.cs | 18 +- .../SlaveMatrix/BodyPartClasses/Waist.cs | 202 +- .../SlaveMatrix/BodyPartClasses/WaistD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/交配.cs | 306 +-- .../SlaveMatrix/BodyPartClasses/四足胴.cs | 50 +- .../SlaveMatrix/BodyPartClasses/四足胴D.cs | 8 +- .../SlaveMatrix/BodyPartClasses/四足腰.cs | 112 +- .../SlaveMatrix/BodyPartClasses/四足腰D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/多足_蛸.cs | 44 +- .../SlaveMatrix/BodyPartClasses/多足_蛸D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/多足_蜘.cs | 58 +- .../SlaveMatrix/BodyPartClasses/多足_蜘D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_蟲.cs | 4 +- .../SlaveMatrix/BodyPartClasses/尾_蟲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_魚.cs | 4 +- .../SlaveMatrix/BodyPartClasses/尾_魚D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触手_犬.cs | 2010 ++++++++--------- SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs | 342 +-- SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs | 56 +- SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs | 8 +- SlaveMatrix/SlaveMatrix/GameClasses/Player.cs | 6 +- .../SlaveMatrix/GameClasses/Reactions.cs | 4 +- .../GameClasses/SpeciesDefaults.cs | 1934 ++++++++-------- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 23 +- .../SlaveMatrix/GameClasses/TrainingUI.cs | 4 +- SlaveMatrix/SlaveMatrix/GameClasses/Uni.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs | 4 +- 36 files changed, 2892 insertions(+), 2881 deletions(-) diff --git a/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs b/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs index a0b6b05..9ec8b60 100644 --- a/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs +++ b/2DGAMELIB/_2DGAMELIB/ObjExtensions.cs @@ -21,6 +21,14 @@ namespace _2DGAMELIB ["腕"] = "Arm", ["肩"] = "Shoulder", ["胸"] = "Chest", + ["下腕"] = "LowerArm", + ["上腕"] = "UpperArm", + ["鳥翼上腕"] = "鳥翼UpperArm", + ["獣翼上腕"] = "獣翼UpperArm", + ["四足上腕"] = "四足UpperArm", + ["鳥翼下腕"] = "鳥翼LowerArm", + ["獣翼下腕"] = "獣翼LowerArm", + ["四足下腕"] = "四足LowerArm" //["乳房"] = "Breast", //["腹"] = "Abdomen", //["顔"] = "Face", diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs index f971fcf..885402d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ConnectionInfo.cs @@ -367,7 +367,7 @@ namespace SlaveMatrix 四足胸_翼下右_接続, 四足胸_背中_接続, 四足脇_UpperArm_接続, - 四足胴_腰_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, diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs index 8abb867..83ff2c0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs @@ -19,9 +19,9 @@ namespace SlaveMatrix private HashSet 汗対象 = new HashSet { Sta.Chestt.ToString(), - Sta.胴t.ToString(), + Sta.Torsot.ToString(), Sta.Shouldert.ToString(), - Sta.腰t.ToString() + Sta.Waistt.ToString() }; private ryps[] 対象; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs index 2080381..85eb923 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs @@ -5,7 +5,7 @@ namespace SlaveMatrix { public class Torso : Ele { - public Par X0Y0_胴; + public Par X0Y0_Torso; public Par X0Y0_筋肉_筋肉左; @@ -23,7 +23,7 @@ namespace SlaveMatrix public Par X0Y0_植タトゥ_右_タトゥ1; - public ColorD 胴CD; + public ColorD TorsoCD; public ColorD 筋肉_筋肉左CD; @@ -41,7 +41,7 @@ namespace SlaveMatrix public ColorD 植タトゥ_右_タトゥ1CD; - public ColorP X0Y0_胴CP; + public ColorP X0Y0_TorsoCP; public ColorP X0Y0_筋肉_筋肉左CP; @@ -109,16 +109,16 @@ namespace SlaveMatrix } } - public bool 胴_表示 + public bool Torso_表示 { get { - return X0Y0_胴.Dra; + return X0Y0_Torso.Dra; } set { - X0Y0_胴.Dra = value; - X0Y0_胴.Hit = value; + X0Y0_Torso.Dra = value; + X0Y0_Torso.Hit = value; } } @@ -243,11 +243,11 @@ namespace SlaveMatrix { get { - return 胴_表示; + return Torso_表示; } set { - 胴_表示 = value; + Torso_表示 = value; 筋肉_筋肉左_表示 = value; 筋肉_筋肉右_表示 = value; 獣性_獣毛左_表示 = value; @@ -263,11 +263,11 @@ namespace SlaveMatrix { get { - return 胴CD.不透明度; + return TorsoCD.不透明度; } set { - 胴CD.不透明度 = value; + TorsoCD.不透明度 = value; 筋肉_筋肉左CD.不透明度 = value; 筋肉_筋肉右CD.不透明度 = value; 獣性_獣毛左CD.不透明度 = value; @@ -279,22 +279,22 @@ namespace SlaveMatrix } } - public JointS Chest_接続点 => new JointS(本体, X0Y0_胴, 0); + public JointS Chest_接続点 => new JointS(本体, X0Y0_Torso, 0); - public JointS 肌_接続点 => new JointS(本体, X0Y0_胴, 5); + public JointS 肌_接続点 => new JointS(本体, X0Y0_Torso, 5); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_胴, 1); + public JointS 翼左_接続点 => new JointS(本体, X0Y0_Torso, 1); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_胴, 2); + public JointS 翼右_接続点 => new JointS(本体, X0Y0_Torso, 2); public Torso(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, TorsoD e) { - Torso 胴2 = this; + Torso Torso2 = this; ThisType = GetType(); //This had no Torso (胴体) 本体 = new Difs(Sta.胴体["Torso"]); Pars pars = 本体[0][0]; - X0Y0_胴 = pars["胴"].ToPar(); + X0Y0_Torso = pars["胴"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar(); X0Y0_筋肉_筋肉右 = pars2["筋肉右"].ToPar(); @@ -332,7 +332,7 @@ 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; - 胴_表示 = e.胴_表示; + Torso_表示 = e.Torso_表示; 筋肉_筋肉左_表示 = e.筋肉_筋肉左_表示; 筋肉_筋肉右_表示 = e.筋肉_筋肉右_表示; 獣性_獣毛左_表示 = e.獣性_獣毛左_表示; @@ -354,9 +354,9 @@ namespace SlaveMatrix Chest_接続 = e.Chest_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴2; + f.Par = Torso2; f.ConnectionType = ConnectionInfo.Torso_Chest_接続; - f.接続(胴2.Chest_接続点); + f.接続(Torso2.Chest_接続点); return f; }).ToArray(); } @@ -365,9 +365,9 @@ namespace SlaveMatrix 肌_接続 = e.肌_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴2; + f.Par = Torso2; f.ConnectionType = ConnectionInfo.Torso_肌_接続; - f.接続(胴2.肌_接続点); + f.接続(Torso2.肌_接続点); return f; }).ToArray(); } @@ -376,9 +376,9 @@ namespace SlaveMatrix 翼左_接続 = e.翼左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴2; + f.Par = Torso2; f.ConnectionType = ConnectionInfo.Torso_翼左_接続; - f.接続(胴2.翼左_接続点); + f.接続(Torso2.翼左_接続点); return f; }).ToArray(); } @@ -387,15 +387,15 @@ namespace SlaveMatrix 翼右_接続 = e.翼右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴2; + f.Par = Torso2; f.ConnectionType = ConnectionInfo.Torso_翼右_接続; - f.接続(胴2.翼右_接続点); + f.接続(Torso2.翼右_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true); + X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true); X0Y0_筋肉_筋肉左CP = new ColorP(X0Y0_筋肉_筋肉左, 筋肉_筋肉左CD, DisUnit, abj: false); X0Y0_筋肉_筋肉右CP = new ColorP(X0Y0_筋肉_筋肉右, 筋肉_筋肉右CD, DisUnit, abj: false); X0Y0_獣性_獣毛左CP = new ColorP(X0Y0_獣性_獣毛左, 獣性_獣毛左CD, DisUnit, abj: true); @@ -418,7 +418,7 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴CP.Update(); + X0Y0_TorsoCP.Update(); X0Y0_筋肉_筋肉左CP.Update(); X0Y0_筋肉_筋肉右CP.Update(); X0Y0_獣性_獣毛左CP.Update(); @@ -436,7 +436,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.人肌R); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.人肌R); 筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 筋肉_筋肉右CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 獣性_獣毛左CD = new ColorD(ref Col.Black, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs index 2da3d11..93765e2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix [Serializable] public class TorsoD : EleD { - public bool 胴_表示 = true; + public bool Torso_表示 = true; public bool 筋肉_筋肉左_表示; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs index ca9db49..693a5df 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs @@ -3,15 +3,15 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class Torso_蛇 : 長胴 + public class Torso_蛇 : 長胴 //Long torso? { - public Par X0Y0_胴_鱗; + public Par X0Y0_Torso_鱗; - public Par X0Y0_胴_鱗左; + public Par X0Y0_Torso_鱗左; - public Par X0Y0_胴_鱗右; + public Par X0Y0_Torso_鱗右; - public Par X0Y0_胴_胴; + public Par X0Y0_Torso_Torso; public Par X0Y0_輪_革; @@ -25,13 +25,13 @@ namespace SlaveMatrix public Par X0Y0_輪_金具右; - public ColorD 胴_鱗CD; + public ColorD Torso_鱗CD; - public ColorD 胴_鱗左CD; + public ColorD Torso_鱗左CD; - public ColorD 胴_鱗右CD; + public ColorD Torso_鱗右CD; - public ColorD 胴_胴CD; + public ColorD Torso_TorsoCD; public ColorD 輪_革CD; @@ -45,13 +45,13 @@ namespace SlaveMatrix public ColorD 輪_金具右CD; - public ColorP X0Y0_胴_鱗CP; + public ColorP X0Y0_Torso_鱗CP; - public ColorP X0Y0_胴_鱗左CP; + public ColorP X0Y0_Torso_鱗左CP; - public ColorP X0Y0_胴_鱗右CP; + public ColorP X0Y0_Torso_鱗右CP; - public ColorP X0Y0_胴_胴CP; + public ColorP X0Y0_Torso_TorsoCP; public ColorP X0Y0_輪_革CP; @@ -112,55 +112,55 @@ namespace SlaveMatrix } } - public bool 胴_鱗_表示 + public bool Torso_鱗_表示 { get { - return X0Y0_胴_鱗.Dra; + return X0Y0_Torso_鱗.Dra; } set { - X0Y0_胴_鱗.Dra = value; - X0Y0_胴_鱗.Hit = value; + X0Y0_Torso_鱗.Dra = value; + X0Y0_Torso_鱗.Hit = value; } } - public bool 胴_鱗左_表示 + public bool Torso_鱗左_表示 { get { - return X0Y0_胴_鱗左.Dra; + return X0Y0_Torso_鱗左.Dra; } set { - X0Y0_胴_鱗左.Dra = value; - X0Y0_胴_鱗左.Hit = value; + X0Y0_Torso_鱗左.Dra = value; + X0Y0_Torso_鱗左.Hit = value; } } - public bool 胴_鱗右_表示 + public bool Torso_鱗右_表示 { get { - return X0Y0_胴_鱗右.Dra; + return X0Y0_Torso_鱗右.Dra; } set { - X0Y0_胴_鱗右.Dra = value; - X0Y0_胴_鱗右.Hit = value; + X0Y0_Torso_鱗右.Dra = value; + X0Y0_Torso_鱗右.Hit = value; } } - public bool 胴_表示 + public bool Torso_表示 { get { - return X0Y0_胴_胴.Dra; + return X0Y0_Torso_Torso.Dra; } set { - X0Y0_胴_胴.Dra = value; - X0Y0_胴_胴.Hit = value; + X0Y0_Torso_Torso.Dra = value; + X0Y0_Torso_Torso.Hit = value; } } @@ -276,14 +276,14 @@ namespace SlaveMatrix { get { - return 胴_鱗_表示; + return Torso_鱗_表示; } set { - 胴_鱗_表示 = value; - 胴_鱗左_表示 = value; - 胴_鱗右_表示 = value; - 胴_表示 = value; + Torso_鱗_表示 = value; + Torso_鱗左_表示 = value; + Torso_鱗右_表示 = value; + Torso_表示 = value; 輪_革_表示 = value; 輪_金具1_表示 = value; 輪_金具2_表示 = value; @@ -299,14 +299,14 @@ namespace SlaveMatrix { get { - return 胴_鱗CD.不透明度; + return Torso_鱗CD.不透明度; } set { - 胴_鱗CD.不透明度 = value; - 胴_鱗左CD.不透明度 = value; - 胴_鱗右CD.不透明度 = value; - 胴_胴CD.不透明度 = value; + Torso_鱗CD.不透明度 = value; + Torso_鱗左CD.不透明度 = value; + Torso_鱗右CD.不透明度 = value; + Torso_TorsoCD.不透明度 = value; 輪_革CD.不透明度 = value; 輪_金具1CD.不透明度 = value; 輪_金具2CD.不透明度 = value; @@ -316,11 +316,11 @@ namespace SlaveMatrix } } - public JointS 左_接続点 => new JointS(本体, X0Y0_胴_胴, 2); + public JointS 左_接続点 => new JointS(本体, X0Y0_Torso_Torso, 2); - public JointS 右_接続点 => new JointS(本体, X0Y0_胴_胴, 3); + public JointS 右_接続点 => new JointS(本体, X0Y0_Torso_Torso, 3); - public JointS Torso_接続点 => new JointS(本体, X0Y0_胴_胴, 1); + public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso_Torso, 1); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); @@ -328,7 +328,7 @@ namespace SlaveMatrix public Torso_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蛇D e) { - Torso_蛇 胴_蛇2 = this; + Torso_蛇 Torso_蛇2 = this; ThisType = GetType(); Pars pars = new Pars(); pars.Tag = "蛇"; @@ -342,10 +342,10 @@ namespace SlaveMatrix 本体.Add(dif); Pars pars2 = 本体[0][0]; Pars pars3 = pars2["胴2"].ToPars(); - X0Y0_胴_鱗 = pars3["鱗"].ToPar(); - X0Y0_胴_鱗左 = pars3["鱗左"].ToPar(); - X0Y0_胴_鱗右 = pars3["鱗右"].ToPar(); - X0Y0_胴_胴 = pars3["胴"].ToPar(); + X0Y0_Torso_鱗 = pars3["鱗"].ToPar(); + X0Y0_Torso_鱗左 = pars3["鱗左"].ToPar(); + X0Y0_Torso_鱗右 = pars3["鱗右"].ToPar(); + X0Y0_Torso_Torso = pars3["胴"].ToPar(); pars3 = pars2["輪1"].ToPars(); X0Y0_輪_革 = pars3["革"].ToPar(); X0Y0_輪_金具1 = pars3["金具1"].ToPar(); @@ -377,10 +377,10 @@ 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; - 胴_鱗_表示 = e.胴_鱗_表示; - 胴_鱗左_表示 = e.胴_鱗左_表示; - 胴_鱗右_表示 = e.胴_鱗右_表示; - 胴_表示 = e.胴_表示; + Torso_鱗_表示 = e.Torso_鱗_表示; + Torso_鱗左_表示 = e.Torso_鱗左_表示; + Torso_鱗右_表示 = e.Torso_鱗右_表示; + Torso_表示 = e.Torso_表示; 輪_革_表示 = e.輪_革_表示; 輪_金具1_表示 = e.輪_金具1_表示; 輪_金具2_表示 = e.輪_金具2_表示; @@ -401,9 +401,9 @@ namespace SlaveMatrix 左_接続 = e.左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴_蛇2; + f.Par = Torso_蛇2; f.ConnectionType = ConnectionInfo.Torso_蛇_左_接続; - f.接続(胴_蛇2.左_接続点); + f.接続(Torso_蛇2.左_接続点); return f; }).ToArray(); } @@ -412,9 +412,9 @@ namespace SlaveMatrix 右_接続 = e.右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴_蛇2; + f.Par = Torso_蛇2; f.ConnectionType = ConnectionInfo.Torso_蛇_右_接続; - f.接続(胴_蛇2.右_接続点); + f.接続(Torso_蛇2.右_接続点); return f; }).ToArray(); } @@ -423,18 +423,18 @@ namespace SlaveMatrix Torso_接続 = e.Torso_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴_蛇2; + f.Par = Torso_蛇2; f.ConnectionType = ConnectionInfo.Torso_蛇_Torso_接続; - f.接続(胴_蛇2.Torso_接続点); + f.接続(Torso_蛇2.Torso_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴_鱗CP = new ColorP(X0Y0_胴_鱗, 胴_鱗CD, DisUnit, abj: true); - X0Y0_胴_鱗左CP = new ColorP(X0Y0_胴_鱗左, 胴_鱗左CD, DisUnit, abj: true); - X0Y0_胴_鱗右CP = new ColorP(X0Y0_胴_鱗右, 胴_鱗右CD, DisUnit, abj: true); - X0Y0_胴_胴CP = new ColorP(X0Y0_胴_胴, 胴_胴CD, DisUnit, abj: true); + X0Y0_Torso_鱗CP = new ColorP(X0Y0_Torso_鱗, Torso_鱗CD, DisUnit, abj: true); + X0Y0_Torso_鱗左CP = new ColorP(X0Y0_Torso_鱗左, Torso_鱗左CD, DisUnit, abj: true); + X0Y0_Torso_鱗右CP = new ColorP(X0Y0_Torso_鱗右, Torso_鱗右CD, DisUnit, abj: true); + X0Y0_Torso_TorsoCP = new ColorP(X0Y0_Torso_Torso, Torso_TorsoCD, DisUnit, abj: true); X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, 輪_革CD, DisUnit, abj: true); X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, 輪_金具1CD, DisUnit, abj: true); X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, 輪_金具2CD, DisUnit, abj: true); @@ -454,10 +454,10 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - Are.Draw(X0Y0_胴_鱗); - Are.Draw(X0Y0_胴_鱗左); - Are.Draw(X0Y0_胴_鱗右); - Are.Draw(X0Y0_胴_胴); + Are.Draw(X0Y0_Torso_鱗); + Are.Draw(X0Y0_Torso_鱗左); + Are.Draw(X0Y0_Torso_鱗右); + Are.Draw(X0Y0_Torso_Torso); if (Torso_接続 != null && Torso_接続[0].拘束 && Torso_接続[0] is Torso_蛇) { ((Torso_蛇)Torso_接続[0]).拘束具描画(Are); @@ -488,7 +488,7 @@ namespace SlaveMatrix if (Par != null && !(Par is 長物_蛇) && Par.Par != null && !(Par.Par is 長物_蛇)) { _ = 右; - X0Y0_胴_胴.AngleBase = 20.0.GetRanAngle(); + X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle(); 本体.JoinPAall(); } } @@ -504,10 +504,10 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴_鱗CP.Update(); - X0Y0_胴_鱗左CP.Update(); - X0Y0_胴_鱗右CP.Update(); - X0Y0_胴_胴CP.Update(); + X0Y0_Torso_鱗CP.Update(); + X0Y0_Torso_鱗左CP.Update(); + X0Y0_Torso_鱗右CP.Update(); + X0Y0_Torso_TorsoCP.Update(); X0Y0_輪_革CP.Update(); X0Y0_輪_金具1CP.Update(); X0Y0_輪_金具2CP.Update(); @@ -541,10 +541,10 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); @@ -555,10 +555,10 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 胴_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴_鱗左CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_鱗右CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); @@ -569,10 +569,10 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 胴_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs index 12d8144..bf486a4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs @@ -6,13 +6,13 @@ namespace SlaveMatrix [Serializable] public class Torso_蛇D : 長胴D { - public bool 胴_鱗_表示 = true; + public bool Torso_鱗_表示 = true; - public bool 胴_鱗左_表示 = true; + public bool Torso_鱗左_表示 = true; - public bool 胴_鱗右_表示 = true; + public bool Torso_鱗右_表示 = true; - public bool 胴_表示 = true; + public bool Torso_表示 = true; public bool 輪_革_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs index cbdbc35..a0831a3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs @@ -1,25 +1,25 @@ -using System.Linq; using _2DGAMELIB; +using System.Linq; namespace SlaveMatrix { public class Torso_蟲 : 長胴 { - public Par X0Y0_胴_背板; + public Par X0Y0_Torso_背板; - public Par X0Y0_胴_節; + public Par X0Y0_Torso_節; - public Par X0Y0_胴_胸板; + public Par X0Y0_Torso_胸板; - public Par X0Y0_胴_胴; + public Par X0Y0_Torso_Torso; - public Par X0Y0_胴_瘤左2; + public Par X0Y0_Torso_瘤左2; - public Par X0Y0_胴_瘤左1; + public Par X0Y0_Torso_瘤左1; - public Par X0Y0_胴_瘤右2; + public Par X0Y0_Torso_瘤右2; - public Par X0Y0_胴_瘤右1; + public Par X0Y0_Torso_瘤右1; public Par X0Y0_輪_革; @@ -33,21 +33,21 @@ namespace SlaveMatrix public Par X0Y0_輪_金具右; - public ColorD 胴_背板CD; + public ColorD Torso_背板CD; - public ColorD 胴_節CD; + public ColorD Torso_節CD; - public ColorD 胴_胸板CD; + public ColorD Torso_胸板CD; - public ColorD 胴_胴CD; + public ColorD Torso_TorsoCD; - public ColorD 胴_瘤左2CD; + public ColorD Torso_瘤左2CD; - public ColorD 胴_瘤左1CD; + public ColorD Torso_瘤左1CD; - public ColorD 胴_瘤右2CD; + public ColorD Torso_瘤右2CD; - public ColorD 胴_瘤右1CD; + public ColorD Torso_瘤右1CD; public ColorD 輪_革CD; @@ -61,21 +61,21 @@ namespace SlaveMatrix public ColorD 輪_金具右CD; - public ColorP X0Y0_胴_背板CP; + public ColorP X0Y0_Torso_背板CP; - public ColorP X0Y0_胴_節CP; + public ColorP X0Y0_Torso_節CP; - public ColorP X0Y0_胴_胸板CP; + public ColorP X0Y0_Torso_胸板CP; - public ColorP X0Y0_胴_胴CP; + public ColorP X0Y0_Torso_TorsoCP; - public ColorP X0Y0_胴_瘤左2CP; + public ColorP X0Y0_Torso_瘤左2CP; - public ColorP X0Y0_胴_瘤左1CP; + public ColorP X0Y0_Torso_瘤左1CP; - public ColorP X0Y0_胴_瘤右2CP; + public ColorP X0Y0_Torso_瘤右2CP; - public ColorP X0Y0_胴_瘤右1CP; + public ColorP X0Y0_Torso_瘤右1CP; public ColorP X0Y0_輪_革CP; @@ -136,107 +136,107 @@ namespace SlaveMatrix } } - public bool 胴_背板_表示 + public bool Torso_背板_表示 { get { - return X0Y0_胴_背板.Dra; + return X0Y0_Torso_背板.Dra; } set { - X0Y0_胴_背板.Dra = value; - X0Y0_胴_背板.Hit = value; + X0Y0_Torso_背板.Dra = value; + X0Y0_Torso_背板.Hit = value; } } - public bool 胴_節_表示 + public bool Torso_節_表示 { get { - return X0Y0_胴_節.Dra; + return X0Y0_Torso_節.Dra; } set { - X0Y0_胴_節.Dra = value; - X0Y0_胴_節.Hit = value; + X0Y0_Torso_節.Dra = value; + X0Y0_Torso_節.Hit = value; } } - public bool 胴_胸板_表示 + public bool Torso_胸板_表示 { get { - return X0Y0_胴_胸板.Dra; + return X0Y0_Torso_胸板.Dra; } set { - X0Y0_胴_胸板.Dra = value; - X0Y0_胴_胸板.Hit = value; + X0Y0_Torso_胸板.Dra = value; + X0Y0_Torso_胸板.Hit = value; } } - public bool 胴_胴_表示 + public bool Torso_Torso_表示 { get { - return X0Y0_胴_胴.Dra; + return X0Y0_Torso_Torso.Dra; } set { - X0Y0_胴_胴.Dra = value; - X0Y0_胴_胴.Hit = value; + X0Y0_Torso_Torso.Dra = value; + X0Y0_Torso_Torso.Hit = value; } } - public bool 胴_瘤左2_表示 + public bool Torso_瘤左2_表示 { get { - return X0Y0_胴_瘤左2.Dra; + return X0Y0_Torso_瘤左2.Dra; } set { - X0Y0_胴_瘤左2.Dra = value; - X0Y0_胴_瘤左2.Hit = value; + X0Y0_Torso_瘤左2.Dra = value; + X0Y0_Torso_瘤左2.Hit = value; } } - public bool 胴_瘤左1_表示 + public bool Torso_瘤左1_表示 { get { - return X0Y0_胴_瘤左1.Dra; + return X0Y0_Torso_瘤左1.Dra; } set { - X0Y0_胴_瘤左1.Dra = value; - X0Y0_胴_瘤左1.Hit = value; + X0Y0_Torso_瘤左1.Dra = value; + X0Y0_Torso_瘤左1.Hit = value; } } - public bool 胴_瘤右2_表示 + public bool Torso_瘤右2_表示 { get { - return X0Y0_胴_瘤右2.Dra; + return X0Y0_Torso_瘤右2.Dra; } set { - X0Y0_胴_瘤右2.Dra = value; - X0Y0_胴_瘤右2.Hit = value; + X0Y0_Torso_瘤右2.Dra = value; + X0Y0_Torso_瘤右2.Hit = value; } } - public bool 胴_瘤右1_表示 + public bool Torso_瘤右1_表示 { get { - return X0Y0_胴_瘤右1.Dra; + return X0Y0_Torso_瘤右1.Dra; } set { - X0Y0_胴_瘤右1.Dra = value; - X0Y0_胴_瘤右1.Hit = value; + X0Y0_Torso_瘤右1.Dra = value; + X0Y0_Torso_瘤右1.Hit = value; } } @@ -352,18 +352,18 @@ namespace SlaveMatrix { get { - return 胴_背板_表示; + return Torso_背板_表示; } set { - 胴_背板_表示 = value; - 胴_節_表示 = value; - 胴_胸板_表示 = value; - 胴_胴_表示 = value; - 胴_瘤左2_表示 = value; - 胴_瘤左1_表示 = value; - 胴_瘤右2_表示 = value; - 胴_瘤右1_表示 = value; + Torso_背板_表示 = value; + Torso_節_表示 = value; + Torso_胸板_表示 = value; + Torso_Torso_表示 = value; + Torso_瘤左2_表示 = value; + Torso_瘤左1_表示 = value; + Torso_瘤右2_表示 = value; + Torso_瘤右1_表示 = value; 輪_革_表示 = value; 輪_金具1_表示 = value; 輪_金具2_表示 = value; @@ -379,18 +379,18 @@ namespace SlaveMatrix { get { - return 胴_背板CD.不透明度; + return Torso_背板CD.不透明度; } set { - 胴_背板CD.不透明度 = value; - 胴_節CD.不透明度 = value; - 胴_胸板CD.不透明度 = value; - 胴_胴CD.不透明度 = value; - 胴_瘤左2CD.不透明度 = value; - 胴_瘤左1CD.不透明度 = value; - 胴_瘤右2CD.不透明度 = value; - 胴_瘤右1CD.不透明度 = value; + Torso_背板CD.不透明度 = value; + Torso_節CD.不透明度 = value; + Torso_胸板CD.不透明度 = value; + Torso_TorsoCD.不透明度 = value; + Torso_瘤左2CD.不透明度 = value; + Torso_瘤左1CD.不透明度 = value; + Torso_瘤右2CD.不透明度 = value; + Torso_瘤右1CD.不透明度 = value; 輪_革CD.不透明度 = value; 輪_金具1CD.不透明度 = value; 輪_金具2CD.不透明度 = value; @@ -404,11 +404,11 @@ namespace SlaveMatrix { get { - return 胴_背板_表示; + return Torso_背板_表示; } set { - 胴_背板_表示 = value; + Torso_背板_表示 = value; } } @@ -416,11 +416,11 @@ namespace SlaveMatrix { get { - return 胴_節_表示; + return Torso_節_表示; } set { - 胴_節_表示 = value; + Torso_節_表示 = value; } } @@ -428,23 +428,23 @@ namespace SlaveMatrix { get { - return 胴_胸板_表示; + return Torso_胸板_表示; } set { - 胴_胸板_表示 = value; + Torso_胸板_表示 = value; } } - public bool 胴 + public bool Torso { get { - return 胴_胴_表示; + return Torso_Torso_表示; } set { - 胴_胴_表示 = value; + Torso_Torso_表示 = value; } } @@ -452,22 +452,22 @@ namespace SlaveMatrix { get { - return 胴_瘤左2_表示; + return Torso_瘤左2_表示; } set { - 胴_瘤左2_表示 = value; - 胴_瘤左1_表示 = value; - 胴_瘤右2_表示 = value; - 胴_瘤右1_表示 = value; + Torso_瘤左2_表示 = value; + Torso_瘤左1_表示 = value; + Torso_瘤右2_表示 = value; + Torso_瘤右1_表示 = value; } } - public JointS 左_接続点 => new JointS(本体, X0Y0_胴_胴, 0); + public JointS 左_接続点 => new JointS(本体, X0Y0_Torso_Torso, 0); - public JointS 右_接続点 => new JointS(本体, X0Y0_胴_胴, 1); + public JointS 右_接続点 => new JointS(本体, X0Y0_Torso_Torso, 1); - public JointS Torso_接続点 => new JointS(本体, X0Y0_胴_胴, 3); + public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso_Torso, 3); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); @@ -475,7 +475,7 @@ namespace SlaveMatrix public Torso_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蟲D e) { - Torso_蟲 胴_蟲2 = this; + Torso_蟲 Torso_蟲2 = this; ThisType = GetType(); Pars pars = new Pars(); pars.Tag = "蟲"; @@ -489,14 +489,14 @@ namespace SlaveMatrix 本体.Add(dif); Pars pars2 = 本体[0][0]; Pars pars3 = pars2["胴4"].ToPars(); - X0Y0_胴_背板 = pars3["背板"].ToPar(); - X0Y0_胴_節 = pars3["節"].ToPar(); - X0Y0_胴_胸板 = pars3["胸板"].ToPar(); - X0Y0_胴_胴 = pars3["Torso"].ToPar(); - X0Y0_胴_瘤左2 = pars3["瘤左2"].ToPar(); - X0Y0_胴_瘤左1 = pars3["瘤左1"].ToPar(); - X0Y0_胴_瘤右2 = pars3["瘤右2"].ToPar(); - X0Y0_胴_瘤右1 = pars3["瘤右1"].ToPar(); + X0Y0_Torso_背板 = pars3["背板"].ToPar(); + X0Y0_Torso_節 = pars3["節"].ToPar(); + X0Y0_Torso_胸板 = pars3["胸板"].ToPar(); + X0Y0_Torso_Torso = pars3["Torso"].ToPar(); + X0Y0_Torso_瘤左2 = pars3["瘤左2"].ToPar(); + X0Y0_Torso_瘤左1 = pars3["瘤左1"].ToPar(); + X0Y0_Torso_瘤右2 = pars3["瘤右2"].ToPar(); + X0Y0_Torso_瘤右1 = pars3["瘤右1"].ToPar(); pars3 = pars2["輪2"].ToPars(); X0Y0_輪_革 = pars3["革"].ToPar(); X0Y0_輪_金具1 = pars3["金具1"].ToPar(); @@ -528,14 +528,14 @@ 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; - 胴_背板_表示 = e.胴_背板_表示; - 胴_節_表示 = e.胴_節_表示; - 胴_胸板_表示 = e.胴_胸板_表示; - 胴_胴_表示 = e.胴_胴_表示; - 胴_瘤左2_表示 = e.胴_瘤左2_表示; - 胴_瘤左1_表示 = e.胴_瘤左1_表示; - 胴_瘤右2_表示 = e.胴_瘤右2_表示; - 胴_瘤右1_表示 = e.胴_瘤右1_表示; + Torso_背板_表示 = e.Torso_背板_表示; + Torso_節_表示 = e.Torso_節_表示; + Torso_胸板_表示 = e.Torso_胸板_表示; + Torso_Torso_表示 = e.Torso_Torso_表示; + Torso_瘤左2_表示 = e.Torso_瘤左2_表示; + Torso_瘤左1_表示 = e.Torso_瘤左1_表示; + Torso_瘤右2_表示 = e.Torso_瘤右2_表示; + Torso_瘤右1_表示 = e.Torso_瘤右1_表示; 輪_革_表示 = e.輪_革_表示; 輪_金具1_表示 = e.輪_金具1_表示; 輪_金具2_表示 = e.輪_金具2_表示; @@ -546,7 +546,7 @@ namespace SlaveMatrix 背板 = e.背板; 節 = e.節; 胸板 = e.胸板; - 胴 = e.胴; + Torso = e.Torso; 瘤 = e.瘤; 欠損 = e.欠損; 筋肉 = e.筋肉; @@ -561,9 +561,9 @@ namespace SlaveMatrix 左_接続 = e.左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴_蟲2; + f.Par = Torso_蟲2; f.ConnectionType = ConnectionInfo.Torso_蟲_左_接続; - f.接続(胴_蟲2.左_接続点); + f.接続(Torso_蟲2.左_接続点); return f; }).ToArray(); } @@ -572,9 +572,9 @@ namespace SlaveMatrix 右_接続 = e.右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴_蟲2; + f.Par = Torso_蟲2; f.ConnectionType = ConnectionInfo.Torso_蟲_右_接続; - f.接続(胴_蟲2.右_接続点); + f.接続(Torso_蟲2.右_接続点); return f; }).ToArray(); } @@ -583,22 +583,22 @@ namespace SlaveMatrix Torso_接続 = e.Torso_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 胴_蟲2; + f.Par = Torso_蟲2; f.ConnectionType = ConnectionInfo.Torso_蟲_Torso_接続; - f.接続(胴_蟲2.Torso_接続点); + f.接続(Torso_蟲2.Torso_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴_背板CP = new ColorP(X0Y0_胴_背板, 胴_背板CD, DisUnit, abj: true); - X0Y0_胴_節CP = new ColorP(X0Y0_胴_節, 胴_節CD, DisUnit, abj: true); - X0Y0_胴_胸板CP = new ColorP(X0Y0_胴_胸板, 胴_胸板CD, DisUnit, abj: true); - X0Y0_胴_胴CP = new ColorP(X0Y0_胴_胴, 胴_胴CD, DisUnit, abj: true); - X0Y0_胴_瘤左2CP = new ColorP(X0Y0_胴_瘤左2, 胴_瘤左2CD, DisUnit, abj: true); - X0Y0_胴_瘤左1CP = new ColorP(X0Y0_胴_瘤左1, 胴_瘤左1CD, DisUnit, abj: true); - X0Y0_胴_瘤右2CP = new ColorP(X0Y0_胴_瘤右2, 胴_瘤右2CD, DisUnit, abj: true); - X0Y0_胴_瘤右1CP = new ColorP(X0Y0_胴_瘤右1, 胴_瘤右1CD, DisUnit, abj: true); + X0Y0_Torso_背板CP = new ColorP(X0Y0_Torso_背板, Torso_背板CD, DisUnit, abj: true); + X0Y0_Torso_節CP = new ColorP(X0Y0_Torso_節, Torso_節CD, DisUnit, abj: true); + X0Y0_Torso_胸板CP = new ColorP(X0Y0_Torso_胸板, Torso_胸板CD, DisUnit, abj: true); + X0Y0_Torso_TorsoCP = new ColorP(X0Y0_Torso_Torso, Torso_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_瘤左2CP = new ColorP(X0Y0_Torso_瘤左2, Torso_瘤左2CD, DisUnit, abj: true); + X0Y0_Torso_瘤左1CP = new ColorP(X0Y0_Torso_瘤左1, Torso_瘤左1CD, DisUnit, abj: true); + X0Y0_Torso_瘤右2CP = new ColorP(X0Y0_Torso_瘤右2, Torso_瘤右2CD, DisUnit, abj: true); + X0Y0_Torso_瘤右1CP = new ColorP(X0Y0_Torso_瘤右1, Torso_瘤右1CD, DisUnit, abj: true); X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, 輪_革CD, DisUnit, abj: true); X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, 輪_金具1CD, DisUnit, abj: true); X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, 輪_金具2CD, DisUnit, abj: true); @@ -633,7 +633,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - X0Y0_胴_胴.AngleBase = 20.0.GetRanAngle(); + X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle(); 本体.JoinPAall(); } @@ -648,14 +648,14 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴_背板CP.Update(); - X0Y0_胴_節CP.Update(); - X0Y0_胴_胸板CP.Update(); - X0Y0_胴_胴CP.Update(); - X0Y0_胴_瘤左2CP.Update(); - X0Y0_胴_瘤左1CP.Update(); - X0Y0_胴_瘤右2CP.Update(); - X0Y0_胴_瘤右1CP.Update(); + X0Y0_Torso_背板CP.Update(); + X0Y0_Torso_節CP.Update(); + X0Y0_Torso_胸板CP.Update(); + X0Y0_Torso_TorsoCP.Update(); + X0Y0_Torso_瘤左2CP.Update(); + X0Y0_Torso_瘤左1CP.Update(); + X0Y0_Torso_瘤右2CP.Update(); + X0Y0_Torso_瘤右1CP.Update(); X0Y0_輪_革CP.Update(); X0Y0_輪_金具1CP.Update(); X0Y0_輪_金具2CP.Update(); @@ -689,14 +689,14 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); @@ -707,14 +707,14 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 胴_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); @@ -725,14 +725,14 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 胴_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs index 49ad05d..efd369a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs @@ -6,21 +6,21 @@ namespace SlaveMatrix [Serializable] public class Torso_蟲D : 長胴D { - public bool 胴_背板_表示 = true; + public bool Torso_背板_表示 = true; - public bool 胴_節_表示 = true; + public bool Torso_節_表示 = true; - public bool 胴_胸板_表示 = true; + public bool Torso_胸板_表示 = true; - public bool 胴_胴_表示 = true; + public bool Torso_Torso_表示 = true; - public bool 胴_瘤左2_表示 = true; + public bool Torso_瘤左2_表示 = true; - public bool 胴_瘤左1_表示 = true; + public bool Torso_瘤左1_表示 = true; - public bool 胴_瘤右2_表示 = true; + public bool Torso_瘤右2_表示 = true; - public bool 胴_瘤右1_表示 = true; + public bool Torso_瘤右1_表示 = true; public bool 輪_革_表示 = true; @@ -42,7 +42,7 @@ namespace SlaveMatrix public bool 胸板 = true; - public bool 胴 = true; + public bool Torso = true; public bool 瘤 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs index f1fd872..1424ccd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs @@ -1,11 +1,11 @@ -using System.Linq; using _2DGAMELIB; +using System.Linq; namespace SlaveMatrix { public class Waist : Ele { - public Par X0Y0_腰; + public Par X0Y0_Waist; public Par X0Y0_股; @@ -91,7 +91,7 @@ namespace SlaveMatrix public Par X0Y0_ハイライト下右; - public Par X0Y1_腰; + public Par X0Y1_Waist; public Par X0Y1_股; @@ -177,7 +177,7 @@ namespace SlaveMatrix public Par X0Y1_ハイライト下右; - public Par X0Y2_腰; + public Par X0Y2_Waist; public Par X0Y2_股; @@ -263,7 +263,7 @@ namespace SlaveMatrix public Par X0Y2_ハイライト下右; - public Par X0Y3_腰; + public Par X0Y3_Waist; public Par X0Y3_股; @@ -349,7 +349,7 @@ namespace SlaveMatrix public Par X0Y3_ハイライト下右; - public Par X0Y4_腰; + public Par X0Y4_Waist; public Par X0Y4_股; @@ -435,7 +435,7 @@ namespace SlaveMatrix public Par X0Y4_ハイライト下右; - public ColorD 腰CD; + public ColorD WaistCD; public ColorD 股CD; @@ -521,7 +521,7 @@ namespace SlaveMatrix public ColorD ハイライト下右CD; - public ColorP X0Y0_腰CP; + public ColorP X0Y0_WaistCP; public ColorP X0Y0_股CP; @@ -607,7 +607,7 @@ namespace SlaveMatrix public ColorP X0Y0_ハイライト下右CP; - public ColorP X0Y1_腰CP; + public ColorP X0Y1_WaistCP; public ColorP X0Y1_股CP; @@ -693,7 +693,7 @@ namespace SlaveMatrix public ColorP X0Y1_ハイライト下右CP; - public ColorP X0Y2_腰CP; + public ColorP X0Y2_WaistCP; public ColorP X0Y2_股CP; @@ -779,7 +779,7 @@ namespace SlaveMatrix public ColorP X0Y2_ハイライト下右CP; - public ColorP X0Y3_腰CP; + public ColorP X0Y3_WaistCP; public ColorP X0Y3_股CP; @@ -865,7 +865,7 @@ namespace SlaveMatrix public ColorP X0Y3_ハイライト下右CP; - public ColorP X0Y4_腰CP; + public ColorP X0Y4_WaistCP; public ColorP X0Y4_股CP; @@ -1020,24 +1020,24 @@ namespace SlaveMatrix } } - public bool 腰_表示 + public bool Waist_表示 { get { - return X0Y0_腰.Dra; + return X0Y0_Waist.Dra; } set { - X0Y0_腰.Dra = value; - X0Y1_腰.Dra = value; - X0Y2_腰.Dra = value; - X0Y3_腰.Dra = value; - X0Y4_腰.Dra = value; - X0Y0_腰.Hit = value; - X0Y1_腰.Hit = value; - X0Y2_腰.Hit = value; - X0Y3_腰.Hit = value; - X0Y4_腰.Hit = value; + X0Y0_Waist.Dra = value; + X0Y1_Waist.Dra = value; + X0Y2_Waist.Dra = value; + X0Y3_Waist.Dra = value; + X0Y4_Waist.Dra = value; + X0Y0_Waist.Hit = value; + X0Y1_Waist.Hit = value; + X0Y2_Waist.Hit = value; + X0Y3_Waist.Hit = value; + X0Y4_Waist.Hit = value; } } @@ -2025,11 +2025,11 @@ namespace SlaveMatrix { get { - return 腰_表示; + return Waist_表示; } set { - 腰_表示 = value; + Waist_表示 = value; 股_表示 = value; 下腹_表示 = value; 腰皺_表示 = value; @@ -2079,11 +2079,11 @@ namespace SlaveMatrix { get { - return 腰CD.不透明度; + return WaistCD.不透明度; } set { - 腰CD.不透明度 = value; + WaistCD.不透明度 = value; 股CD.不透明度 = value; 下腹CD.不透明度 = value; 腰皺CD.不透明度 = value; @@ -2129,35 +2129,35 @@ namespace SlaveMatrix } } - public JointS Torso_接続点 => new JointS(本体, X0Y0_腰, 0); + public JointS Torso_接続点 => new JointS(本体, X0Y0_Waist, 0); - public JointS 腿左_接続点 => new JointS(本体, X0Y0_腰, 1); + public JointS 腿左_接続点 => new JointS(本体, X0Y0_Waist, 1); - public JointS 腿右_接続点 => new JointS(本体, X0Y0_腰, 2); + public JointS 腿右_接続点 => new JointS(本体, X0Y0_Waist, 2); - public JointS 膣基_接続点 => new JointS(本体, X0Y0_腰, 4); + public JointS 膣基_接続点 => new JointS(本体, X0Y0_Waist, 4); - public JointS 肛門_接続点 => new JointS(本体, X0Y0_腰, 5); + public JointS 肛門_接続点 => new JointS(本体, X0Y0_Waist, 5); - public JointS 尾_接続点 => new JointS(本体, X0Y0_腰, 5); + public JointS 尾_接続点 => new JointS(本体, X0Y0_Waist, 5); - public JointS 半身_接続点 => new JointS(本体, X0Y0_腰, 5); + public JointS 半身_接続点 => new JointS(本体, X0Y0_Waist, 5); - public JointS 上着_接続点 => new JointS(本体, X0Y0_腰, 6); + public JointS 上着_接続点 => new JointS(本体, X0Y0_Waist, 6); - public JointS 肌_接続点 => new JointS(本体, X0Y0_腰, 7); + public JointS 肌_接続点 => new JointS(本体, X0Y0_Waist, 7); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_腰, 8); + public JointS 翼左_接続点 => new JointS(本体, X0Y0_Waist, 8); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_腰, 9); + public JointS 翼右_接続点 => new JointS(本体, X0Y0_Waist, 9); public Waist(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, WaistD e) { - Waist 腰2 = this; + Waist Waist2 = this; ThisType = GetType(); 本体 = new Difs(Sta.胴体["Waist"]); Pars pars = 本体[0][0]; - X0Y0_腰 = pars["腰"].ToPar(); + X0Y0_Waist = pars["腰"].ToPar(); X0Y0_股 = pars["股"].ToPar(); X0Y0_下腹 = pars["下腹"].ToPar(); X0Y0_腰皺 = pars["腰皺"].ToPar(); @@ -2213,7 +2213,7 @@ namespace SlaveMatrix X0Y0_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y0_ハイライト下右 = pars["ハイライト下右"].ToPar(); pars = 本体[0][1]; - X0Y1_腰 = pars["腰"].ToPar(); + X0Y1_Waist = pars["腰"].ToPar(); X0Y1_股 = pars["股"].ToPar(); X0Y1_下腹 = pars["下腹"].ToPar(); X0Y1_腰皺 = pars["腰皺"].ToPar(); @@ -2269,7 +2269,7 @@ namespace SlaveMatrix X0Y1_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y1_ハイライト下右 = pars["ハイライト下右"].ToPar(); pars = 本体[0][2]; - X0Y2_腰 = pars["腰"].ToPar(); + X0Y2_Waist = pars["腰"].ToPar(); X0Y2_股 = pars["股"].ToPar(); X0Y2_下腹 = pars["下腹"].ToPar(); X0Y2_腰皺 = pars["腰皺"].ToPar(); @@ -2325,7 +2325,7 @@ namespace SlaveMatrix X0Y2_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y2_ハイライト下右 = pars["ハイライト下右"].ToPar(); pars = 本体[0][3]; - X0Y3_腰 = pars["腰"].ToPar(); + X0Y3_Waist = pars["腰"].ToPar(); X0Y3_股 = pars["股"].ToPar(); X0Y3_下腹 = pars["下腹"].ToPar(); X0Y3_腰皺 = pars["腰皺"].ToPar(); @@ -2381,7 +2381,7 @@ namespace SlaveMatrix X0Y3_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y3_ハイライト下右 = pars["ハイライト下右"].ToPar(); pars = 本体[0][4]; - X0Y4_腰 = pars["腰"].ToPar(); + X0Y4_Waist = pars["腰"].ToPar(); X0Y4_股 = pars["股"].ToPar(); X0Y4_下腹 = pars["下腹"].ToPar(); X0Y4_腰皺 = pars["腰皺"].ToPar(); @@ -2460,7 +2460,7 @@ 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; - 腰_表示 = e.腰_表示; + Waist_表示 = e.Waist_表示; 股_表示 = e.股_表示; 下腹_表示 = e.下腹_表示; 腰皺_表示 = e.腰皺_表示; @@ -2521,9 +2521,9 @@ namespace SlaveMatrix Torso_接続 = e.Torso_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_Torso_接続; - f.接続(腰2.Torso_接続点); + f.接続(Waist2.Torso_接続点); return f; }).ToArray(); } @@ -2532,9 +2532,9 @@ namespace SlaveMatrix 腿左_接続 = e.腿左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_腿左_接続; - f.接続(腰2.腿左_接続点); + f.接続(Waist2.腿左_接続点); return f; }).ToArray(); } @@ -2543,9 +2543,9 @@ namespace SlaveMatrix 腿右_接続 = e.腿右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_腿右_接続; - f.接続(腰2.腿右_接続点); + f.接続(Waist2.腿右_接続点); return f; }).ToArray(); } @@ -2554,9 +2554,9 @@ namespace SlaveMatrix 膣基_接続 = e.膣基_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_膣基_接続; - f.接続(腰2.膣基_接続点); + f.接続(Waist2.膣基_接続点); return f; }).ToArray(); } @@ -2565,9 +2565,9 @@ namespace SlaveMatrix 肛門_接続 = e.肛門_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_肛門_接続; - f.接続(腰2.肛門_接続点); + f.接続(Waist2.肛門_接続点); return f; }).ToArray(); } @@ -2576,9 +2576,9 @@ namespace SlaveMatrix 尾_接続 = e.尾_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_尾_接続; - f.接続(腰2.尾_接続点); + f.接続(Waist2.尾_接続点); return f; }).ToArray(); } @@ -2587,9 +2587,9 @@ namespace SlaveMatrix 半身_接続 = e.半身_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_半身_接続; - f.接続(腰2.半身_接続点); + f.接続(Waist2.半身_接続点); return f; }).ToArray(); } @@ -2598,9 +2598,9 @@ namespace SlaveMatrix 上着_接続 = e.上着_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_上着_接続; - f.接続(腰2.上着_接続点); + f.接続(Waist2.上着_接続点); return f; }).ToArray(); } @@ -2609,9 +2609,9 @@ namespace SlaveMatrix 肌_接続 = e.肌_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_肌_接続; - f.接続(腰2.肌_接続点); + f.接続(Waist2.肌_接続点); return f; }).ToArray(); } @@ -2620,9 +2620,9 @@ namespace SlaveMatrix 翼左_接続 = e.翼左_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_翼左_接続; - f.接続(腰2.翼左_接続点); + f.接続(Waist2.翼左_接続点); return f; }).ToArray(); } @@ -2631,15 +2631,15 @@ namespace SlaveMatrix 翼右_接続 = e.翼右_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 腰2; + f.Par = Waist2; f.ConnectionType = ConnectionInfo.Waist_翼右_接続; - f.接続(腰2.翼右_接続点); + f.接続(Waist2.翼右_接続点); return f; }).ToArray(); } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_腰CP = new ColorP(X0Y0_腰, 腰CD, DisUnit, abj: true); + X0Y0_WaistCP = new ColorP(X0Y0_Waist, WaistCD, DisUnit, abj: true); X0Y0_股CP = new ColorP(X0Y0_股, 股CD, DisUnit, abj: false); X0Y0_下腹CP = new ColorP(X0Y0_下腹, 下腹CD, DisUnit, abj: false); X0Y0_腰皺CP = new ColorP(X0Y0_腰皺, 腰皺CD, DisUnit, abj: false); @@ -2682,7 +2682,7 @@ namespace SlaveMatrix X0Y0_ハイライト上右CP = new ColorP(X0Y0_ハイライト上右, ハイライト上右CD, DisUnit, abj: true); X0Y0_ハイライト下左CP = new ColorP(X0Y0_ハイライト下左, ハイライト下左CD, DisUnit, abj: true); X0Y0_ハイライト下右CP = new ColorP(X0Y0_ハイライト下右, ハイライト下右CD, DisUnit, abj: true); - X0Y1_腰CP = new ColorP(X0Y1_腰, 腰CD, DisUnit, abj: true); + X0Y1_WaistCP = new ColorP(X0Y1_Waist, WaistCD, DisUnit, abj: true); X0Y1_股CP = new ColorP(X0Y1_股, 股CD, DisUnit, abj: false); X0Y1_下腹CP = new ColorP(X0Y1_下腹, 下腹CD, DisUnit, abj: false); X0Y1_腰皺CP = new ColorP(X0Y1_腰皺, 腰皺CD, DisUnit, abj: false); @@ -2725,7 +2725,7 @@ namespace SlaveMatrix X0Y1_ハイライト上右CP = new ColorP(X0Y1_ハイライト上右, ハイライト上右CD, DisUnit, abj: true); X0Y1_ハイライト下左CP = new ColorP(X0Y1_ハイライト下左, ハイライト下左CD, DisUnit, abj: true); X0Y1_ハイライト下右CP = new ColorP(X0Y1_ハイライト下右, ハイライト下右CD, DisUnit, abj: true); - X0Y2_腰CP = new ColorP(X0Y2_腰, 腰CD, DisUnit, abj: true); + X0Y2_WaistCP = new ColorP(X0Y2_Waist, WaistCD, DisUnit, abj: true); X0Y2_股CP = new ColorP(X0Y2_股, 股CD, DisUnit, abj: false); X0Y2_下腹CP = new ColorP(X0Y2_下腹, 下腹CD, DisUnit, abj: false); X0Y2_腰皺CP = new ColorP(X0Y2_腰皺, 腰皺CD, DisUnit, abj: false); @@ -2768,7 +2768,7 @@ namespace SlaveMatrix X0Y2_ハイライト上右CP = new ColorP(X0Y2_ハイライト上右, ハイライト上右CD, DisUnit, abj: true); X0Y2_ハイライト下左CP = new ColorP(X0Y2_ハイライト下左, ハイライト下左CD, DisUnit, abj: true); X0Y2_ハイライト下右CP = new ColorP(X0Y2_ハイライト下右, ハイライト下右CD, DisUnit, abj: true); - X0Y3_腰CP = new ColorP(X0Y3_腰, 腰CD, DisUnit, abj: true); + X0Y3_WaistCP = new ColorP(X0Y3_Waist, WaistCD, DisUnit, abj: true); X0Y3_股CP = new ColorP(X0Y3_股, 股CD, DisUnit, abj: false); X0Y3_下腹CP = new ColorP(X0Y3_下腹, 下腹CD, DisUnit, abj: false); X0Y3_腰皺CP = new ColorP(X0Y3_腰皺, 腰皺CD, DisUnit, abj: false); @@ -2811,7 +2811,7 @@ namespace SlaveMatrix X0Y3_ハイライト上右CP = new ColorP(X0Y3_ハイライト上右, ハイライト上右CD, DisUnit, abj: true); X0Y3_ハイライト下左CP = new ColorP(X0Y3_ハイライト下左, ハイライト下左CD, DisUnit, abj: true); X0Y3_ハイライト下右CP = new ColorP(X0Y3_ハイライト下右, ハイライト下右CD, DisUnit, abj: true); - X0Y4_腰CP = new ColorP(X0Y4_腰, 腰CD, DisUnit, abj: true); + X0Y4_WaistCP = new ColorP(X0Y4_Waist, WaistCD, DisUnit, abj: true); X0Y4_股CP = new ColorP(X0Y4_股, 股CD, DisUnit, abj: false); X0Y4_下腹CP = new ColorP(X0Y4_下腹, 下腹CD, DisUnit, abj: false); X0Y4_腰皺CP = new ColorP(X0Y4_腰皺, 腰皺CD, DisUnit, abj: false); @@ -2896,25 +2896,25 @@ namespace SlaveMatrix X0Y3_ハイライト.SizeXBase *= num; X0Y4_ハイライト.SizeXBase *= num; num = 1.009; - X0Y0_腰.BasePointBase = X0Y0_腰.JP[0].Joint.MulY(num); - X0Y1_腰.BasePointBase = X0Y1_腰.JP[0].Joint.MulY(num); - X0Y2_腰.BasePointBase = X0Y2_腰.JP[0].Joint.MulY(num); - X0Y3_腰.BasePointBase = X0Y3_腰.JP[0].Joint.MulY(num); - X0Y4_腰.BasePointBase = X0Y4_腰.JP[0].Joint.MulY(num); + X0Y0_Waist.BasePointBase = X0Y0_Waist.JP[0].Joint.MulY(num); + X0Y1_Waist.BasePointBase = X0Y1_Waist.JP[0].Joint.MulY(num); + X0Y2_Waist.BasePointBase = X0Y2_Waist.JP[0].Joint.MulY(num); + X0Y3_Waist.BasePointBase = X0Y3_Waist.JP[0].Joint.MulY(num); + X0Y4_Waist.BasePointBase = X0Y4_Waist.JP[0].Joint.MulY(num); } public void スライム() { - X0Y0_腰.OP[右 ? 3 : 3].Outline = false; - X0Y0_腰.OP[右 ? 2 : 4].Outline = false; - X0Y1_腰.OP[右 ? 3 : 3].Outline = false; - X0Y1_腰.OP[右 ? 2 : 4].Outline = false; - X0Y2_腰.OP[右 ? 3 : 3].Outline = false; - X0Y2_腰.OP[右 ? 2 : 4].Outline = false; - X0Y3_腰.OP[右 ? 3 : 3].Outline = false; - X0Y3_腰.OP[右 ? 2 : 4].Outline = false; - X0Y4_腰.OP[右 ? 3 : 3].Outline = false; - X0Y4_腰.OP[右 ? 2 : 4].Outline = false; + X0Y0_Waist.OP[右 ? 3 : 3].Outline = false; + X0Y0_Waist.OP[右 ? 2 : 4].Outline = false; + X0Y1_Waist.OP[右 ? 3 : 3].Outline = false; + X0Y1_Waist.OP[右 ? 2 : 4].Outline = false; + X0Y2_Waist.OP[右 ? 3 : 3].Outline = false; + X0Y2_Waist.OP[右 ? 2 : 4].Outline = false; + X0Y3_Waist.OP[右 ? 3 : 3].Outline = false; + X0Y3_Waist.OP[右 ? 2 : 4].Outline = false; + X0Y4_Waist.OP[右 ? 3 : 3].Outline = false; + X0Y4_Waist.OP[右 ? 2 : 4].Outline = false; X0Y0_股.OP.OutlineFalse(); X0Y1_股.OP.OutlineFalse(); X0Y2_股.OP.OutlineFalse(); @@ -2947,7 +2947,7 @@ namespace SlaveMatrix switch (本体.IndexY) { case 0: - Are.Draw(X0Y0_腰); + Are.Draw(X0Y0_Waist); Are.Draw(X0Y0_股); Are.Draw(X0Y0_下腹); Are.Draw(X0Y0_腰皺); @@ -2960,7 +2960,7 @@ namespace SlaveMatrix Are.Draw(X0Y0_筋肉_筋下右); break; case 1: - Are.Draw(X0Y1_腰); + Are.Draw(X0Y1_Waist); Are.Draw(X0Y1_股); Are.Draw(X0Y1_下腹); Are.Draw(X0Y1_腰皺); @@ -2973,7 +2973,7 @@ namespace SlaveMatrix Are.Draw(X0Y1_筋肉_筋下右); break; case 2: - Are.Draw(X0Y2_腰); + Are.Draw(X0Y2_Waist); Are.Draw(X0Y2_股); Are.Draw(X0Y2_下腹); Are.Draw(X0Y2_腰皺); @@ -2986,7 +2986,7 @@ namespace SlaveMatrix Are.Draw(X0Y2_筋肉_筋下右); break; case 3: - Are.Draw(X0Y3_腰); + Are.Draw(X0Y3_Waist); Are.Draw(X0Y3_股); Are.Draw(X0Y3_下腹); Are.Draw(X0Y3_腰皺); @@ -2999,7 +2999,7 @@ namespace SlaveMatrix Are.Draw(X0Y3_筋肉_筋下右); break; default: - Are.Draw(X0Y4_腰); + Are.Draw(X0Y4_Waist); Are.Draw(X0Y4_股); Are.Draw(X0Y4_下腹); Are.Draw(X0Y4_腰皺); @@ -3206,7 +3206,7 @@ namespace SlaveMatrix switch (本体.IndexY) { case 0: - X0Y0_腰CP.Update(); + X0Y0_WaistCP.Update(); X0Y0_股CP.Update(); X0Y0_下腹CP.Update(); X0Y0_腰皺CP.Update(); @@ -3251,7 +3251,7 @@ namespace SlaveMatrix X0Y0_ハイライト下右CP.Update(); break; case 1: - X0Y1_腰CP.Update(); + X0Y1_WaistCP.Update(); X0Y1_股CP.Update(); X0Y1_下腹CP.Update(); X0Y1_腰皺CP.Update(); @@ -3296,7 +3296,7 @@ namespace SlaveMatrix X0Y1_ハイライト下右CP.Update(); break; case 2: - X0Y2_腰CP.Update(); + X0Y2_WaistCP.Update(); X0Y2_股CP.Update(); X0Y2_下腹CP.Update(); X0Y2_腰皺CP.Update(); @@ -3341,7 +3341,7 @@ namespace SlaveMatrix X0Y2_ハイライト下右CP.Update(); break; case 3: - X0Y3_腰CP.Update(); + X0Y3_WaistCP.Update(); X0Y3_股CP.Update(); X0Y3_下腹CP.Update(); X0Y3_腰皺CP.Update(); @@ -3386,7 +3386,7 @@ namespace SlaveMatrix X0Y3_ハイライト下右CP.Update(); break; default: - X0Y4_腰CP.Update(); + X0Y4_WaistCP.Update(); X0Y4_股CP.Update(); X0Y4_下腹CP.Update(); X0Y4_腰皺CP.Update(); @@ -3454,7 +3454,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 腰CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R); 下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty); @@ -3501,7 +3501,7 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 腰CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R); 下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty); @@ -3548,7 +3548,7 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 腰CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R); 下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); 腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs index b7a4ee4..13ed38e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix [Serializable] public class WaistD : EleD { - public bool 腰_表示 = true; + public bool Waist_表示 = true; public bool 股_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs index add48e8..6eb39e0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs @@ -1844,31 +1844,31 @@ namespace SlaveMatrix ChestD2.肌接続(new 上着トップ_ドレスD()); ChestD2.AlignC(); ChestD2.首接続(首D2); - TorsoD 胴D2 = Mix(母方, 父方, i, 原種モード); + TorsoD TorsoD2 = Mix(母方, 父方, i, 原種モード); 胴腹板D 胴腹板D2; - 胴D2.肌接続(胴腹板D2 = Mix<胴腹板D>(母方, 父方, i, 原種モード)); - 胴D2.肌接続(Mix<胴肌D>(母方, 父方, i, 原種モード)); - 胴D2.肌接続(new 上着ミドル_ドレスD()); - 胴D2.AlignC(); - 胴D2.Torso接続(ChestD2); - WaistD 腰 = Mix(母方, 父方, i, 原種モード); - 腰.膣基接続(new 膣基_人D()); - 腰.膣基接続(new 膣内精液_人D()); - 腰.膣基接続(new 断面_人D()); - 腰.膣基接続(Uni.性器()); - 腰.肛門接続(Uni.肛門()); - 腰.肌接続(Uni.ボテ腹()); + TorsoD2.肌接続(胴腹板D2 = Mix<胴腹板D>(母方, 父方, i, 原種モード)); + TorsoD2.肌接続(Mix<胴肌D>(母方, 父方, i, 原種モード)); + TorsoD2.肌接続(new 上着ミドル_ドレスD()); + TorsoD2.AlignC(); + TorsoD2.Torso接続(ChestD2); + WaistD Waist = Mix(母方, 父方, i, 原種モード); + Waist.膣基接続(new 膣基_人D()); + Waist.膣基接続(new 膣内精液_人D()); + Waist.膣基接続(new 断面_人D()); + Waist.膣基接続(Uni.性器()); + Waist.肛門接続(Uni.肛門()); + Waist.肌接続(Uni.ボテ腹()); 腰肌D 腰肌; - 腰.肌接続(腰肌 = Mix<腰肌D>(母方, 父方, i, 原種モード)); - 腰.肌接続(new 下着ボトム_ノーマルD()); - 腰.肌接続(new 下着ボトム_マイクロD()); + Waist.肌接続(腰肌 = Mix<腰肌D>(母方, 父方, i, 原種モード)); + Waist.肌接続(new 下着ボトム_ノーマルD()); + Waist.肌接続(new 下着ボトム_マイクロD()); 上着ボトム_クロスD 上着ボトム_クロスD2 = new 上着ボトム_クロスD(); 上着ボトム_クロスD2.上着ボトム後接続(new 上着ボトム_クロス後D()); - 腰.上着接続(上着ボトム_クロスD2); - 腰.上着接続(new 上着ボトム_前掛けD()); - 腰.AlignC(); - 腰.胴接続(胴D2); - 胴D2.肥大 = 腰.肥大; + Waist.上着接続(上着ボトム_クロスD2); + Waist.上着接続(new 上着ボトム_前掛けD()); + Waist.AlignC(); + Waist.胴接続(TorsoD2); + TorsoD2.肥大 = Waist.肥大; if (RNG.XS.NextBool()) { EleD eleD = SlaveMatrix.GameClasses._Con.Get後髪0R(); @@ -2164,8 +2164,8 @@ namespace SlaveMatrix 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_額_接続, 要素構成, 接続構成, 変異率, 原種モード); ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_翼上左_接続, 要素構成, 接続構成, 変異率, 原種モード); ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_翼下左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 胴D2.接続(母方, 父方, i, ConnectionInfo.Torso_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード); + TorsoD2.接続(母方, 父方, i, ConnectionInfo.Torso_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード); + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード); if (原種モード) { ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_背中_接続, 要素構成, 接続構成, 変異率, 原種モード); @@ -2204,7 +2204,7 @@ namespace SlaveMatrix 半身D 半身 = Mix<半身D>(母方, 父方, i, 原種モード); Action action = delegate { - 腰.半身接続(半身); + Waist.半身接続(半身); 半身.AlignR(); if (半身 is 長物_魚D) { @@ -2242,35 +2242,35 @@ namespace SlaveMatrix { item5.尺度B = 尺度B2; } - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - for (int num3 = 腰.腿左_接続.Count - 1; num3 > -1; num3--) + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + for (int num3 = Waist.腿左_接続.Count - 1; num3 > -1; num3--) { - if (!(腰.腿左_接続[num3] is 触手_犬D)) + if (!(Waist.腿左_接続[num3] is 触手_犬D)) { - 腰.腿左_接続.RemoveAt(num3); + Waist.腿左_接続.RemoveAt(num3); } } - for (int num4 = 腰.腿右_接続.Count - 1; num4 > -1; num4--) + for (int num4 = Waist.腿右_接続.Count - 1; num4 > -1; num4--) { - if (!(腰.腿右_接続[num4] is 触手_犬D)) + if (!(Waist.腿右_接続[num4] is 触手_犬D)) { - 腰.腿右_接続.RemoveAt(num4); + Waist.腿右_接続.RemoveAt(num4); } } - if (腰.腿左_接続.IsEleD<触手_犬D>()) + if (Waist.腿左_接続.IsEleD<触手_犬D>()) { - for (int num5 = 腰.翼左_接続.Count - 1; num5 > -1; num5--) + for (int num5 = Waist.翼左_接続.Count - 1; num5 > -1; num5--) { - if (腰.翼左_接続[num5] is 四足脇D) + if (Waist.翼左_接続[num5] is 四足脇D) { - 腰.翼左_接続.RemoveAt(num5); + Waist.翼左_接続.RemoveAt(num5); } } - for (int num6 = 腰.翼右_接続.Count - 1; num6 > -1; num6--) + for (int num6 = Waist.翼右_接続.Count - 1; num6 > -1; num6--) { - if (腰.翼右_接続[num6] is 四足脇D) + if (Waist.翼右_接続[num6] is 四足脇D) { - 腰.翼右_接続.RemoveAt(num6); + Waist.翼右_接続.RemoveAt(num6); } } } @@ -2315,35 +2315,35 @@ namespace SlaveMatrix { item10.尺度B = 尺度B3; } - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - for (int num7 = 腰.腿左_接続.Count - 1; num7 > -1; num7--) + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + for (int num7 = Waist.腿左_接続.Count - 1; num7 > -1; num7--) { - if (!(腰.腿左_接続[num7] is 触手_犬D)) + if (!(Waist.腿左_接続[num7] is 触手_犬D)) { - 腰.腿左_接続.RemoveAt(num7); + Waist.腿左_接続.RemoveAt(num7); } } - for (int num8 = 腰.腿右_接続.Count - 1; num8 > -1; num8--) + for (int num8 = Waist.腿右_接続.Count - 1; num8 > -1; num8--) { - if (!(腰.腿右_接続[num8] is 触手_犬D)) + if (!(Waist.腿右_接続[num8] is 触手_犬D)) { - 腰.腿右_接続.RemoveAt(num8); + Waist.腿右_接続.RemoveAt(num8); } } - if (腰.腿左_接続.IsEleD<触手_犬D>()) + if (Waist.腿左_接続.IsEleD<触手_犬D>()) { - for (int num9 = 腰.翼左_接続.Count - 1; num9 > -1; num9--) + for (int num9 = Waist.翼左_接続.Count - 1; num9 > -1; num9--) { - if (腰.翼左_接続[num9] is 四足脇D) + if (Waist.翼左_接続[num9] is 四足脇D) { - 腰.翼左_接続.RemoveAt(num9); + Waist.翼左_接続.RemoveAt(num9); } } - for (int num10 = 腰.翼右_接続.Count - 1; num10 > -1; num10--) + for (int num10 = Waist.翼右_接続.Count - 1; num10 > -1; num10--) { - if (腰.翼右_接続[num10] is 四足脇D) + if (Waist.翼右_接続[num10] is 四足脇D) { - 腰.翼右_接続.RemoveAt(num10); + Waist.翼右_接続.RemoveAt(num10); } } } @@ -2352,12 +2352,12 @@ namespace SlaveMatrix { 長物_蛇D 長物_蛇D2 = (長物_蛇D)半身; 長物_蛇D2.接続(母方, 父方, i, ConnectionInfo.長物_蛇_左_接続, 要素構成, 接続構成, 変異率, 原種モード); - Torso_蛇D 胴_蛇D2 = Mix(母方, 父方, i, 原種モード); - if (胴_蛇D2 != null) + Torso_蛇D Torso_蛇D2 = Mix(母方, 父方, i, 原種モード); + if (Torso_蛇D2 != null) { - 胴_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 長胴D 長胴D2 = (長胴D)胴_蛇D2.Copy(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_左_接続, 要素構成, 接続構成, 変異率, 原種モード); + 長胴D 長胴D2 = (長胴D)Torso_蛇D2.Copy(); + 長物_蛇D2.胴接続(Torso_蛇D2); int num11 = 2; int num12 = 母方.EnumEleD().Count((EleD e) => e is 長胴D); int num13 = 父方.EnumEleD().Count((EleD e) => e is 長胴D); @@ -2365,10 +2365,10 @@ namespace SlaveMatrix num11 = (num11 + RNG.XS.NextSign() * RNG.XS.Next(4)).Clamp(0, 50); for (int l = 0; l < num11; l++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = (Torso_蛇D)長胴D2.Copy()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = (Torso_蛇D)長胴D2.Copy()); } - 胴_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード); - if (胴_蛇D2.EnumEleD().IsEleD<腿D>()) + Torso_蛇D2.接続(母方, 父方, i, ConnectionInfo.Torso_蛇_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード); + if (Torso_蛇D2.EnumEleD().IsEleD<腿D>()) { IEnumerable eleDs = 長物_蛇D2.EnumEleD().Skip(1).GetEleDs(); foreach (Torso_蛇D item11 in eleDs.Take(eleDs.Count() - 1)) @@ -2411,35 +2411,35 @@ namespace SlaveMatrix 腰肌.獣性_獣毛_表示 = false; 腰肌.陰毛_表示 = false; } - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - for (int num15 = 腰.腿左_接続.Count - 1; num15 > -1; num15--) + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + for (int num15 = Waist.腿左_接続.Count - 1; num15 > -1; num15--) { - if (!(腰.腿左_接続[num15] is 触手_犬D)) + if (!(Waist.腿左_接続[num15] is 触手_犬D)) { - 腰.腿左_接続.RemoveAt(num15); + Waist.腿左_接続.RemoveAt(num15); } } - for (int num16 = 腰.腿右_接続.Count - 1; num16 > -1; num16--) + for (int num16 = Waist.腿右_接続.Count - 1; num16 > -1; num16--) { - if (!(腰.腿右_接続[num16] is 触手_犬D)) + if (!(Waist.腿右_接続[num16] is 触手_犬D)) { - 腰.腿右_接続.RemoveAt(num16); + Waist.腿右_接続.RemoveAt(num16); } } - if (腰.腿左_接続.IsEleD<触手_犬D>()) + if (Waist.腿左_接続.IsEleD<触手_犬D>()) { - for (int num17 = 腰.翼左_接続.Count - 1; num17 > -1; num17--) + for (int num17 = Waist.翼左_接続.Count - 1; num17 > -1; num17--) { - if (腰.翼左_接続[num17] is 四足脇D) + if (Waist.翼左_接続[num17] is 四足脇D) { - 腰.翼左_接続.RemoveAt(num17); + Waist.翼左_接続.RemoveAt(num17); } } - for (int num18 = 腰.翼右_接続.Count - 1; num18 > -1; num18--) + for (int num18 = Waist.翼右_接続.Count - 1; num18 > -1; num18--) { - if (腰.翼右_接続[num18] is 四足脇D) + if (Waist.翼右_接続[num18] is 四足脇D) { - 腰.翼右_接続.RemoveAt(num18); + Waist.翼右_接続.RemoveAt(num18); } } } @@ -2449,12 +2449,12 @@ namespace SlaveMatrix 長物_蟲D 長物_蟲D2 = (長物_蟲D)半身; 長物_蟲D2.接続(母方, 父方, i, ConnectionInfo.長物_蟲_左0_接続, 要素構成, 接続構成, 変異率, 原種モード); 長物_蟲D2.接続(母方, 父方, i, ConnectionInfo.長物_蟲_左1_接続, 要素構成, 接続構成, 変異率, 原種モード); - Torso_蟲D 胴_蟲D2 = Mix(母方, 父方, i, 原種モード); - if (胴_蟲D2 != null) + Torso_蟲D Torso_蟲D2 = Mix(母方, 父方, i, 原種モード); + if (Torso_蟲D2 != null) { - 胴_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 長胴D 長胴D3 = (長胴D)胴_蟲D2.Copy(); - 長物_蟲D2.胴接続(胴_蟲D2); + Torso_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_左_接続, 要素構成, 接続構成, 変異率, 原種モード); + 長胴D 長胴D3 = (長胴D)Torso_蟲D2.Copy(); + 長物_蟲D2.胴接続(Torso_蟲D2); int num19 = 2; int num20 = 母方.EnumEleD().Count((EleD e) => e is 長胴D); int num21 = 父方.EnumEleD().Count((EleD e) => e is 長胴D); @@ -2462,17 +2462,17 @@ namespace SlaveMatrix num19 = (num19 + RNG.XS.NextSign() * RNG.XS.Next(4)).Clamp(0, 50); for (int m = 0; m < num19; m++) { - 胴_蟲D2.Torso接続(胴_蟲D2 = (Torso_蟲D)長胴D3.Copy()); + Torso_蟲D2.Torso接続(Torso_蟲D2 = (Torso_蟲D)長胴D3.Copy()); } - 胴_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード); + Torso_蟲D2.接続(母方, 父方, i, ConnectionInfo.Torso_蟲_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード); } else { 長物_蟲D2.接続(母方, 父方, i, ConnectionInfo.長物_蟲_Torso_接続, 要素構成, 接続構成, 変異率, 原種モード); } 長物_蟲D2.AlignC(); - 腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); - 腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); } else if (半身 is 四足胸D) { @@ -2496,7 +2496,7 @@ namespace SlaveMatrix 胸肌D2.蜘蛛_眼右2_眼_表示 = false; 胸肌D2.蜘蛛_眼右2_ハイライト_表示 = false; } - 四足胸D2.肥大 = 腰.肥大; + 四足胸D2.肥大 = Waist.肥大; 四足胴D 四足胴D2 = Mix<四足胴D>(母方, 父方, i, 原種モード); if (四足胴D2 != null) { @@ -2508,7 +2508,7 @@ namespace SlaveMatrix 胴肌D2.尺度B *= 1.35; } 四足胸D2.胴接続(四足胴D2); - 四足胴D2.肥大 = 腰.肥大; + 四足胴D2.肥大 = Waist.肥大; } 四足腰D 四足腰D2 = Mix<四足腰D>(母方, 父方, i, 原種モード); if (四足腰D2 != null) @@ -2521,11 +2521,11 @@ namespace SlaveMatrix 四足腰D2.肛門接続(Uni.四足肛門()); 四足腰D2.肌接続(new ボテ腹_獣D()); 四足腰D2.肌接続(腰肌D2 = Mix<腰肌D>(母方, 父方, i, 原種モード)); - 腰.膣基_接続.SetEleD(delegate(性器_人D e) + Waist.膣基_接続.SetEleD(delegate(性器_人D e) { e.表示 = false; }); - 腰.肛門_接続.SetEleD(delegate(肛門_人D e) + Waist.肛門_接続.SetEleD(delegate(肛門_人D e) { e.表示 = false; }); @@ -2544,7 +2544,7 @@ namespace SlaveMatrix 腰肌D2.陰毛_表示 = false; } 四足胴D2.腰接続(四足腰D2); - 四足腰D2.肥大 = 腰.肥大; + 四足腰D2.肥大 = Waist.肥大; if ((腰肌D2.淫タトゥ_ハート_タトゥ右1_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ右2_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ左1_表示 || 腰肌D2.淫タトゥ_ハート_タトゥ左2_表示) && (腰肌D2.植タトゥ_タトゥ左_表示 || 腰肌D2.植タトゥ_タトゥ右_表示)) { if (RNG.XS.NextBool()) @@ -2575,8 +2575,8 @@ namespace SlaveMatrix 四足胸D2.接続(母方, 父方, i, ConnectionInfo.四足胸_背中_接続, 要素構成, 接続構成, 変異率, 原種モード); 四足腰D2.接続(母方, 父方, i, ConnectionInfo.四足腰_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); 四足腰D2.接続(母方, 父方, i, ConnectionInfo.四足腰_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); - 腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); - 腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); } else if (半身 is 多足_蛸D) { @@ -2603,36 +2603,36 @@ namespace SlaveMatrix e.前足 = true; e.後足 = false; }); - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); - for (int num22 = 腰.腿左_接続.Count - 1; num22 > -1; num22--) + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); + for (int num22 = Waist.腿左_接続.Count - 1; num22 > -1; num22--) { - if (!(腰.腿左_接続[num22] is 触手_犬D)) + if (!(Waist.腿左_接続[num22] is 触手_犬D)) { - 腰.腿左_接続.RemoveAt(num22); + Waist.腿左_接続.RemoveAt(num22); } } - for (int num23 = 腰.腿右_接続.Count - 1; num23 > -1; num23--) + for (int num23 = Waist.腿右_接続.Count - 1; num23 > -1; num23--) { - if (!(腰.腿右_接続[num23] is 触手_犬D)) + if (!(Waist.腿右_接続[num23] is 触手_犬D)) { - 腰.腿右_接続.RemoveAt(num23); + Waist.腿右_接続.RemoveAt(num23); } } - if (腰.腿左_接続.IsEleD<触手_犬D>()) + if (Waist.腿左_接続.IsEleD<触手_犬D>()) { - for (int num24 = 腰.翼左_接続.Count - 1; num24 > -1; num24--) + for (int num24 = Waist.翼左_接続.Count - 1; num24 > -1; num24--) { - if (腰.翼左_接続[num24] is 四足脇D) + if (Waist.翼左_接続[num24] is 四足脇D) { - 腰.翼左_接続.RemoveAt(num24); + Waist.翼左_接続.RemoveAt(num24); } } - for (int num25 = 腰.翼右_接続.Count - 1; num25 > -1; num25--) + for (int num25 = Waist.翼右_接続.Count - 1; num25 > -1; num25--) { - if (腰.翼右_接続[num25] is 四足脇D) + if (Waist.翼右_接続[num25] is 四足脇D) { - 腰.翼右_接続.RemoveAt(num25); + Waist.翼右_接続.RemoveAt(num25); } } } @@ -2825,8 +2825,8 @@ namespace SlaveMatrix item21.反転Y = 反転Y; } } - 腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); - 腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); } else if (半身 is 多足_蠍D) { @@ -2967,8 +2967,8 @@ namespace SlaveMatrix item31.反転Y = true; } } - 腰.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); - 腰.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼左_接続.RemoveAll((EleD e) => e is 四足脇D); + Waist.翼右_接続.RemoveAll((EleD e) => e is 四足脇D); } else if (半身 is 単足_植D) { @@ -2976,94 +2976,94 @@ namespace SlaveMatrix e5.接続(母方, 父方, i, ConnectionInfo.単足_植_根外左_接続, 要素構成, 接続構成, 変異率, 原種モード); e5.接続(母方, 父方, i, ConnectionInfo.単足_植_根内左_接続, 要素構成, 接続構成, 変異率, 原種モード); e5.接続(母方, 父方, i, ConnectionInfo.単足_植_根中央_接続, 要素構成, 接続構成, 変異率, 原種モード); - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - for (int num26 = 腰.腿左_接続.Count - 1; num26 > -1; num26--) + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + for (int num26 = Waist.腿左_接続.Count - 1; num26 > -1; num26--) { - if (!(腰.腿左_接続[num26] is 触手_犬D)) + if (!(Waist.腿左_接続[num26] is 触手_犬D)) { - 腰.腿左_接続.RemoveAt(num26); + Waist.腿左_接続.RemoveAt(num26); } } - for (int num27 = 腰.腿右_接続.Count - 1; num27 > -1; num27--) + for (int num27 = Waist.腿右_接続.Count - 1; num27 > -1; num27--) { - if (!(腰.腿右_接続[num27] is 触手_犬D)) + if (!(Waist.腿右_接続[num27] is 触手_犬D)) { - 腰.腿右_接続.RemoveAt(num27); + Waist.腿右_接続.RemoveAt(num27); } } - if (腰.腿左_接続.IsEleD<触手_犬D>()) + if (Waist.腿左_接続.IsEleD<触手_犬D>()) { - for (int num28 = 腰.翼左_接続.Count - 1; num28 > -1; num28--) + for (int num28 = Waist.翼左_接続.Count - 1; num28 > -1; num28--) { - if (腰.翼左_接続[num28] is 四足脇D) + if (Waist.翼左_接続[num28] is 四足脇D) { - 腰.翼左_接続.RemoveAt(num28); + Waist.翼左_接続.RemoveAt(num28); } } - for (int num29 = 腰.翼右_接続.Count - 1; num29 > -1; num29--) + for (int num29 = Waist.翼右_接続.Count - 1; num29 > -1; num29--) { - if (腰.翼右_接続[num29] is 四足脇D) + if (Waist.翼右_接続[num29] is 四足脇D) { - 腰.翼右_接続.RemoveAt(num29); + Waist.翼右_接続.RemoveAt(num29); } } } 腿_人D 腿_人D2 = Mix<腿_人D>(母方, 父方, 右: false, i, 原種モード); if (腿_人D2 != null) { - 腰.腿左接続(腿_人D2); - 腰.腿右接続(腿_人D2.Get逆()); + Waist.腿左接続(腿_人D2); + Waist.腿右接続(腿_人D2.Get逆()); } - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); } else if (半身 is 単足_粘D) { _ = (単足_粘D)半身; - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - for (int num30 = 腰.腿左_接続.Count - 1; num30 > -1; num30--) + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + for (int num30 = Waist.腿左_接続.Count - 1; num30 > -1; num30--) { - if (!(腰.腿左_接続[num30] is 触手_犬D)) + if (!(Waist.腿左_接続[num30] is 触手_犬D)) { - 腰.腿左_接続.RemoveAt(num30); + Waist.腿左_接続.RemoveAt(num30); } } - for (int num31 = 腰.腿右_接続.Count - 1; num31 > -1; num31--) + for (int num31 = Waist.腿右_接続.Count - 1; num31 > -1; num31--) { - if (!(腰.腿右_接続[num31] is 触手_犬D)) + if (!(Waist.腿右_接続[num31] is 触手_犬D)) { - 腰.腿右_接続.RemoveAt(num31); + Waist.腿右_接続.RemoveAt(num31); } } - if (腰.腿左_接続.IsEleD<触手_犬D>()) + if (Waist.腿左_接続.IsEleD<触手_犬D>()) { - for (int num32 = 腰.翼左_接続.Count - 1; num32 > -1; num32--) + for (int num32 = Waist.翼左_接続.Count - 1; num32 > -1; num32--) { - if (腰.翼左_接続[num32] is 四足脇D) + if (Waist.翼左_接続[num32] is 四足脇D) { - 腰.翼左_接続.RemoveAt(num32); + Waist.翼左_接続.RemoveAt(num32); } } - for (int num33 = 腰.翼右_接続.Count - 1; num33 > -1; num33--) + for (int num33 = Waist.翼右_接続.Count - 1; num33 > -1; num33--) { - if (腰.翼右_接続[num33] is 四足脇D) + if (Waist.翼右_接続[num33] is 四足脇D) { - 腰.翼右_接続.RemoveAt(num33); + Waist.翼右_接続.RemoveAt(num33); } } } 腿_人D 腿_人D3 = Mix<腿_人D>(母方, 父方, 右: false, i, 原種モード); if (腿_人D3 != null) { - 腰.腿左接続(腿_人D3); - 腰.腿右接続(腿_人D3.Get逆()); + Waist.腿左接続(腿_人D3); + Waist.腿右接続(腿_人D3.Get逆()); } - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); } }; Action action2 = delegate { - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 腰.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_腿左_接続, 要素構成, 接続構成, 変異率, 原種モード); + Waist.接続(母方, 父方, i, ConnectionInfo.Waist_尾_接続, 要素構成, 接続構成, 変異率, 原種モード); }; if (半身 != null) { @@ -3074,12 +3074,12 @@ namespace SlaveMatrix else { action2(); - 腿D eleD4 = 腰.腿左_接続.GetEleD<腿D>(); - if (eleD4 == null || eleD4.EnumEleD().Count() == 1 || 腰.翼左_接続.IsEleD<四足脇D>()) + 腿D eleD4 = Waist.腿左_接続.GetEleD<腿D>(); + if (eleD4 == null || eleD4.EnumEleD().Count() == 1 || Waist.翼左_接続.IsEleD<四足脇D>()) { - 腰.腿左_接続.Clear(); - 腰.腿右_接続.Clear(); - 腰.尾_接続.Clear(); + Waist.腿左_接続.Clear(); + Waist.腿右_接続.Clear(); + Waist.尾_接続.Clear(); action(); } } @@ -3090,7 +3090,7 @@ namespace SlaveMatrix } bool flag3 = false; 顔面D 顔面D2 = null; - foreach (EleD item32 in 腰.EnumEleD()) + foreach (EleD item32 in Waist.EnumEleD()) { if (顔面D2 == null && item32 is 顔面D) { @@ -4081,9 +4081,9 @@ namespace SlaveMatrix } if (flag3) { - 腰.EnumEleD().SetValuesD("筋肉", true); + Waist.EnumEleD().SetValuesD("筋肉", true); } - return 腰; + return Waist; } public static EleD GetEleD(this IEnumerable src, Type t) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs index dc0d9e4..c275dd8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs @@ -5,7 +5,7 @@ namespace SlaveMatrix { public class 四足胴 : Ele { - public Par X0Y0_胴; + public Par X0Y0_Torso; public Par X0Y0_筋肉_筋肉左; @@ -15,7 +15,7 @@ namespace SlaveMatrix public Par X0Y0_獣性_獣毛右; - public ColorD 胴CD; + public ColorD TorsoCD; public ColorD 筋肉_筋肉左CD; @@ -25,7 +25,7 @@ namespace SlaveMatrix public ColorD 獣性_獣毛右CD; - public ColorP X0Y0_胴CP; + public ColorP X0Y0_TorsoCP; public ColorP X0Y0_筋肉_筋肉左CP; @@ -35,7 +35,7 @@ namespace SlaveMatrix public ColorP X0Y0_獣性_獣毛右CP; - public Ele[] 腰_接続; + public Ele[] Waist_接続; public Ele[] 肌_接続; @@ -81,16 +81,16 @@ namespace SlaveMatrix } } - public bool 胴_表示 + public bool Torso_表示 { get { - return X0Y0_胴.Dra; + return X0Y0_Torso.Dra; } set { - X0Y0_胴.Dra = value; - X0Y0_胴.Hit = value; + X0Y0_Torso.Dra = value; + X0Y0_Torso.Hit = value; } } @@ -163,11 +163,11 @@ namespace SlaveMatrix { get { - return 胴_表示; + return Torso_表示; } set { - 胴_表示 = value; + Torso_表示 = value; 筋肉_筋肉左_表示 = value; 筋肉_筋肉右_表示 = value; 獣性_獣毛左_表示 = value; @@ -179,11 +179,11 @@ namespace SlaveMatrix { get { - return 胴CD.不透明度; + return TorsoCD.不透明度; } set { - 胴CD.不透明度 = value; + TorsoCD.不透明度 = value; 筋肉_筋肉左CD.不透明度 = value; 筋肉_筋肉右CD.不透明度 = value; 獣性_獣毛左CD.不透明度 = value; @@ -191,13 +191,13 @@ namespace SlaveMatrix } } - public JointS 腰_接続点 => new JointS(本体, X0Y0_胴, 4); + public JointS Waist_接続点 => new JointS(本体, X0Y0_Torso, 4); - public JointS 肌_接続点 => new JointS(本体, X0Y0_胴, 5); + public JointS 肌_接続点 => new JointS(本体, X0Y0_Torso, 5); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_胴, 0); + public JointS 翼左_接続点 => new JointS(本体, X0Y0_Torso, 0); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_胴, 1); + public JointS 翼右_接続点 => new JointS(本体, X0Y0_Torso, 1); public 四足胴(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足胴D e) { @@ -205,7 +205,7 @@ namespace SlaveMatrix ThisType = GetType(); 本体 = new Difs(Sta.半身["四足胴"]); Pars pars = 本体[0][0]; - X0Y0_胴 = pars["Torso"].ToPar(); + X0Y0_Torso = pars["Torso"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar(); X0Y0_筋肉_筋肉右 = pars2["筋肉右"].ToPar(); @@ -236,7 +236,7 @@ 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; - 胴_表示 = e.胴_表示; + Torso_表示 = e.Torso_表示; 筋肉_筋肉左_表示 = e.筋肉_筋肉左_表示; 筋肉_筋肉右_表示 = e.筋肉_筋肉右_表示; 獣性_獣毛左_表示 = e.獣性_獣毛左_表示; @@ -249,14 +249,14 @@ namespace SlaveMatrix 表示 = false; } Ele f; - if (e.腰_接続.Count > 0) + if (e.Waist_接続.Count > 0) { - 腰_接続 = e.腰_接続.Select(delegate(EleD g) + Waist_接続 = e.Waist_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); f.Par = 四足胴2; - f.ConnectionType = ConnectionInfo.四足胴_腰_接続; - f.接続(四足胴2.腰_接続点); + f.ConnectionType = ConnectionInfo.四足胴_Waist_接続; + f.接続(四足胴2.Waist_接続点); return f; }).ToArray(); } @@ -295,7 +295,7 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true); + X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true); X0Y0_筋肉_筋肉左CP = new ColorP(X0Y0_筋肉_筋肉左, 筋肉_筋肉左CD, DisUnit, abj: false); X0Y0_筋肉_筋肉右CP = new ColorP(X0Y0_筋肉_筋肉右, 筋肉_筋肉右CD, DisUnit, abj: false); X0Y0_獣性_獣毛左CP = new ColorP(X0Y0_獣性_獣毛左, 獣性_獣毛左CD, DisUnit, abj: true); @@ -307,7 +307,7 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴CP.Update(); + X0Y0_TorsoCP.Update(); X0Y0_筋肉_筋肉左CP.Update(); X0Y0_筋肉_筋肉右CP.Update(); X0Y0_獣性_獣毛左CP.Update(); @@ -321,7 +321,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.毛0R); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.毛0R); 筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 筋肉_筋肉右CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 獣性_獣毛左CD = new ColorD(ref Col.Black, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs index 456d093..460651b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix [Serializable] public class 四足胴D : EleD { - public bool 胴_表示 = true; + public bool Torso_表示 = true; public bool 筋肉_筋肉左_表示 = true; @@ -19,7 +19,7 @@ namespace SlaveMatrix public double 筋肉濃度 = 1.0; - public List 腰_接続 = new List(); + public List Waist_接続 = new List(); public List 肌_接続 = new List(); @@ -34,9 +34,9 @@ namespace SlaveMatrix public void 腰接続(EleD e) { - 腰_接続.Add(e); + Waist_接続.Add(e); e.Par = this; - e.接続情報 = ConnectionInfo.四足胴_腰_接続; + e.接続情報 = ConnectionInfo.四足胴_Waist_接続; } public void 肌接続(EleD e) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs index 59ea67b..d77f605 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs @@ -5,7 +5,7 @@ namespace SlaveMatrix { public class 四足腰 : Ele { - public Par X0Y0_腰; + public Par X0Y0_Waist; public Par X0Y0_股; @@ -61,7 +61,7 @@ namespace SlaveMatrix public Par X0Y0_竜性_右_鱗2; - public Par X0Y1_腰; + public Par X0Y1_Waist; public Par X0Y1_股; @@ -117,7 +117,7 @@ namespace SlaveMatrix public Par X0Y1_竜性_右_鱗2; - public Par X0Y2_腰; + public Par X0Y2_Waist; public Par X0Y2_股; @@ -173,7 +173,7 @@ namespace SlaveMatrix public Par X0Y2_竜性_右_鱗2; - public Par X0Y3_腰; + public Par X0Y3_Waist; public Par X0Y3_股; @@ -229,7 +229,7 @@ namespace SlaveMatrix public Par X0Y3_竜性_右_鱗2; - public Par X0Y4_腰; + public Par X0Y4_Waist; public Par X0Y4_股; @@ -285,7 +285,7 @@ namespace SlaveMatrix public Par X0Y4_竜性_右_鱗2; - public ColorD 腰CD; + public ColorD WaistCD; public ColorD 股CD; @@ -341,7 +341,7 @@ namespace SlaveMatrix public ColorD 竜性_右_鱗2CD; - public ColorP X0Y0_腰CP; + public ColorP X0Y0_WaistCP; public ColorP X0Y0_股CP; @@ -397,7 +397,7 @@ namespace SlaveMatrix public ColorP X0Y0_竜性_右_鱗2CP; - public ColorP X0Y1_腰CP; + public ColorP X0Y1_WaistCP; public ColorP X0Y1_股CP; @@ -453,7 +453,7 @@ namespace SlaveMatrix public ColorP X0Y1_竜性_右_鱗2CP; - public ColorP X0Y2_腰CP; + public ColorP X0Y2_WaistCP; public ColorP X0Y2_股CP; @@ -509,7 +509,7 @@ namespace SlaveMatrix public ColorP X0Y2_竜性_右_鱗2CP; - public ColorP X0Y3_腰CP; + public ColorP X0Y3_WaistCP; public ColorP X0Y3_股CP; @@ -565,7 +565,7 @@ namespace SlaveMatrix public ColorP X0Y3_竜性_右_鱗2CP; - public ColorP X0Y4_腰CP; + public ColorP X0Y4_WaistCP; public ColorP X0Y4_股CP; @@ -684,24 +684,24 @@ namespace SlaveMatrix } } - public bool 腰_表示 + public bool Waist_表示 { get { - return X0Y0_腰.Dra; + return X0Y0_Waist.Dra; } set { - X0Y0_腰.Dra = value; - X0Y1_腰.Dra = value; - X0Y2_腰.Dra = value; - X0Y3_腰.Dra = value; - X0Y4_腰.Dra = value; - X0Y0_腰.Hit = value; - X0Y1_腰.Hit = value; - X0Y2_腰.Hit = value; - X0Y3_腰.Hit = value; - X0Y4_腰.Hit = value; + X0Y0_Waist.Dra = value; + X0Y1_Waist.Dra = value; + X0Y2_Waist.Dra = value; + X0Y3_Waist.Dra = value; + X0Y4_Waist.Dra = value; + X0Y0_Waist.Hit = value; + X0Y1_Waist.Hit = value; + X0Y2_Waist.Hit = value; + X0Y3_Waist.Hit = value; + X0Y4_Waist.Hit = value; } } @@ -1294,11 +1294,11 @@ namespace SlaveMatrix { get { - return 腰_表示; + return Waist_表示; } set { - 腰_表示 = value; + Waist_表示 = value; 股_表示 = value; 下腹_表示 = value; 腰皺_表示 = value; @@ -1333,11 +1333,11 @@ namespace SlaveMatrix { get { - return 腰CD.不透明度; + return WaistCD.不透明度; } set { - 腰CD.不透明度 = value; + WaistCD.不透明度 = value; 股CD.不透明度 = value; 下腹CD.不透明度 = value; 腰皺CD.不透明度 = value; @@ -1368,25 +1368,25 @@ namespace SlaveMatrix } } - public JointS 腿左_接続点 => new JointS(本体, X0Y0_腰, 0); + public JointS 腿左_接続点 => new JointS(本体, X0Y0_Waist, 0); - public JointS 腿右_接続点 => new JointS(本体, X0Y0_腰, 1); + public JointS 腿右_接続点 => new JointS(本体, X0Y0_Waist, 1); - public JointS 膣基_接続点 => new JointS(本体, X0Y0_腰, 3); + public JointS 膣基_接続点 => new JointS(本体, X0Y0_Waist, 3); - public JointS 肛門_接続点 => new JointS(本体, X0Y0_腰, 4); + public JointS 肛門_接続点 => new JointS(本体, X0Y0_Waist, 4); - public JointS 尾_接続点 => new JointS(本体, X0Y0_腰, 4); + public JointS 尾_接続点 => new JointS(本体, X0Y0_Waist, 4); - public JointS 半身_接続点 => new JointS(本体, X0Y0_腰, 4); + public JointS 半身_接続点 => new JointS(本体, X0Y0_Waist, 4); - public JointS 上着_接続点 => new JointS(本体, X0Y0_腰, 5); + public JointS 上着_接続点 => new JointS(本体, X0Y0_Waist, 5); - public JointS 肌_接続点 => new JointS(本体, X0Y0_腰, 6); + public JointS 肌_接続点 => new JointS(本体, X0Y0_Waist, 6); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_腰, 7); + public JointS 翼左_接続点 => new JointS(本体, X0Y0_Waist, 7); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_腰, 8); + public JointS 翼右_接続点 => new JointS(本体, X0Y0_Waist, 8); public 四足腰(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足腰D e) { @@ -1394,7 +1394,7 @@ namespace SlaveMatrix ThisType = GetType(); 本体 = new Difs(Sta.半身["四足腰"]); Pars pars = 本体[0][0]; - X0Y0_腰 = pars["腰"].ToPar(); + X0Y0_Waist = pars["腰"].ToPar(); X0Y0_股 = pars["股"].ToPar(); X0Y0_下腹 = pars["下腹"].ToPar(); X0Y0_腰皺 = pars["腰皺"].ToPar(); @@ -1432,7 +1432,7 @@ namespace SlaveMatrix X0Y0_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y0_竜性_右_鱗2 = pars3["鱗2"].ToPar(); pars = 本体[0][1]; - X0Y1_腰 = pars["腰"].ToPar(); + X0Y1_Waist = pars["腰"].ToPar(); X0Y1_股 = pars["股"].ToPar(); X0Y1_下腹 = pars["下腹"].ToPar(); X0Y1_腰皺 = pars["腰皺"].ToPar(); @@ -1470,7 +1470,7 @@ namespace SlaveMatrix X0Y1_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y1_竜性_右_鱗2 = pars3["鱗2"].ToPar(); pars = 本体[0][2]; - X0Y2_腰 = pars["腰"].ToPar(); + X0Y2_Waist = pars["腰"].ToPar(); X0Y2_股 = pars["股"].ToPar(); X0Y2_下腹 = pars["下腹"].ToPar(); X0Y2_腰皺 = pars["腰皺"].ToPar(); @@ -1508,7 +1508,7 @@ namespace SlaveMatrix X0Y2_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y2_竜性_右_鱗2 = pars3["鱗2"].ToPar(); pars = 本体[0][3]; - X0Y3_腰 = pars["腰"].ToPar(); + X0Y3_Waist = pars["腰"].ToPar(); X0Y3_股 = pars["股"].ToPar(); X0Y3_下腹 = pars["下腹"].ToPar(); X0Y3_腰皺 = pars["腰皺"].ToPar(); @@ -1546,7 +1546,7 @@ namespace SlaveMatrix X0Y3_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y3_竜性_右_鱗2 = pars3["鱗2"].ToPar(); pars = 本体[0][4]; - X0Y4_腰 = pars["腰"].ToPar(); + X0Y4_Waist = pars["腰"].ToPar(); X0Y4_股 = pars["股"].ToPar(); X0Y4_下腹 = pars["下腹"].ToPar(); X0Y4_腰皺 = pars["腰皺"].ToPar(); @@ -1607,7 +1607,7 @@ 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; - 腰_表示 = e.腰_表示; + Waist_表示 = e.Waist_表示; 股_表示 = e.股_表示; 下腹_表示 = e.下腹_表示; 腰皺_表示 = e.腰皺_表示; @@ -1755,7 +1755,7 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_腰CP = new ColorP(X0Y0_腰, 腰CD, DisUnit, abj: true); + X0Y0_WaistCP = new ColorP(X0Y0_Waist, WaistCD, DisUnit, abj: true); X0Y0_股CP = new ColorP(X0Y0_股, 股CD, DisUnit, abj: false); X0Y0_下腹CP = new ColorP(X0Y0_下腹, 下腹CD, DisUnit, abj: false); X0Y0_腰皺CP = new ColorP(X0Y0_腰皺, 腰皺CD, DisUnit, abj: false); @@ -1783,7 +1783,7 @@ namespace SlaveMatrix X0Y0_竜性_左_鱗2CP = new ColorP(X0Y0_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true); X0Y0_竜性_右_鱗1CP = new ColorP(X0Y0_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true); X0Y0_竜性_右_鱗2CP = new ColorP(X0Y0_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true); - X0Y1_腰CP = new ColorP(X0Y1_腰, 腰CD, DisUnit, abj: true); + X0Y1_WaistCP = new ColorP(X0Y1_Waist, WaistCD, DisUnit, abj: true); X0Y1_股CP = new ColorP(X0Y1_股, 股CD, DisUnit, abj: false); X0Y1_下腹CP = new ColorP(X0Y1_下腹, 下腹CD, DisUnit, abj: false); X0Y1_腰皺CP = new ColorP(X0Y1_腰皺, 腰皺CD, DisUnit, abj: false); @@ -1811,7 +1811,7 @@ namespace SlaveMatrix X0Y1_竜性_左_鱗2CP = new ColorP(X0Y1_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true); X0Y1_竜性_右_鱗1CP = new ColorP(X0Y1_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true); X0Y1_竜性_右_鱗2CP = new ColorP(X0Y1_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true); - X0Y2_腰CP = new ColorP(X0Y2_腰, 腰CD, DisUnit, abj: true); + X0Y2_WaistCP = new ColorP(X0Y2_Waist, WaistCD, DisUnit, abj: true); X0Y2_股CP = new ColorP(X0Y2_股, 股CD, DisUnit, abj: false); X0Y2_下腹CP = new ColorP(X0Y2_下腹, 下腹CD, DisUnit, abj: false); X0Y2_腰皺CP = new ColorP(X0Y2_腰皺, 腰皺CD, DisUnit, abj: false); @@ -1839,7 +1839,7 @@ namespace SlaveMatrix X0Y2_竜性_左_鱗2CP = new ColorP(X0Y2_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true); X0Y2_竜性_右_鱗1CP = new ColorP(X0Y2_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true); X0Y2_竜性_右_鱗2CP = new ColorP(X0Y2_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true); - X0Y3_腰CP = new ColorP(X0Y3_腰, 腰CD, DisUnit, abj: true); + X0Y3_WaistCP = new ColorP(X0Y3_Waist, WaistCD, DisUnit, abj: true); X0Y3_股CP = new ColorP(X0Y3_股, 股CD, DisUnit, abj: false); X0Y3_下腹CP = new ColorP(X0Y3_下腹, 下腹CD, DisUnit, abj: false); X0Y3_腰皺CP = new ColorP(X0Y3_腰皺, 腰皺CD, DisUnit, abj: false); @@ -1867,7 +1867,7 @@ namespace SlaveMatrix X0Y3_竜性_左_鱗2CP = new ColorP(X0Y3_竜性_左_鱗2, 竜性_左_鱗2CD, DisUnit, abj: true); X0Y3_竜性_右_鱗1CP = new ColorP(X0Y3_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true); X0Y3_竜性_右_鱗2CP = new ColorP(X0Y3_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true); - X0Y4_腰CP = new ColorP(X0Y4_腰, 腰CD, DisUnit, abj: true); + X0Y4_WaistCP = new ColorP(X0Y4_Waist, WaistCD, DisUnit, abj: true); X0Y4_股CP = new ColorP(X0Y4_股, 股CD, DisUnit, abj: false); X0Y4_下腹CP = new ColorP(X0Y4_下腹, 下腹CD, DisUnit, abj: false); X0Y4_腰皺CP = new ColorP(X0Y4_腰皺, 腰皺CD, DisUnit, abj: false); @@ -1923,7 +1923,7 @@ namespace SlaveMatrix switch (本体.IndexY) { case 0: - X0Y0_腰CP.Update(); + X0Y0_WaistCP.Update(); X0Y0_股CP.Update(); X0Y0_下腹CP.Update(); X0Y0_腰皺CP.Update(); @@ -1953,7 +1953,7 @@ namespace SlaveMatrix X0Y0_竜性_右_鱗2CP.Update(); break; case 1: - X0Y1_腰CP.Update(); + X0Y1_WaistCP.Update(); X0Y1_股CP.Update(); X0Y1_下腹CP.Update(); X0Y1_腰皺CP.Update(); @@ -1983,7 +1983,7 @@ namespace SlaveMatrix X0Y1_竜性_右_鱗2CP.Update(); break; case 2: - X0Y2_腰CP.Update(); + X0Y2_WaistCP.Update(); X0Y2_股CP.Update(); X0Y2_下腹CP.Update(); X0Y2_腰皺CP.Update(); @@ -2013,7 +2013,7 @@ namespace SlaveMatrix X0Y2_竜性_右_鱗2CP.Update(); break; case 3: - X0Y3_腰CP.Update(); + X0Y3_WaistCP.Update(); X0Y3_股CP.Update(); X0Y3_下腹CP.Update(); X0Y3_腰皺CP.Update(); @@ -2043,7 +2043,7 @@ namespace SlaveMatrix X0Y3_竜性_右_鱗2CP.Update(); break; default: - X0Y4_腰CP.Update(); + X0Y4_WaistCP.Update(); X0Y4_股CP.Update(); X0Y4_下腹CP.Update(); X0Y4_腰皺CP.Update(); @@ -2096,7 +2096,7 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 腰CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty); @@ -2128,7 +2128,7 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 腰CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty); @@ -2160,7 +2160,7 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 腰CD = new ColorD(ref Col.Black, ref 体配色.毛0O); + WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 下腹CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); 腰皺CD = new ColorD(ref 体配色.薄線, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs index 2bbcdb7..de9ab4f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix [Serializable] public class 四足腰D : EleD { - public bool 腰_表示 = true; + public bool Waist_表示 = true; public bool 股_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs index 2c8a7e7..29de853 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs @@ -5,11 +5,11 @@ namespace SlaveMatrix { public class 多足_蛸 : 半身 { - public Par X0Y0_胴; + public Par X0Y0_Torso; - public ColorD 胴CD; + public ColorD TorsoCD; - public ColorP X0Y0_胴CP; + public ColorP X0Y0_TorsoCP; public Ele[] 軟体外左_接続; @@ -55,16 +55,16 @@ namespace SlaveMatrix } } - public bool 胴_表示 + public bool Torso_表示 { get { - return X0Y0_胴.Dra; + return X0Y0_Torso.Dra; } set { - X0Y0_胴.Dra = value; - X0Y0_胴.Hit = value; + X0Y0_Torso.Dra = value; + X0Y0_Torso.Hit = value; } } @@ -72,11 +72,11 @@ namespace SlaveMatrix { get { - return 胴_表示; + return Torso_表示; } set { - 胴_表示 = value; + Torso_表示 = value; } } @@ -84,21 +84,21 @@ namespace SlaveMatrix { get { - return 胴CD.不透明度; + return TorsoCD.不透明度; } set { - 胴CD.不透明度 = value; + TorsoCD.不透明度 = value; } } - public JointS 軟体外左_接続点 => new JointS(本体, X0Y0_胴, 0); + public JointS 軟体外左_接続点 => new JointS(本体, X0Y0_Torso, 0); - public JointS 軟体外右_接続点 => new JointS(本体, X0Y0_胴, 3); + public JointS 軟体外右_接続点 => new JointS(本体, X0Y0_Torso, 3); - public JointS 軟体内左_接続点 => new JointS(本体, X0Y0_胴, 1); + public JointS 軟体内左_接続点 => new JointS(本体, X0Y0_Torso, 1); - public JointS 軟体内右_接続点 => new JointS(本体, X0Y0_胴, 2); + public JointS 軟体内右_接続点 => new JointS(本体, X0Y0_Torso, 2); public 多足_蛸(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蛸D e) { @@ -111,7 +111,7 @@ namespace SlaveMatrix 本体.Tag = dif.Tag; 本体.Add(dif); Pars pars = 本体[0][0]; - X0Y0_胴 = pars["Torso"].ToPar(); + X0Y0_Torso = pars["Torso"].ToPar(); 本体.SetJoints(); 接続根 = new JointD(本体); 右 = e.右; @@ -136,7 +136,7 @@ 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; - 胴_表示 = e.胴_表示; + Torso_表示 = e.Torso_表示; 欠損 = e.欠損; 筋肉 = e.筋肉; 拘束 = e.拘束; @@ -191,13 +191,13 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true); + X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true); 濃度 = e.濃度; } public override void 色更新() { - X0Y0_胴CP.Update(); + X0Y0_TorsoCP.Update(); } private void 配色(体配色 体配色) @@ -221,17 +221,17 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); } private void 配色T0(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); } private void 配色T1(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs index f817f92..6ac1d28 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix [Serializable] public class 多足_蛸D : 半身D { - public bool 胴_表示 = true; + public bool Torso_表示 = true; public List 軟体外左_接続 = new List(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs index 1e1b990..a947d98 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs @@ -6,19 +6,19 @@ namespace SlaveMatrix { public class 多足_蜘 : 半身 { - public Par X0Y0_胴; + public Par X0Y0_Torso; public Par X0Y0_胸版; public Par X0Y0_柄; - public ColorD 胴CD; + public ColorD TorsoCD; public ColorD 胸版CD; public ColorD 柄CD; - public ColorP X0Y0_胴CP; + public ColorP X0Y0_TorsoCP; public ColorP X0Y0_胸版CP; @@ -82,16 +82,16 @@ namespace SlaveMatrix } } - public bool 胴_表示 + public bool Torso_表示 { get { - return X0Y0_胴.Dra; + return X0Y0_Torso.Dra; } set { - X0Y0_胴.Dra = value; - X0Y0_胴.Hit = value; + X0Y0_Torso.Dra = value; + X0Y0_Torso.Hit = value; } } @@ -125,11 +125,11 @@ namespace SlaveMatrix { get { - return 胴_表示; + return Torso_表示; } set { - 胴_表示 = value; + Torso_表示 = value; 胸版_表示 = value; 柄_表示 = value; } @@ -139,37 +139,37 @@ namespace SlaveMatrix { get { - return 胴CD.不透明度; + return TorsoCD.不透明度; } set { - 胴CD.不透明度 = value; + TorsoCD.不透明度 = value; 胸版CD.不透明度 = value; 柄CD.不透明度 = value; } } - public JointS 触肢左_接続点 => new JointS(本体, X0Y0_胴, 10); + public JointS 触肢左_接続点 => new JointS(本体, X0Y0_Torso, 10); - public JointS 触肢右_接続点 => new JointS(本体, X0Y0_胴, 11); + public JointS 触肢右_接続点 => new JointS(本体, X0Y0_Torso, 11); - public JointS 節足左1_接続点 => new JointS(本体, X0Y0_胴, 2); + public JointS 節足左1_接続点 => new JointS(本体, X0Y0_Torso, 2); - public JointS 節足左2_接続点 => new JointS(本体, X0Y0_胴, 4); + public JointS 節足左2_接続点 => new JointS(本体, X0Y0_Torso, 4); - public JointS 節足左3_接続点 => new JointS(本体, X0Y0_胴, 6); + public JointS 節足左3_接続点 => new JointS(本体, X0Y0_Torso, 6); - public JointS 節足左4_接続点 => new JointS(本体, X0Y0_胴, 8); + public JointS 節足左4_接続点 => new JointS(本体, X0Y0_Torso, 8); - public JointS 節足右1_接続点 => new JointS(本体, X0Y0_胴, 3); + public JointS 節足右1_接続点 => new JointS(本体, X0Y0_Torso, 3); - public JointS 節足右2_接続点 => new JointS(本体, X0Y0_胴, 5); + public JointS 節足右2_接続点 => new JointS(本体, X0Y0_Torso, 5); - public JointS 節足右3_接続点 => new JointS(本体, X0Y0_胴, 7); + public JointS 節足右3_接続点 => new JointS(本体, X0Y0_Torso, 7); - public JointS 節足右4_接続点 => new JointS(本体, X0Y0_胴, 9); + public JointS 節足右4_接続点 => new JointS(本体, X0Y0_Torso, 9); - public JointS 尾_接続点 => new JointS(本体, X0Y0_胴, 0); + public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso, 0); public 多足_蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蜘D e) { @@ -182,7 +182,7 @@ namespace SlaveMatrix 本体.Tag = dif.Tag; 本体.Add(dif); Pars pars = 本体[0][0]; - X0Y0_胴 = pars["Torso"].ToPar(); + X0Y0_Torso = pars["Torso"].ToPar(); X0Y0_胸版 = pars["胸版"].ToPar(); X0Y0_柄 = pars["柄"].ToPar(); 本体.SetJoints(); @@ -209,7 +209,7 @@ 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; - 胴_表示 = e.胴_表示; + Torso_表示 = e.Torso_表示; 胸版_表示 = e.胸版_表示; 柄_表示 = e.柄_表示; 欠損 = e.欠損; @@ -343,7 +343,7 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴CP = new ColorP(X0Y0_胴, 胴CD, DisUnit, abj: true); + X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true); X0Y0_胸版CP = new ColorP(X0Y0_胸版, 胸版CD, DisUnit, abj: true); X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true); 濃度 = e.濃度; @@ -351,7 +351,7 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴CP.Update(); + X0Y0_TorsoCP.Update(); X0Y0_胸版CP.Update(); X0Y0_柄CP.Update(); } @@ -377,21 +377,21 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O); 胸版CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); } private void 配色T0(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O); 胸版CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } private void 配色T1(体配色 体配色) { - 胴CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O); 胸版CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs index dee2c76..64b314f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs @@ -8,7 +8,7 @@ namespace SlaveMatrix [Serializable] public class 多足_蜘D : 半身D { - public bool 胴_表示 = true; + public bool Torso_表示 = true; public bool 胸版_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs index 8f963eb..d050aaa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs @@ -1462,7 +1462,7 @@ namespace SlaveMatrix } } - public bool 胴 + public bool Torso { get { @@ -1714,7 +1714,7 @@ namespace SlaveMatrix 胸板 = e.胸板; 節 = e.節; 背板 = e.背板; - 胴 = e.胴; + Torso = e.Torso; 瘤 = e.瘤; 欠損 = e.欠損; 筋肉 = e.筋肉; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs index 033aec2..f0ceb2d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs @@ -137,7 +137,7 @@ namespace SlaveMatrix public bool 背板 = true; - public bool 胴 = true; + public bool Torso = true; public bool 瘤 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs index 966504c..6474fa7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs @@ -6896,7 +6896,7 @@ namespace SlaveMatrix } } - public bool 胴_外線 + public bool Torso_外線 { get { @@ -8151,7 +8151,7 @@ namespace SlaveMatrix 尾0_表示 = e.尾0_表示; 輪表示 = e.輪表示; 尾先表示 = e.尾先表示; - 胴_外線 = e.胴_外線; + Torso_外線 = e.Torso_外線; Rパターン = e.Rパターン; 欠損 = e.欠損; 筋肉 = e.筋肉; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs index 6394fe9..52e32c2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs @@ -629,7 +629,7 @@ namespace SlaveMatrix public bool 鎖表示; - public bool 胴_外線; + public bool Torso_外線; public bool Rパターン; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs index a55d5d3..a4ebbdf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs @@ -1,6 +1,6 @@ +using _2DGAMELIB; using System.Collections.Generic; using System.Linq; -using _2DGAMELIB; namespace SlaveMatrix { @@ -150,161 +150,161 @@ namespace SlaveMatrix public Par X0Y0_下顎頭部後_頭1; - public Par X0Y0_胴_節1_胴; + public Par X0Y0_Torso_節1_Torso; - public Par X0Y0_胴_節1_鱗1; + public Par X0Y0_Torso_節1_鱗1; - public Par X0Y0_胴_節1_鱗3; + public Par X0Y0_Torso_節1_鱗3; - public Par X0Y0_胴_節1_鱗2; + public Par X0Y0_Torso_節1_鱗2; - public Par X0Y0_胴_節2_胴; + public Par X0Y0_Torso_節2_Torso; - public Par X0Y0_胴_節2_鱗1; + public Par X0Y0_Torso_節2_鱗1; - public Par X0Y0_胴_節2_鱗3; + public Par X0Y0_Torso_節2_鱗3; - public Par X0Y0_胴_節2_鱗2; + public Par X0Y0_Torso_節2_鱗2; - public Par X0Y0_胴_節3_胴; + public Par X0Y0_Torso_節3_Torso; - public Par X0Y0_胴_節3_鱗1; + public Par X0Y0_Torso_節3_鱗1; - public Par X0Y0_胴_節3_鱗3; + public Par X0Y0_Torso_節3_鱗3; - public Par X0Y0_胴_節3_鱗2; + public Par X0Y0_Torso_節3_鱗2; - public Par X0Y0_胴_節4_胴; + public Par X0Y0_Torso_節4_Torso; - public Par X0Y0_胴_節4_鱗1; + public Par X0Y0_Torso_節4_鱗1; - public Par X0Y0_胴_節4_鱗3; + public Par X0Y0_Torso_節4_鱗3; - public Par X0Y0_胴_節4_鱗2; + public Par X0Y0_Torso_節4_鱗2; - public Par X0Y0_胴_節5_胴; + public Par X0Y0_Torso_節5_Torso; - public Par X0Y0_胴_節5_鱗1; + public Par X0Y0_Torso_節5_鱗1; - public Par X0Y0_胴_節5_鱗3; + public Par X0Y0_Torso_節5_鱗3; - public Par X0Y0_胴_節5_鱗2; + public Par X0Y0_Torso_節5_鱗2; - public Par X0Y0_胴_節6_胴; + public Par X0Y0_Torso_節6_Torso; - public Par X0Y0_胴_節6_鱗1; + public Par X0Y0_Torso_節6_鱗1; - public Par X0Y0_胴_節6_鱗3; + public Par X0Y0_Torso_節6_鱗3; - public Par X0Y0_胴_節6_鱗2; + public Par X0Y0_Torso_節6_鱗2; - public Par X0Y0_胴_節7_胴; + public Par X0Y0_Torso_節7_Torso; - public Par X0Y0_胴_節7_鱗1; + public Par X0Y0_Torso_節7_鱗1; - public Par X0Y0_胴_節7_鱗3; + public Par X0Y0_Torso_節7_鱗3; - public Par X0Y0_胴_節7_鱗2; + public Par X0Y0_Torso_節7_鱗2; - public Par X0Y0_胴_節8_胴; + public Par X0Y0_Torso_節8_Torso; - public Par X0Y0_胴_節8_鱗1; + public Par X0Y0_Torso_節8_鱗1; - public Par X0Y0_胴_節8_鱗3; + public Par X0Y0_Torso_節8_鱗3; - public Par X0Y0_胴_節8_鱗2; + public Par X0Y0_Torso_節8_鱗2; - public Par X0Y0_胴_節9_胴; + public Par X0Y0_Torso_節9_Torso; - public Par X0Y0_胴_節9_鱗1; + public Par X0Y0_Torso_節9_鱗1; - public Par X0Y0_胴_節9_鱗3; + public Par X0Y0_Torso_節9_鱗3; - public Par X0Y0_胴_節9_鱗2; + public Par X0Y0_Torso_節9_鱗2; - public Par X0Y0_胴_節10_胴; + public Par X0Y0_Torso_節10_Torso; - public Par X0Y0_胴_節10_鱗1; + public Par X0Y0_Torso_節10_鱗1; - public Par X0Y0_胴_節10_鱗3; + public Par X0Y0_Torso_節10_鱗3; - public Par X0Y0_胴_節10_鱗2; + public Par X0Y0_Torso_節10_鱗2; - public Par X0Y0_胴_節11_胴; + public Par X0Y0_Torso_節11_Torso; - public Par X0Y0_胴_節11_鱗1; + public Par X0Y0_Torso_節11_鱗1; - public Par X0Y0_胴_節11_鱗3; + public Par X0Y0_Torso_節11_鱗3; - public Par X0Y0_胴_節11_鱗2; + public Par X0Y0_Torso_節11_鱗2; - public Par X0Y0_胴_節12_胴; + public Par X0Y0_Torso_節12_Torso; - public Par X0Y0_胴_節12_鱗1; + public Par X0Y0_Torso_節12_鱗1; - public Par X0Y0_胴_節12_鱗3; + public Par X0Y0_Torso_節12_鱗3; - public Par X0Y0_胴_節12_鱗2; + public Par X0Y0_Torso_節12_鱗2; - public Par X0Y0_胴_節13_胴; + public Par X0Y0_Torso_節13_Torso; - public Par X0Y0_胴_節13_鱗1; + public Par X0Y0_Torso_節13_鱗1; - public Par X0Y0_胴_節13_鱗3; + public Par X0Y0_Torso_節13_鱗3; - public Par X0Y0_胴_節13_鱗2; + public Par X0Y0_Torso_節13_鱗2; - public Par X0Y0_胴_節14_胴; + public Par X0Y0_Torso_節14_Torso; - public Par X0Y0_胴_節14_鱗1; + public Par X0Y0_Torso_節14_鱗1; - public Par X0Y0_胴_節14_鱗3; + public Par X0Y0_Torso_節14_鱗3; - public Par X0Y0_胴_節14_鱗2; + public Par X0Y0_Torso_節14_鱗2; - public Par X0Y0_胴_節15_胴; + public Par X0Y0_Torso_節15_Torso; - public Par X0Y0_胴_節15_鱗1; + public Par X0Y0_Torso_節15_鱗1; - public Par X0Y0_胴_節15_鱗3; + public Par X0Y0_Torso_節15_鱗3; - public Par X0Y0_胴_節15_鱗2; + public Par X0Y0_Torso_節15_鱗2; - public Par X0Y0_胴_節16_胴; + public Par X0Y0_Torso_節16_Torso; - public Par X0Y0_胴_節16_鱗1; + public Par X0Y0_Torso_節16_鱗1; - public Par X0Y0_胴_節16_鱗3; + public Par X0Y0_Torso_節16_鱗3; - public Par X0Y0_胴_節16_鱗2; + public Par X0Y0_Torso_節16_鱗2; - public Par X0Y0_胴_輪_革; + public Par X0Y0_Torso_輪_革; - public Par X0Y0_胴_輪_金具1; + public Par X0Y0_Torso_輪_金具1; - public Par X0Y0_胴_輪_金具2; + public Par X0Y0_Torso_輪_金具2; - public Par X0Y0_胴_輪_金具3; + public Par X0Y0_Torso_輪_金具3; - public Par X0Y0_胴_輪_金具左; + public Par X0Y0_Torso_輪_金具左; - public Par X0Y0_胴_輪_金具右; + public Par X0Y0_Torso_輪_金具右; - public Par X0Y0_胴_節17_胴; + public Par X0Y0_Torso_節17_Torso; - public Par X0Y0_胴_節17_鱗1; + public Par X0Y0_Torso_節17_鱗1; - public Par X0Y0_胴_節17_鱗3; + public Par X0Y0_Torso_節17_鱗3; - public Par X0Y0_胴_節17_鱗2; + public Par X0Y0_Torso_節17_鱗2; - public Par X0Y0_胴_節18_胴; + public Par X0Y0_Torso_節18_Torso; - public Par X0Y0_胴_節18_鱗1; + public Par X0Y0_Torso_節18_鱗1; - public Par X0Y0_胴_節18_鱗3; + public Par X0Y0_Torso_節18_鱗3; - public Par X0Y0_胴_節18_鱗2; + public Par X0Y0_Torso_節18_鱗2; public Par X0Y0_頭_口膜_口膜1; @@ -706,161 +706,161 @@ namespace SlaveMatrix public ColorD 下顎頭部後_頭1CD; - public ColorD 胴_節1_胴CD; + public ColorD Torso_節1_TorsoCD; - public ColorD 胴_節1_鱗1CD; + public ColorD Torso_節1_鱗1CD; - public ColorD 胴_節1_鱗3CD; + public ColorD Torso_節1_鱗3CD; - public ColorD 胴_節1_鱗2CD; + public ColorD Torso_節1_鱗2CD; - public ColorD 胴_節2_胴CD; + public ColorD Torso_節2_TorsoCD; - public ColorD 胴_節2_鱗1CD; + public ColorD Torso_節2_鱗1CD; - public ColorD 胴_節2_鱗3CD; + public ColorD Torso_節2_鱗3CD; - public ColorD 胴_節2_鱗2CD; + public ColorD Torso_節2_鱗2CD; - public ColorD 胴_節3_胴CD; + public ColorD Torso_節3_TorsoCD; - public ColorD 胴_節3_鱗1CD; + public ColorD Torso_節3_鱗1CD; - public ColorD 胴_節3_鱗3CD; + public ColorD Torso_節3_鱗3CD; - public ColorD 胴_節3_鱗2CD; + public ColorD Torso_節3_鱗2CD; - public ColorD 胴_節4_胴CD; + public ColorD Torso_節4_TorsoCD; - public ColorD 胴_節4_鱗1CD; + public ColorD Torso_節4_鱗1CD; - public ColorD 胴_節4_鱗3CD; + public ColorD Torso_節4_鱗3CD; - public ColorD 胴_節4_鱗2CD; + public ColorD Torso_節4_鱗2CD; - public ColorD 胴_節5_胴CD; + public ColorD Torso_節5_TorsoCD; - public ColorD 胴_節5_鱗1CD; + public ColorD Torso_節5_鱗1CD; - public ColorD 胴_節5_鱗3CD; + public ColorD Torso_節5_鱗3CD; - public ColorD 胴_節5_鱗2CD; + public ColorD Torso_節5_鱗2CD; - public ColorD 胴_節6_胴CD; + public ColorD Torso_節6_TorsoCD; - public ColorD 胴_節6_鱗1CD; + public ColorD Torso_節6_鱗1CD; - public ColorD 胴_節6_鱗3CD; + public ColorD Torso_節6_鱗3CD; - public ColorD 胴_節6_鱗2CD; + public ColorD Torso_節6_鱗2CD; - public ColorD 胴_節7_胴CD; + public ColorD Torso_節7_TorsoCD; - public ColorD 胴_節7_鱗1CD; + public ColorD Torso_節7_鱗1CD; - public ColorD 胴_節7_鱗3CD; + public ColorD Torso_節7_鱗3CD; - public ColorD 胴_節7_鱗2CD; + public ColorD Torso_節7_鱗2CD; - public ColorD 胴_節8_胴CD; + public ColorD Torso_節8_TorsoCD; - public ColorD 胴_節8_鱗1CD; + public ColorD Torso_節8_鱗1CD; - public ColorD 胴_節8_鱗3CD; + public ColorD Torso_節8_鱗3CD; - public ColorD 胴_節8_鱗2CD; + public ColorD Torso_節8_鱗2CD; - public ColorD 胴_節9_胴CD; + public ColorD Torso_節9_TorsoCD; - public ColorD 胴_節9_鱗1CD; + public ColorD Torso_節9_鱗1CD; - public ColorD 胴_節9_鱗3CD; + public ColorD Torso_節9_鱗3CD; - public ColorD 胴_節9_鱗2CD; + public ColorD Torso_節9_鱗2CD; - public ColorD 胴_節10_胴CD; + public ColorD Torso_節10_TorsoCD; - public ColorD 胴_節10_鱗1CD; + public ColorD Torso_節10_鱗1CD; - public ColorD 胴_節10_鱗3CD; + public ColorD Torso_節10_鱗3CD; - public ColorD 胴_節10_鱗2CD; + public ColorD Torso_節10_鱗2CD; - public ColorD 胴_節11_胴CD; + public ColorD Torso_節11_TorsoCD; - public ColorD 胴_節11_鱗1CD; + public ColorD Torso_節11_鱗1CD; - public ColorD 胴_節11_鱗3CD; + public ColorD Torso_節11_鱗3CD; - public ColorD 胴_節11_鱗2CD; + public ColorD Torso_節11_鱗2CD; - public ColorD 胴_節12_胴CD; + public ColorD Torso_節12_TorsoCD; - public ColorD 胴_節12_鱗1CD; + public ColorD Torso_節12_鱗1CD; - public ColorD 胴_節12_鱗3CD; + public ColorD Torso_節12_鱗3CD; - public ColorD 胴_節12_鱗2CD; + public ColorD Torso_節12_鱗2CD; - public ColorD 胴_節13_胴CD; + public ColorD Torso_節13_TorsoCD; - public ColorD 胴_節13_鱗1CD; + public ColorD Torso_節13_鱗1CD; - public ColorD 胴_節13_鱗3CD; + public ColorD Torso_節13_鱗3CD; - public ColorD 胴_節13_鱗2CD; + public ColorD Torso_節13_鱗2CD; - public ColorD 胴_節14_胴CD; + public ColorD Torso_節14_TorsoCD; - public ColorD 胴_節14_鱗1CD; + public ColorD Torso_節14_鱗1CD; - public ColorD 胴_節14_鱗3CD; + public ColorD Torso_節14_鱗3CD; - public ColorD 胴_節14_鱗2CD; + public ColorD Torso_節14_鱗2CD; - public ColorD 胴_節15_胴CD; + public ColorD Torso_節15_TorsoCD; - public ColorD 胴_節15_鱗1CD; + public ColorD Torso_節15_鱗1CD; - public ColorD 胴_節15_鱗3CD; + public ColorD Torso_節15_鱗3CD; - public ColorD 胴_節15_鱗2CD; + public ColorD Torso_節15_鱗2CD; - public ColorD 胴_節16_胴CD; + public ColorD Torso_節16_TorsoCD; - public ColorD 胴_節16_鱗1CD; + public ColorD Torso_節16_鱗1CD; - public ColorD 胴_節16_鱗3CD; + public ColorD Torso_節16_鱗3CD; - public ColorD 胴_節16_鱗2CD; + public ColorD Torso_節16_鱗2CD; - public ColorD 胴_節17_胴CD; + public ColorD Torso_節17_TorsoCD; - public ColorD 胴_節17_鱗1CD; + public ColorD Torso_節17_鱗1CD; - public ColorD 胴_節17_鱗3CD; + public ColorD Torso_節17_鱗3CD; - public ColorD 胴_節17_鱗2CD; + public ColorD Torso_節17_鱗2CD; - public ColorD 胴_節18_胴CD; + public ColorD Torso_節18_TorsoCD; - public ColorD 胴_節18_鱗1CD; + public ColorD Torso_節18_鱗1CD; - public ColorD 胴_節18_鱗3CD; + public ColorD Torso_節18_鱗3CD; - public ColorD 胴_節18_鱗2CD; + public ColorD Torso_節18_鱗2CD; - public ColorD 胴_輪_革CD; + public ColorD Torso_輪_革CD; - public ColorD 胴_輪_金具1CD; + public ColorD Torso_輪_金具1CD; - public ColorD 胴_輪_金具2CD; + public ColorD Torso_輪_金具2CD; - public ColorD 胴_輪_金具3CD; + public ColorD Torso_輪_金具3CD; - public ColorD 胴_輪_金具左CD; + public ColorD Torso_輪_金具左CD; - public ColorD 胴_輪_金具右CD; + public ColorD Torso_輪_金具右CD; public ColorD 頭_口膜_口膜1CD; @@ -1262,25 +1262,25 @@ namespace SlaveMatrix public ColorP X0Y0_下顎頭部後_頭1CP; - public ColorP X0Y0_胴_節1_胴CP; + public ColorP X0Y0_Torso_節1_TorsoCP; - public ColorP X0Y0_胴_節1_鱗1CP; + public ColorP X0Y0_Torso_節1_鱗1CP; - public ColorP X0Y0_胴_節1_鱗3CP; + public ColorP X0Y0_Torso_節1_鱗3CP; - public ColorP X0Y0_胴_節1_鱗2CP; + public ColorP X0Y0_Torso_節1_鱗2CP; - public ColorP X0Y0_胴_節2_胴CP; + public ColorP X0Y0_Torso_節2_TorsoCP; - public ColorP X0Y0_胴_節2_鱗1CP; + public ColorP X0Y0_Torso_節2_鱗1CP; - public ColorP X0Y0_胴_節2_鱗3CP; + public ColorP X0Y0_Torso_節2_鱗3CP; - public ColorP X0Y0_胴_節2_鱗2CP; + public ColorP X0Y0_Torso_節2_鱗2CP; - public ColorP X0Y0_胴_節3_胴CP; + public ColorP X0Y0_Torso_節3_TorsoCP; - public ColorP X0Y0_胴_節3_鱗1CP; + public ColorP X0Y0_Torso_節3_鱗1CP; public ColorP X0Y0_胴_節3_鱗3CP; @@ -2674,12 +2674,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節1_胴.Dra; + return X0Y0_Torso_節1_Torso.Dra; } set { - X0Y0_胴_節1_胴.Dra = value; - X0Y0_胴_節1_胴.Hit = value; + X0Y0_Torso_節1_Torso.Dra = value; + X0Y0_Torso_節1_Torso.Hit = value; } } @@ -2687,12 +2687,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節1_鱗1.Dra; + return X0Y0_Torso_節1_鱗1.Dra; } set { - X0Y0_胴_節1_鱗1.Dra = value; - X0Y0_胴_節1_鱗1.Hit = value; + X0Y0_Torso_節1_鱗1.Dra = value; + X0Y0_Torso_節1_鱗1.Hit = value; } } @@ -2700,12 +2700,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節1_鱗3.Dra; + return X0Y0_Torso_節1_鱗3.Dra; } set { - X0Y0_胴_節1_鱗3.Dra = value; - X0Y0_胴_節1_鱗3.Hit = value; + X0Y0_Torso_節1_鱗3.Dra = value; + X0Y0_Torso_節1_鱗3.Hit = value; } } @@ -2713,12 +2713,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節1_鱗2.Dra; + return X0Y0_Torso_節1_鱗2.Dra; } set { - X0Y0_胴_節1_鱗2.Dra = value; - X0Y0_胴_節1_鱗2.Hit = value; + X0Y0_Torso_節1_鱗2.Dra = value; + X0Y0_Torso_節1_鱗2.Hit = value; } } @@ -2726,12 +2726,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節2_胴.Dra; + return X0Y0_Torso_節2_Torso.Dra; } set { - X0Y0_胴_節2_胴.Dra = value; - X0Y0_胴_節2_胴.Hit = value; + X0Y0_Torso_節2_Torso.Dra = value; + X0Y0_Torso_節2_Torso.Hit = value; } } @@ -2739,12 +2739,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節2_鱗1.Dra; + return X0Y0_Torso_節2_鱗1.Dra; } set { - X0Y0_胴_節2_鱗1.Dra = value; - X0Y0_胴_節2_鱗1.Hit = value; + X0Y0_Torso_節2_鱗1.Dra = value; + X0Y0_Torso_節2_鱗1.Hit = value; } } @@ -2752,12 +2752,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節2_鱗3.Dra; + return X0Y0_Torso_節2_鱗3.Dra; } set { - X0Y0_胴_節2_鱗3.Dra = value; - X0Y0_胴_節2_鱗3.Hit = value; + X0Y0_Torso_節2_鱗3.Dra = value; + X0Y0_Torso_節2_鱗3.Hit = value; } } @@ -2765,12 +2765,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節2_鱗2.Dra; + return X0Y0_Torso_節2_鱗2.Dra; } set { - X0Y0_胴_節2_鱗2.Dra = value; - X0Y0_胴_節2_鱗2.Hit = value; + X0Y0_Torso_節2_鱗2.Dra = value; + X0Y0_Torso_節2_鱗2.Hit = value; } } @@ -2778,12 +2778,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節3_胴.Dra; + return X0Y0_Torso_節3_Torso.Dra; } set { - X0Y0_胴_節3_胴.Dra = value; - X0Y0_胴_節3_胴.Hit = value; + X0Y0_Torso_節3_Torso.Dra = value; + X0Y0_Torso_節3_Torso.Hit = value; } } @@ -2791,12 +2791,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節3_鱗1.Dra; + return X0Y0_Torso_節3_鱗1.Dra; } set { - X0Y0_胴_節3_鱗1.Dra = value; - X0Y0_胴_節3_鱗1.Hit = value; + X0Y0_Torso_節3_鱗1.Dra = value; + X0Y0_Torso_節3_鱗1.Hit = value; } } @@ -2804,12 +2804,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節3_鱗3.Dra; + return X0Y0_Torso_節3_鱗3.Dra; } set { - X0Y0_胴_節3_鱗3.Dra = value; - X0Y0_胴_節3_鱗3.Hit = value; + X0Y0_Torso_節3_鱗3.Dra = value; + X0Y0_Torso_節3_鱗3.Hit = value; } } @@ -2817,12 +2817,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節3_鱗2.Dra; + return X0Y0_Torso_節3_鱗2.Dra; } set { - X0Y0_胴_節3_鱗2.Dra = value; - X0Y0_胴_節3_鱗2.Hit = value; + X0Y0_Torso_節3_鱗2.Dra = value; + X0Y0_Torso_節3_鱗2.Hit = value; } } @@ -2830,12 +2830,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節4_胴.Dra; + return X0Y0_Torso_節4_Torso.Dra; } set { - X0Y0_胴_節4_胴.Dra = value; - X0Y0_胴_節4_胴.Hit = value; + X0Y0_Torso_節4_Torso.Dra = value; + X0Y0_Torso_節4_Torso.Hit = value; } } @@ -2843,12 +2843,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節4_鱗1.Dra; + return X0Y0_Torso_節4_鱗1.Dra; } set { - X0Y0_胴_節4_鱗1.Dra = value; - X0Y0_胴_節4_鱗1.Hit = value; + X0Y0_Torso_節4_鱗1.Dra = value; + X0Y0_Torso_節4_鱗1.Hit = value; } } @@ -2856,12 +2856,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節4_鱗3.Dra; + return X0Y0_Torso_節4_鱗3.Dra; } set { - X0Y0_胴_節4_鱗3.Dra = value; - X0Y0_胴_節4_鱗3.Hit = value; + X0Y0_Torso_節4_鱗3.Dra = value; + X0Y0_Torso_節4_鱗3.Hit = value; } } @@ -2869,12 +2869,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節4_鱗2.Dra; + return X0Y0_Torso_節4_鱗2.Dra; } set { - X0Y0_胴_節4_鱗2.Dra = value; - X0Y0_胴_節4_鱗2.Hit = value; + X0Y0_Torso_節4_鱗2.Dra = value; + X0Y0_Torso_節4_鱗2.Hit = value; } } @@ -2882,12 +2882,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節5_胴.Dra; + return X0Y0_Torso_節5_Torso.Dra; } set { - X0Y0_胴_節5_胴.Dra = value; - X0Y0_胴_節5_胴.Hit = value; + X0Y0_Torso_節5_Torso.Dra = value; + X0Y0_Torso_節5_Torso.Hit = value; } } @@ -2895,12 +2895,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節5_鱗1.Dra; + return X0Y0_Torso_節5_鱗1.Dra; } set { - X0Y0_胴_節5_鱗1.Dra = value; - X0Y0_胴_節5_鱗1.Hit = value; + X0Y0_Torso_節5_鱗1.Dra = value; + X0Y0_Torso_節5_鱗1.Hit = value; } } @@ -2908,12 +2908,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節5_鱗3.Dra; + return X0Y0_Torso_節5_鱗3.Dra; } set { - X0Y0_胴_節5_鱗3.Dra = value; - X0Y0_胴_節5_鱗3.Hit = value; + X0Y0_Torso_節5_鱗3.Dra = value; + X0Y0_Torso_節5_鱗3.Hit = value; } } @@ -2921,12 +2921,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節5_鱗2.Dra; + return X0Y0_Torso_節5_鱗2.Dra; } set { - X0Y0_胴_節5_鱗2.Dra = value; - X0Y0_胴_節5_鱗2.Hit = value; + X0Y0_Torso_節5_鱗2.Dra = value; + X0Y0_Torso_節5_鱗2.Hit = value; } } @@ -2934,12 +2934,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節6_胴.Dra; + return X0Y0_Torso_節6_Torso.Dra; } set { - X0Y0_胴_節6_胴.Dra = value; - X0Y0_胴_節6_胴.Hit = value; + X0Y0_Torso_節6_Torso.Dra = value; + X0Y0_Torso_節6_Torso.Hit = value; } } @@ -2947,12 +2947,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節6_鱗1.Dra; + return X0Y0_Torso_節6_鱗1.Dra; } set { - X0Y0_胴_節6_鱗1.Dra = value; - X0Y0_胴_節6_鱗1.Hit = value; + X0Y0_Torso_節6_鱗1.Dra = value; + X0Y0_Torso_節6_鱗1.Hit = value; } } @@ -2960,12 +2960,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節6_鱗3.Dra; + return X0Y0_Torso_節6_鱗3.Dra; } set { - X0Y0_胴_節6_鱗3.Dra = value; - X0Y0_胴_節6_鱗3.Hit = value; + X0Y0_Torso_節6_鱗3.Dra = value; + X0Y0_Torso_節6_鱗3.Hit = value; } } @@ -2973,12 +2973,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節6_鱗2.Dra; + return X0Y0_Torso_節6_鱗2.Dra; } set { - X0Y0_胴_節6_鱗2.Dra = value; - X0Y0_胴_節6_鱗2.Hit = value; + X0Y0_Torso_節6_鱗2.Dra = value; + X0Y0_Torso_節6_鱗2.Hit = value; } } @@ -2986,12 +2986,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節7_胴.Dra; + return X0Y0_Torso_節7_Torso.Dra; } set { - X0Y0_胴_節7_胴.Dra = value; - X0Y0_胴_節7_胴.Hit = value; + X0Y0_Torso_節7_Torso.Dra = value; + X0Y0_Torso_節7_Torso.Hit = value; } } @@ -2999,12 +2999,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節7_鱗1.Dra; + return X0Y0_Torso_節7_鱗1.Dra; } set { - X0Y0_胴_節7_鱗1.Dra = value; - X0Y0_胴_節7_鱗1.Hit = value; + X0Y0_Torso_節7_鱗1.Dra = value; + X0Y0_Torso_節7_鱗1.Hit = value; } } @@ -3012,12 +3012,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節7_鱗3.Dra; + return X0Y0_Torso_節7_鱗3.Dra; } set { - X0Y0_胴_節7_鱗3.Dra = value; - X0Y0_胴_節7_鱗3.Hit = value; + X0Y0_Torso_節7_鱗3.Dra = value; + X0Y0_Torso_節7_鱗3.Hit = value; } } @@ -3025,12 +3025,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節7_鱗2.Dra; + return X0Y0_Torso_節7_鱗2.Dra; } set { - X0Y0_胴_節7_鱗2.Dra = value; - X0Y0_胴_節7_鱗2.Hit = value; + X0Y0_Torso_節7_鱗2.Dra = value; + X0Y0_Torso_節7_鱗2.Hit = value; } } @@ -3038,12 +3038,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節8_胴.Dra; + return X0Y0_Torso_節8_Torso.Dra; } set { - X0Y0_胴_節8_胴.Dra = value; - X0Y0_胴_節8_胴.Hit = value; + X0Y0_Torso_節8_Torso.Dra = value; + X0Y0_Torso_節8_Torso.Hit = value; } } @@ -3051,12 +3051,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節8_鱗1.Dra; + return X0Y0_Torso_節8_鱗1.Dra; } set { - X0Y0_胴_節8_鱗1.Dra = value; - X0Y0_胴_節8_鱗1.Hit = value; + X0Y0_Torso_節8_鱗1.Dra = value; + X0Y0_Torso_節8_鱗1.Hit = value; } } @@ -3064,12 +3064,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節8_鱗3.Dra; + return X0Y0_Torso_節8_鱗3.Dra; } set { - X0Y0_胴_節8_鱗3.Dra = value; - X0Y0_胴_節8_鱗3.Hit = value; + X0Y0_Torso_節8_鱗3.Dra = value; + X0Y0_Torso_節8_鱗3.Hit = value; } } @@ -3077,12 +3077,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節8_鱗2.Dra; + return X0Y0_Torso_節8_鱗2.Dra; } set { - X0Y0_胴_節8_鱗2.Dra = value; - X0Y0_胴_節8_鱗2.Hit = value; + X0Y0_Torso_節8_鱗2.Dra = value; + X0Y0_Torso_節8_鱗2.Hit = value; } } @@ -3090,12 +3090,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節9_胴.Dra; + return X0Y0_Torso_節9_Torso.Dra; } set { - X0Y0_胴_節9_胴.Dra = value; - X0Y0_胴_節9_胴.Hit = value; + X0Y0_Torso_節9_Torso.Dra = value; + X0Y0_Torso_節9_Torso.Hit = value; } } @@ -3103,12 +3103,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節9_鱗1.Dra; + return X0Y0_Torso_節9_鱗1.Dra; } set { - X0Y0_胴_節9_鱗1.Dra = value; - X0Y0_胴_節9_鱗1.Hit = value; + X0Y0_Torso_節9_鱗1.Dra = value; + X0Y0_Torso_節9_鱗1.Hit = value; } } @@ -3116,12 +3116,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節9_鱗3.Dra; + return X0Y0_Torso_節9_鱗3.Dra; } set { - X0Y0_胴_節9_鱗3.Dra = value; - X0Y0_胴_節9_鱗3.Hit = value; + X0Y0_Torso_節9_鱗3.Dra = value; + X0Y0_Torso_節9_鱗3.Hit = value; } } @@ -3129,12 +3129,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節9_鱗2.Dra; + return X0Y0_Torso_節9_鱗2.Dra; } set { - X0Y0_胴_節9_鱗2.Dra = value; - X0Y0_胴_節9_鱗2.Hit = value; + X0Y0_Torso_節9_鱗2.Dra = value; + X0Y0_Torso_節9_鱗2.Hit = value; } } @@ -3142,12 +3142,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節10_胴.Dra; + return X0Y0_Torso_節10_Torso.Dra; } set { - X0Y0_胴_節10_胴.Dra = value; - X0Y0_胴_節10_胴.Hit = value; + X0Y0_Torso_節10_Torso.Dra = value; + X0Y0_Torso_節10_Torso.Hit = value; } } @@ -3155,12 +3155,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節10_鱗1.Dra; + return X0Y0_Torso_節10_鱗1.Dra; } set { - X0Y0_胴_節10_鱗1.Dra = value; - X0Y0_胴_節10_鱗1.Hit = value; + X0Y0_Torso_節10_鱗1.Dra = value; + X0Y0_Torso_節10_鱗1.Hit = value; } } @@ -3168,12 +3168,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節10_鱗3.Dra; + return X0Y0_Torso_節10_鱗3.Dra; } set { - X0Y0_胴_節10_鱗3.Dra = value; - X0Y0_胴_節10_鱗3.Hit = value; + X0Y0_Torso_節10_鱗3.Dra = value; + X0Y0_Torso_節10_鱗3.Hit = value; } } @@ -3181,12 +3181,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節10_鱗2.Dra; + return X0Y0_Torso_節10_鱗2.Dra; } set { - X0Y0_胴_節10_鱗2.Dra = value; - X0Y0_胴_節10_鱗2.Hit = value; + X0Y0_Torso_節10_鱗2.Dra = value; + X0Y0_Torso_節10_鱗2.Hit = value; } } @@ -3194,12 +3194,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節11_胴.Dra; + return X0Y0_Torso_節11_Torso.Dra; } set { - X0Y0_胴_節11_胴.Dra = value; - X0Y0_胴_節11_胴.Hit = value; + X0Y0_Torso_節11_Torso.Dra = value; + X0Y0_Torso_節11_Torso.Hit = value; } } @@ -3207,12 +3207,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節11_鱗1.Dra; + return X0Y0_Torso_節11_鱗1.Dra; } set { - X0Y0_胴_節11_鱗1.Dra = value; - X0Y0_胴_節11_鱗1.Hit = value; + X0Y0_Torso_節11_鱗1.Dra = value; + X0Y0_Torso_節11_鱗1.Hit = value; } } @@ -3220,12 +3220,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節11_鱗3.Dra; + return X0Y0_Torso_節11_鱗3.Dra; } set { - X0Y0_胴_節11_鱗3.Dra = value; - X0Y0_胴_節11_鱗3.Hit = value; + X0Y0_Torso_節11_鱗3.Dra = value; + X0Y0_Torso_節11_鱗3.Hit = value; } } @@ -3233,12 +3233,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節11_鱗2.Dra; + return X0Y0_Torso_節11_鱗2.Dra; } set { - X0Y0_胴_節11_鱗2.Dra = value; - X0Y0_胴_節11_鱗2.Hit = value; + X0Y0_Torso_節11_鱗2.Dra = value; + X0Y0_Torso_節11_鱗2.Hit = value; } } @@ -3246,12 +3246,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節12_胴.Dra; + return X0Y0_Torso_節12_Torso.Dra; } set { - X0Y0_胴_節12_胴.Dra = value; - X0Y0_胴_節12_胴.Hit = value; + X0Y0_Torso_節12_Torso.Dra = value; + X0Y0_Torso_節12_Torso.Hit = value; } } @@ -3259,12 +3259,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節12_鱗1.Dra; + return X0Y0_Torso_節12_鱗1.Dra; } set { - X0Y0_胴_節12_鱗1.Dra = value; - X0Y0_胴_節12_鱗1.Hit = value; + X0Y0_Torso_節12_鱗1.Dra = value; + X0Y0_Torso_節12_鱗1.Hit = value; } } @@ -3272,12 +3272,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節12_鱗3.Dra; + return X0Y0_Torso_節12_鱗3.Dra; } set { - X0Y0_胴_節12_鱗3.Dra = value; - X0Y0_胴_節12_鱗3.Hit = value; + X0Y0_Torso_節12_鱗3.Dra = value; + X0Y0_Torso_節12_鱗3.Hit = value; } } @@ -3285,12 +3285,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節12_鱗2.Dra; + return X0Y0_Torso_節12_鱗2.Dra; } set { - X0Y0_胴_節12_鱗2.Dra = value; - X0Y0_胴_節12_鱗2.Hit = value; + X0Y0_Torso_節12_鱗2.Dra = value; + X0Y0_Torso_節12_鱗2.Hit = value; } } @@ -3298,12 +3298,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節13_胴.Dra; + return X0Y0_Torso_節13_Torso.Dra; } set { - X0Y0_胴_節13_胴.Dra = value; - X0Y0_胴_節13_胴.Hit = value; + X0Y0_Torso_節13_Torso.Dra = value; + X0Y0_Torso_節13_Torso.Hit = value; } } @@ -3311,12 +3311,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節13_鱗1.Dra; + return X0Y0_Torso_節13_鱗1.Dra; } set { - X0Y0_胴_節13_鱗1.Dra = value; - X0Y0_胴_節13_鱗1.Hit = value; + X0Y0_Torso_節13_鱗1.Dra = value; + X0Y0_Torso_節13_鱗1.Hit = value; } } @@ -3324,12 +3324,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節13_鱗3.Dra; + return X0Y0_Torso_節13_鱗3.Dra; } set { - X0Y0_胴_節13_鱗3.Dra = value; - X0Y0_胴_節13_鱗3.Hit = value; + X0Y0_Torso_節13_鱗3.Dra = value; + X0Y0_Torso_節13_鱗3.Hit = value; } } @@ -3337,12 +3337,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節13_鱗2.Dra; + return X0Y0_Torso_節13_鱗2.Dra; } set { - X0Y0_胴_節13_鱗2.Dra = value; - X0Y0_胴_節13_鱗2.Hit = value; + X0Y0_Torso_節13_鱗2.Dra = value; + X0Y0_Torso_節13_鱗2.Hit = value; } } @@ -3350,12 +3350,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節14_胴.Dra; + return X0Y0_Torso_節14_Torso.Dra; } set { - X0Y0_胴_節14_胴.Dra = value; - X0Y0_胴_節14_胴.Hit = value; + X0Y0_Torso_節14_Torso.Dra = value; + X0Y0_Torso_節14_Torso.Hit = value; } } @@ -3363,12 +3363,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節14_鱗1.Dra; + return X0Y0_Torso_節14_鱗1.Dra; } set { - X0Y0_胴_節14_鱗1.Dra = value; - X0Y0_胴_節14_鱗1.Hit = value; + X0Y0_Torso_節14_鱗1.Dra = value; + X0Y0_Torso_節14_鱗1.Hit = value; } } @@ -3376,12 +3376,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節14_鱗3.Dra; + return X0Y0_Torso_節14_鱗3.Dra; } set { - X0Y0_胴_節14_鱗3.Dra = value; - X0Y0_胴_節14_鱗3.Hit = value; + X0Y0_Torso_節14_鱗3.Dra = value; + X0Y0_Torso_節14_鱗3.Hit = value; } } @@ -3389,12 +3389,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節14_鱗2.Dra; + return X0Y0_Torso_節14_鱗2.Dra; } set { - X0Y0_胴_節14_鱗2.Dra = value; - X0Y0_胴_節14_鱗2.Hit = value; + X0Y0_Torso_節14_鱗2.Dra = value; + X0Y0_Torso_節14_鱗2.Hit = value; } } @@ -3402,12 +3402,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節15_胴.Dra; + return X0Y0_Torso_節15_Torso.Dra; } set { - X0Y0_胴_節15_胴.Dra = value; - X0Y0_胴_節15_胴.Hit = value; + X0Y0_Torso_節15_Torso.Dra = value; + X0Y0_Torso_節15_Torso.Hit = value; } } @@ -3415,12 +3415,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節15_鱗1.Dra; + return X0Y0_Torso_節15_鱗1.Dra; } set { - X0Y0_胴_節15_鱗1.Dra = value; - X0Y0_胴_節15_鱗1.Hit = value; + X0Y0_Torso_節15_鱗1.Dra = value; + X0Y0_Torso_節15_鱗1.Hit = value; } } @@ -3428,12 +3428,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節15_鱗3.Dra; + return X0Y0_Torso_節15_鱗3.Dra; } set { - X0Y0_胴_節15_鱗3.Dra = value; - X0Y0_胴_節15_鱗3.Hit = value; + X0Y0_Torso_節15_鱗3.Dra = value; + X0Y0_Torso_節15_鱗3.Hit = value; } } @@ -3441,12 +3441,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節15_鱗2.Dra; + return X0Y0_Torso_節15_鱗2.Dra; } set { - X0Y0_胴_節15_鱗2.Dra = value; - X0Y0_胴_節15_鱗2.Hit = value; + X0Y0_Torso_節15_鱗2.Dra = value; + X0Y0_Torso_節15_鱗2.Hit = value; } } @@ -3454,12 +3454,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節16_胴.Dra; + return X0Y0_Torso_節16_Torso.Dra; } set { - X0Y0_胴_節16_胴.Dra = value; - X0Y0_胴_節16_胴.Hit = value; + X0Y0_Torso_節16_Torso.Dra = value; + X0Y0_Torso_節16_Torso.Hit = value; } } @@ -3467,12 +3467,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節16_鱗1.Dra; + return X0Y0_Torso_節16_鱗1.Dra; } set { - X0Y0_胴_節16_鱗1.Dra = value; - X0Y0_胴_節16_鱗1.Hit = value; + X0Y0_Torso_節16_鱗1.Dra = value; + X0Y0_Torso_節16_鱗1.Hit = value; } } @@ -3480,12 +3480,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節16_鱗3.Dra; + return X0Y0_Torso_節16_鱗3.Dra; } set { - X0Y0_胴_節16_鱗3.Dra = value; - X0Y0_胴_節16_鱗3.Hit = value; + X0Y0_Torso_節16_鱗3.Dra = value; + X0Y0_Torso_節16_鱗3.Hit = value; } } @@ -3493,12 +3493,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節16_鱗2.Dra; + return X0Y0_Torso_節16_鱗2.Dra; } set { - X0Y0_胴_節16_鱗2.Dra = value; - X0Y0_胴_節16_鱗2.Hit = value; + X0Y0_Torso_節16_鱗2.Dra = value; + X0Y0_Torso_節16_鱗2.Hit = value; } } @@ -3506,12 +3506,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_輪_革.Dra; + return X0Y0_Torso_輪_革.Dra; } set { - X0Y0_胴_輪_革.Dra = value; - X0Y0_胴_輪_革.Hit = value; + X0Y0_Torso_輪_革.Dra = value; + X0Y0_Torso_輪_革.Hit = value; } } @@ -3519,12 +3519,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_輪_金具1.Dra; + return X0Y0_Torso_輪_金具1.Dra; } set { - X0Y0_胴_輪_金具1.Dra = value; - X0Y0_胴_輪_金具1.Hit = value; + X0Y0_Torso_輪_金具1.Dra = value; + X0Y0_Torso_輪_金具1.Hit = value; } } @@ -3532,12 +3532,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_輪_金具2.Dra; + return X0Y0_Torso_輪_金具2.Dra; } set { - X0Y0_胴_輪_金具2.Dra = value; - X0Y0_胴_輪_金具2.Hit = value; + X0Y0_Torso_輪_金具2.Dra = value; + X0Y0_Torso_輪_金具2.Hit = value; } } @@ -3545,12 +3545,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_輪_金具3.Dra; + return X0Y0_Torso_輪_金具3.Dra; } set { - X0Y0_胴_輪_金具3.Dra = value; - X0Y0_胴_輪_金具3.Hit = value; + X0Y0_Torso_輪_金具3.Dra = value; + X0Y0_Torso_輪_金具3.Hit = value; } } @@ -3558,12 +3558,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_輪_金具左.Dra; + return X0Y0_Torso_輪_金具左.Dra; } set { - X0Y0_胴_輪_金具左.Dra = value; - X0Y0_胴_輪_金具左.Hit = value; + X0Y0_Torso_輪_金具左.Dra = value; + X0Y0_Torso_輪_金具左.Hit = value; } } @@ -3571,12 +3571,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_輪_金具右.Dra; + return X0Y0_Torso_輪_金具右.Dra; } set { - X0Y0_胴_輪_金具右.Dra = value; - X0Y0_胴_輪_金具右.Hit = value; + X0Y0_Torso_輪_金具右.Dra = value; + X0Y0_Torso_輪_金具右.Hit = value; } } @@ -3584,12 +3584,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節17_胴.Dra; + return X0Y0_Torso_節17_Torso.Dra; } set { - X0Y0_胴_節17_胴.Dra = value; - X0Y0_胴_節17_胴.Hit = value; + X0Y0_Torso_節17_Torso.Dra = value; + X0Y0_Torso_節17_Torso.Hit = value; } } @@ -3597,12 +3597,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節17_鱗1.Dra; + return X0Y0_Torso_節17_鱗1.Dra; } set { - X0Y0_胴_節17_鱗1.Dra = value; - X0Y0_胴_節17_鱗1.Hit = value; + X0Y0_Torso_節17_鱗1.Dra = value; + X0Y0_Torso_節17_鱗1.Hit = value; } } @@ -3610,12 +3610,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節17_鱗3.Dra; + return X0Y0_Torso_節17_鱗3.Dra; } set { - X0Y0_胴_節17_鱗3.Dra = value; - X0Y0_胴_節17_鱗3.Hit = value; + X0Y0_Torso_節17_鱗3.Dra = value; + X0Y0_Torso_節17_鱗3.Hit = value; } } @@ -3623,12 +3623,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節17_鱗2.Dra; + return X0Y0_Torso_節17_鱗2.Dra; } set { - X0Y0_胴_節17_鱗2.Dra = value; - X0Y0_胴_節17_鱗2.Hit = value; + X0Y0_Torso_節17_鱗2.Dra = value; + X0Y0_Torso_節17_鱗2.Hit = value; } } @@ -3636,12 +3636,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節18_胴.Dra; + return X0Y0_Torso_節18_Torso.Dra; } set { - X0Y0_胴_節18_胴.Dra = value; - X0Y0_胴_節18_胴.Hit = value; + X0Y0_Torso_節18_Torso.Dra = value; + X0Y0_Torso_節18_Torso.Hit = value; } } @@ -3649,12 +3649,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節18_鱗1.Dra; + return X0Y0_Torso_節18_鱗1.Dra; } set { - X0Y0_胴_節18_鱗1.Dra = value; - X0Y0_胴_節18_鱗1.Hit = value; + X0Y0_Torso_節18_鱗1.Dra = value; + X0Y0_Torso_節18_鱗1.Hit = value; } } @@ -3662,12 +3662,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節18_鱗3.Dra; + return X0Y0_Torso_節18_鱗3.Dra; } set { - X0Y0_胴_節18_鱗3.Dra = value; - X0Y0_胴_節18_鱗3.Hit = value; + X0Y0_Torso_節18_鱗3.Dra = value; + X0Y0_Torso_節18_鱗3.Hit = value; } } @@ -3675,12 +3675,12 @@ namespace SlaveMatrix { get { - return X0Y0_胴_節18_鱗2.Dra; + return X0Y0_Torso_節18_鱗2.Dra; } set { - X0Y0_胴_節18_鱗2.Dra = value; - X0Y0_胴_節18_鱗2.Hit = value; + X0Y0_Torso_節18_鱗2.Dra = value; + X0Y0_Torso_節18_鱗2.Hit = value; } } @@ -5824,84 +5824,84 @@ namespace SlaveMatrix 上顎頭部後_頭1CD.不透明度 = value; 下顎頭部後_頭2CD.不透明度 = value; 下顎頭部後_頭1CD.不透明度 = value; - 胴_節1_胴CD.不透明度 = value; - 胴_節1_鱗1CD.不透明度 = value; - 胴_節1_鱗3CD.不透明度 = value; - 胴_節1_鱗2CD.不透明度 = value; - 胴_節2_胴CD.不透明度 = value; - 胴_節2_鱗1CD.不透明度 = value; - 胴_節2_鱗3CD.不透明度 = value; - 胴_節2_鱗2CD.不透明度 = value; - 胴_節3_胴CD.不透明度 = value; - 胴_節3_鱗1CD.不透明度 = value; - 胴_節3_鱗3CD.不透明度 = value; - 胴_節3_鱗2CD.不透明度 = value; - 胴_節4_胴CD.不透明度 = value; - 胴_節4_鱗1CD.不透明度 = value; - 胴_節4_鱗3CD.不透明度 = value; - 胴_節4_鱗2CD.不透明度 = value; - 胴_節5_胴CD.不透明度 = value; - 胴_節5_鱗1CD.不透明度 = value; - 胴_節5_鱗3CD.不透明度 = value; - 胴_節5_鱗2CD.不透明度 = value; - 胴_節6_胴CD.不透明度 = value; - 胴_節6_鱗1CD.不透明度 = value; - 胴_節6_鱗3CD.不透明度 = value; - 胴_節6_鱗2CD.不透明度 = value; - 胴_節7_胴CD.不透明度 = value; - 胴_節7_鱗1CD.不透明度 = value; - 胴_節7_鱗3CD.不透明度 = value; - 胴_節7_鱗2CD.不透明度 = value; - 胴_節8_胴CD.不透明度 = value; - 胴_節8_鱗1CD.不透明度 = value; - 胴_節8_鱗3CD.不透明度 = value; - 胴_節8_鱗2CD.不透明度 = value; - 胴_節9_胴CD.不透明度 = value; - 胴_節9_鱗1CD.不透明度 = value; - 胴_節9_鱗3CD.不透明度 = value; - 胴_節9_鱗2CD.不透明度 = value; - 胴_節10_胴CD.不透明度 = value; - 胴_節10_鱗1CD.不透明度 = value; - 胴_節10_鱗3CD.不透明度 = value; - 胴_節10_鱗2CD.不透明度 = value; - 胴_節11_胴CD.不透明度 = value; - 胴_節11_鱗1CD.不透明度 = value; - 胴_節11_鱗3CD.不透明度 = value; - 胴_節11_鱗2CD.不透明度 = value; - 胴_節12_胴CD.不透明度 = value; - 胴_節12_鱗1CD.不透明度 = value; - 胴_節12_鱗3CD.不透明度 = value; - 胴_節12_鱗2CD.不透明度 = value; - 胴_節13_胴CD.不透明度 = value; - 胴_節13_鱗1CD.不透明度 = value; - 胴_節13_鱗3CD.不透明度 = value; - 胴_節13_鱗2CD.不透明度 = value; - 胴_節14_胴CD.不透明度 = value; - 胴_節14_鱗1CD.不透明度 = value; - 胴_節14_鱗3CD.不透明度 = value; - 胴_節14_鱗2CD.不透明度 = value; - 胴_節15_胴CD.不透明度 = value; - 胴_節15_鱗1CD.不透明度 = value; - 胴_節15_鱗3CD.不透明度 = value; - 胴_節15_鱗2CD.不透明度 = value; - 胴_節16_胴CD.不透明度 = value; - 胴_節16_鱗1CD.不透明度 = value; - 胴_節16_鱗3CD.不透明度 = value; - 胴_節16_鱗2CD.不透明度 = value; - 胴_節17_胴CD.不透明度 = value; - 胴_節17_鱗1CD.不透明度 = value; - 胴_節17_鱗3CD.不透明度 = value; - 胴_節17_鱗2CD.不透明度 = value; - 胴_節18_胴CD.不透明度 = value; - 胴_節18_鱗1CD.不透明度 = value; - 胴_節18_鱗3CD.不透明度 = value; - 胴_節18_鱗2CD.不透明度 = value; - 胴_輪_革CD.不透明度 = value; - 胴_輪_金具1CD.不透明度 = value; - 胴_輪_金具2CD.不透明度 = value; - 胴_輪_金具3CD.不透明度 = value; - 胴_輪_金具左CD.不透明度 = value; - 胴_輪_金具右CD.不透明度 = value; + Torso_節1_TorsoCD.不透明度 = value; + Torso_節1_鱗1CD.不透明度 = value; + Torso_節1_鱗3CD.不透明度 = value; + Torso_節1_鱗2CD.不透明度 = value; + Torso_節2_TorsoCD.不透明度 = value; + Torso_節2_鱗1CD.不透明度 = value; + Torso_節2_鱗3CD.不透明度 = value; + Torso_節2_鱗2CD.不透明度 = value; + Torso_節3_TorsoCD.不透明度 = value; + Torso_節3_鱗1CD.不透明度 = value; + Torso_節3_鱗3CD.不透明度 = value; + Torso_節3_鱗2CD.不透明度 = value; + Torso_節4_TorsoCD.不透明度 = value; + Torso_節4_鱗1CD.不透明度 = value; + Torso_節4_鱗3CD.不透明度 = value; + Torso_節4_鱗2CD.不透明度 = value; + Torso_節5_TorsoCD.不透明度 = value; + Torso_節5_鱗1CD.不透明度 = value; + Torso_節5_鱗3CD.不透明度 = value; + Torso_節5_鱗2CD.不透明度 = value; + Torso_節6_TorsoCD.不透明度 = value; + Torso_節6_鱗1CD.不透明度 = value; + Torso_節6_鱗3CD.不透明度 = value; + Torso_節6_鱗2CD.不透明度 = value; + Torso_節7_TorsoCD.不透明度 = value; + Torso_節7_鱗1CD.不透明度 = value; + Torso_節7_鱗3CD.不透明度 = value; + Torso_節7_鱗2CD.不透明度 = value; + Torso_節8_TorsoCD.不透明度 = value; + Torso_節8_鱗1CD.不透明度 = value; + Torso_節8_鱗3CD.不透明度 = value; + Torso_節8_鱗2CD.不透明度 = value; + Torso_節9_TorsoCD.不透明度 = value; + Torso_節9_鱗1CD.不透明度 = value; + Torso_節9_鱗3CD.不透明度 = value; + Torso_節9_鱗2CD.不透明度 = value; + Torso_節10_TorsoCD.不透明度 = value; + Torso_節10_鱗1CD.不透明度 = value; + Torso_節10_鱗3CD.不透明度 = value; + Torso_節10_鱗2CD.不透明度 = value; + Torso_節11_TorsoCD.不透明度 = value; + Torso_節11_鱗1CD.不透明度 = value; + Torso_節11_鱗3CD.不透明度 = value; + Torso_節11_鱗2CD.不透明度 = value; + Torso_節12_TorsoCD.不透明度 = value; + Torso_節12_鱗1CD.不透明度 = value; + Torso_節12_鱗3CD.不透明度 = value; + Torso_節12_鱗2CD.不透明度 = value; + Torso_節13_TorsoCD.不透明度 = value; + Torso_節13_鱗1CD.不透明度 = value; + Torso_節13_鱗3CD.不透明度 = value; + Torso_節13_鱗2CD.不透明度 = value; + Torso_節14_TorsoCD.不透明度 = value; + Torso_節14_鱗1CD.不透明度 = value; + Torso_節14_鱗3CD.不透明度 = value; + Torso_節14_鱗2CD.不透明度 = value; + Torso_節15_TorsoCD.不透明度 = value; + Torso_節15_鱗1CD.不透明度 = value; + Torso_節15_鱗3CD.不透明度 = value; + Torso_節15_鱗2CD.不透明度 = value; + Torso_節16_TorsoCD.不透明度 = value; + Torso_節16_鱗1CD.不透明度 = value; + Torso_節16_鱗3CD.不透明度 = value; + Torso_節16_鱗2CD.不透明度 = value; + Torso_節17_TorsoCD.不透明度 = value; + Torso_節17_鱗1CD.不透明度 = value; + Torso_節17_鱗3CD.不透明度 = value; + Torso_節17_鱗2CD.不透明度 = value; + Torso_節18_TorsoCD.不透明度 = value; + Torso_節18_鱗1CD.不透明度 = value; + Torso_節18_鱗3CD.不透明度 = value; + Torso_節18_鱗2CD.不透明度 = value; + Torso_輪_革CD.不透明度 = value; + Torso_輪_金具1CD.不透明度 = value; + Torso_輪_金具2CD.不透明度 = value; + Torso_輪_金具3CD.不透明度 = value; + Torso_輪_金具左CD.不透明度 = value; + Torso_輪_金具右CD.不透明度 = value; 頭_口膜_口膜1CD.不透明度 = value; 頭_口膜_口膜2CD.不透明度 = value; 頭_口膜_口膜3CD.不透明度 = value; @@ -6033,11 +6033,11 @@ namespace SlaveMatrix } } - public JointS 頭_接続点 => new JointS(本体, X0Y0_胴_節18_胴, 0); + public JointS 頭_接続点 => new JointS(本体, X0Y0_Torso_節18_Torso, 0); - public JointS UpperArm左_接続点 => new JointS(本体, X0Y0_胴_節9_胴, 1); + public JointS UpperArm左_接続点 => new JointS(本体, X0Y0_Torso_節9_Torso, 1); - public JointS UpperArm右_接続点 => new JointS(本体, X0Y0_胴_節10_胴, 1); + public JointS UpperArm右_接続点 => new JointS(本体, X0Y0_Torso_節10_Torso, 1); public JointS LowerArm左_接続点 => new JointS(本体, X0Y0_脚前_UpperArm, 0); @@ -6047,9 +6047,9 @@ namespace SlaveMatrix public JointS 手右_接続点 => new JointS(本体, X0Y0_脚後_LowerArm, 0); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_胴_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(本体, X0Y0_Torso_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_胴_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(本体, X0Y0_Torso_輪_金具右, 0); public JointS 鎖3_接続点 => new JointS(本体, X0Y0_脚後_輪_金具左, 0); @@ -6164,102 +6164,102 @@ namespace SlaveMatrix X0Y0_下顎頭部後_頭1 = pars2["頭1"].ToPar(); pars2 = pars["胴"].ToPars(); pars3 = pars2["節1"].ToPars(); - X0Y0_胴_節1_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節1_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節1_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節1_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節1_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節1_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節1_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節1_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節2"].ToPars(); - X0Y0_胴_節2_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節2_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節2_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節2_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節2_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節2_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節2_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節2_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節3"].ToPars(); - X0Y0_胴_節3_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節3_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節3_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節3_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節3_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節3_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節3_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節3_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節4"].ToPars(); - X0Y0_胴_節4_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節4_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節4_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節4_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節4_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節4_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節4_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節4_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節5"].ToPars(); - X0Y0_胴_節5_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節5_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節5_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節5_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節5_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節5_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節5_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節5_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節6"].ToPars(); - X0Y0_胴_節6_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節6_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節6_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節6_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節6_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節6_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節6_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節6_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節7"].ToPars(); - X0Y0_胴_節7_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節7_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節7_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節7_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節7_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節7_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節7_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節7_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節8"].ToPars(); - X0Y0_胴_節8_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節8_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節8_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節8_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節8_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節8_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節8_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節8_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節9"].ToPars(); - X0Y0_胴_節9_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節9_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節9_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節9_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節9_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節9_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節9_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節9_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節10"].ToPars(); - X0Y0_胴_節10_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節10_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節10_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節10_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節10_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節10_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節10_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節10_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節11"].ToPars(); - X0Y0_胴_節11_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節11_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節11_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節11_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節11_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節11_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節11_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節11_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節12"].ToPars(); - X0Y0_胴_節12_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節12_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節12_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節12_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節12_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節12_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節12_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節12_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節13"].ToPars(); - X0Y0_胴_節13_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節13_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節13_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節13_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節13_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節13_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節13_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節13_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節14"].ToPars(); - X0Y0_胴_節14_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節14_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節14_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節14_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節14_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節14_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節14_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節14_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節15"].ToPars(); - X0Y0_胴_節15_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節15_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節15_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節15_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節15_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節15_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節15_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節15_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節16"].ToPars(); - X0Y0_胴_節16_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節16_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節16_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節16_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節16_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節16_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節16_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節16_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["輪"].ToPars(); - X0Y0_胴_輪_革 = pars3["革"].ToPar(); - X0Y0_胴_輪_金具1 = pars3["金具1"].ToPar(); - X0Y0_胴_輪_金具2 = pars3["金具2"].ToPar(); - X0Y0_胴_輪_金具3 = pars3["金具3"].ToPar(); - X0Y0_胴_輪_金具左 = pars3["金具左"].ToPar(); - X0Y0_胴_輪_金具右 = pars3["金具右"].ToPar(); + X0Y0_Torso_輪_革 = pars3["革"].ToPar(); + X0Y0_Torso_輪_金具1 = pars3["金具1"].ToPar(); + X0Y0_Torso_輪_金具2 = pars3["金具2"].ToPar(); + X0Y0_Torso_輪_金具3 = pars3["金具3"].ToPar(); + X0Y0_Torso_輪_金具左 = pars3["金具左"].ToPar(); + X0Y0_Torso_輪_金具右 = pars3["金具右"].ToPar(); pars3 = pars2["節17"].ToPars(); - X0Y0_胴_節17_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節17_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節17_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節17_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節17_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節17_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節17_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節17_鱗2 = pars3["鱗2"].ToPar(); pars3 = pars2["節18"].ToPars(); - X0Y0_胴_節18_胴 = pars3["胴"].ToPar(); - X0Y0_胴_節18_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴_節18_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴_節18_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso_節18_Torso = pars3["胴"].ToPar(); + X0Y0_Torso_節18_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso_節18_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso_節18_鱗2 = pars3["鱗2"].ToPar(); pars2 = pars["頭"].ToPars(); pars3 = pars2["口膜"].ToPars(); X0Y0_頭_口膜_口膜1 = pars3["口膜1"].ToPar(); @@ -6897,84 +6897,84 @@ namespace SlaveMatrix X0Y0_上顎頭部後_頭1CP = new ColorP(X0Y0_上顎頭部後_頭1, 上顎頭部後_頭1CD, DisUnit, abj: true); X0Y0_下顎頭部後_頭2CP = new ColorP(X0Y0_下顎頭部後_頭2, 下顎頭部後_頭2CD, DisUnit, abj: true); X0Y0_下顎頭部後_頭1CP = new ColorP(X0Y0_下顎頭部後_頭1, 下顎頭部後_頭1CD, DisUnit, abj: true); - X0Y0_胴_節1_胴CP = new ColorP(X0Y0_胴_節1_胴, 胴_節1_胴CD, DisUnit, abj: true); - X0Y0_胴_節1_鱗1CP = new ColorP(X0Y0_胴_節1_鱗1, 胴_節1_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節1_鱗3CP = new ColorP(X0Y0_胴_節1_鱗3, 胴_節1_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節1_鱗2CP = new ColorP(X0Y0_胴_節1_鱗2, 胴_節1_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節2_胴CP = new ColorP(X0Y0_胴_節2_胴, 胴_節2_胴CD, DisUnit, abj: true); - X0Y0_胴_節2_鱗1CP = new ColorP(X0Y0_胴_節2_鱗1, 胴_節2_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節2_鱗3CP = new ColorP(X0Y0_胴_節2_鱗3, 胴_節2_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節2_鱗2CP = new ColorP(X0Y0_胴_節2_鱗2, 胴_節2_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節3_胴CP = new ColorP(X0Y0_胴_節3_胴, 胴_節3_胴CD, DisUnit, abj: true); - X0Y0_胴_節3_鱗1CP = new ColorP(X0Y0_胴_節3_鱗1, 胴_節3_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節3_鱗3CP = new ColorP(X0Y0_胴_節3_鱗3, 胴_節3_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節3_鱗2CP = new ColorP(X0Y0_胴_節3_鱗2, 胴_節3_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節4_胴CP = new ColorP(X0Y0_胴_節4_胴, 胴_節4_胴CD, DisUnit, abj: true); - X0Y0_胴_節4_鱗1CP = new ColorP(X0Y0_胴_節4_鱗1, 胴_節4_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節4_鱗3CP = new ColorP(X0Y0_胴_節4_鱗3, 胴_節4_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節4_鱗2CP = new ColorP(X0Y0_胴_節4_鱗2, 胴_節4_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節5_胴CP = new ColorP(X0Y0_胴_節5_胴, 胴_節5_胴CD, DisUnit, abj: true); - X0Y0_胴_節5_鱗1CP = new ColorP(X0Y0_胴_節5_鱗1, 胴_節5_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節5_鱗3CP = new ColorP(X0Y0_胴_節5_鱗3, 胴_節5_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節5_鱗2CP = new ColorP(X0Y0_胴_節5_鱗2, 胴_節5_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節6_胴CP = new ColorP(X0Y0_胴_節6_胴, 胴_節6_胴CD, DisUnit, abj: true); - X0Y0_胴_節6_鱗1CP = new ColorP(X0Y0_胴_節6_鱗1, 胴_節6_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節6_鱗3CP = new ColorP(X0Y0_胴_節6_鱗3, 胴_節6_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節6_鱗2CP = new ColorP(X0Y0_胴_節6_鱗2, 胴_節6_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節7_胴CP = new ColorP(X0Y0_胴_節7_胴, 胴_節7_胴CD, DisUnit, abj: true); - X0Y0_胴_節7_鱗1CP = new ColorP(X0Y0_胴_節7_鱗1, 胴_節7_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節7_鱗3CP = new ColorP(X0Y0_胴_節7_鱗3, 胴_節7_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節7_鱗2CP = new ColorP(X0Y0_胴_節7_鱗2, 胴_節7_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節8_胴CP = new ColorP(X0Y0_胴_節8_胴, 胴_節8_胴CD, DisUnit, abj: true); - X0Y0_胴_節8_鱗1CP = new ColorP(X0Y0_胴_節8_鱗1, 胴_節8_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節8_鱗3CP = new ColorP(X0Y0_胴_節8_鱗3, 胴_節8_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節8_鱗2CP = new ColorP(X0Y0_胴_節8_鱗2, 胴_節8_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節9_胴CP = new ColorP(X0Y0_胴_節9_胴, 胴_節9_胴CD, DisUnit, abj: true); - X0Y0_胴_節9_鱗1CP = new ColorP(X0Y0_胴_節9_鱗1, 胴_節9_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節9_鱗3CP = new ColorP(X0Y0_胴_節9_鱗3, 胴_節9_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節9_鱗2CP = new ColorP(X0Y0_胴_節9_鱗2, 胴_節9_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節10_胴CP = new ColorP(X0Y0_胴_節10_胴, 胴_節10_胴CD, DisUnit, abj: true); - X0Y0_胴_節10_鱗1CP = new ColorP(X0Y0_胴_節10_鱗1, 胴_節10_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節10_鱗3CP = new ColorP(X0Y0_胴_節10_鱗3, 胴_節10_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節10_鱗2CP = new ColorP(X0Y0_胴_節10_鱗2, 胴_節10_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節11_胴CP = new ColorP(X0Y0_胴_節11_胴, 胴_節11_胴CD, DisUnit, abj: true); - X0Y0_胴_節11_鱗1CP = new ColorP(X0Y0_胴_節11_鱗1, 胴_節11_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節11_鱗3CP = new ColorP(X0Y0_胴_節11_鱗3, 胴_節11_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節11_鱗2CP = new ColorP(X0Y0_胴_節11_鱗2, 胴_節11_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節12_胴CP = new ColorP(X0Y0_胴_節12_胴, 胴_節12_胴CD, DisUnit, abj: true); - X0Y0_胴_節12_鱗1CP = new ColorP(X0Y0_胴_節12_鱗1, 胴_節12_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節12_鱗3CP = new ColorP(X0Y0_胴_節12_鱗3, 胴_節12_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節12_鱗2CP = new ColorP(X0Y0_胴_節12_鱗2, 胴_節12_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節13_胴CP = new ColorP(X0Y0_胴_節13_胴, 胴_節13_胴CD, DisUnit, abj: true); - X0Y0_胴_節13_鱗1CP = new ColorP(X0Y0_胴_節13_鱗1, 胴_節13_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節13_鱗3CP = new ColorP(X0Y0_胴_節13_鱗3, 胴_節13_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節13_鱗2CP = new ColorP(X0Y0_胴_節13_鱗2, 胴_節13_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節14_胴CP = new ColorP(X0Y0_胴_節14_胴, 胴_節14_胴CD, DisUnit, abj: true); - X0Y0_胴_節14_鱗1CP = new ColorP(X0Y0_胴_節14_鱗1, 胴_節14_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節14_鱗3CP = new ColorP(X0Y0_胴_節14_鱗3, 胴_節14_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節14_鱗2CP = new ColorP(X0Y0_胴_節14_鱗2, 胴_節14_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節15_胴CP = new ColorP(X0Y0_胴_節15_胴, 胴_節15_胴CD, DisUnit, abj: true); - X0Y0_胴_節15_鱗1CP = new ColorP(X0Y0_胴_節15_鱗1, 胴_節15_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節15_鱗3CP = new ColorP(X0Y0_胴_節15_鱗3, 胴_節15_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節15_鱗2CP = new ColorP(X0Y0_胴_節15_鱗2, 胴_節15_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節16_胴CP = new ColorP(X0Y0_胴_節16_胴, 胴_節16_胴CD, DisUnit, abj: true); - X0Y0_胴_節16_鱗1CP = new ColorP(X0Y0_胴_節16_鱗1, 胴_節16_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節16_鱗3CP = new ColorP(X0Y0_胴_節16_鱗3, 胴_節16_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節16_鱗2CP = new ColorP(X0Y0_胴_節16_鱗2, 胴_節16_鱗2CD, DisUnit, abj: true); - X0Y0_胴_輪_革CP = new ColorP(X0Y0_胴_輪_革, 胴_輪_革CD, DisUnit, abj: true); - X0Y0_胴_輪_金具1CP = new ColorP(X0Y0_胴_輪_金具1, 胴_輪_金具1CD, DisUnit, abj: true); - X0Y0_胴_輪_金具2CP = new ColorP(X0Y0_胴_輪_金具2, 胴_輪_金具2CD, DisUnit, abj: true); - X0Y0_胴_輪_金具3CP = new ColorP(X0Y0_胴_輪_金具3, 胴_輪_金具3CD, DisUnit, abj: true); - X0Y0_胴_輪_金具左CP = new ColorP(X0Y0_胴_輪_金具左, 胴_輪_金具左CD, DisUnit, abj: true); - X0Y0_胴_輪_金具右CP = new ColorP(X0Y0_胴_輪_金具右, 胴_輪_金具右CD, DisUnit, abj: true); - X0Y0_胴_節17_胴CP = new ColorP(X0Y0_胴_節17_胴, 胴_節17_胴CD, DisUnit, abj: true); - X0Y0_胴_節17_鱗1CP = new ColorP(X0Y0_胴_節17_鱗1, 胴_節17_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節17_鱗3CP = new ColorP(X0Y0_胴_節17_鱗3, 胴_節17_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節17_鱗2CP = new ColorP(X0Y0_胴_節17_鱗2, 胴_節17_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節18_胴CP = new ColorP(X0Y0_胴_節18_胴, 胴_節18_胴CD, DisUnit, abj: true); - X0Y0_胴_節18_鱗1CP = new ColorP(X0Y0_胴_節18_鱗1, 胴_節18_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節18_鱗3CP = new ColorP(X0Y0_胴_節18_鱗3, 胴_節18_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節18_鱗2CP = new ColorP(X0Y0_胴_節18_鱗2, 胴_節18_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節1_TorsoCP = new ColorP(X0Y0_Torso_節1_Torso, Torso_節1_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節1_鱗1CP = new ColorP(X0Y0_Torso_節1_鱗1, Torso_節1_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節1_鱗3CP = new ColorP(X0Y0_Torso_節1_鱗3, Torso_節1_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節1_鱗2CP = new ColorP(X0Y0_Torso_節1_鱗2, Torso_節1_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節2_TorsoCP = new ColorP(X0Y0_Torso_節2_Torso, Torso_節2_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節2_鱗1CP = new ColorP(X0Y0_Torso_節2_鱗1, Torso_節2_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節2_鱗3CP = new ColorP(X0Y0_Torso_節2_鱗3, Torso_節2_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節2_鱗2CP = new ColorP(X0Y0_Torso_節2_鱗2, Torso_節2_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節3_TorsoCP = new ColorP(X0Y0_Torso_節3_Torso, Torso_節3_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節3_鱗1CP = new ColorP(X0Y0_Torso_節3_鱗1, Torso_節3_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節3_鱗3CP = new ColorP(X0Y0_Torso_節3_鱗3, Torso_節3_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節3_鱗2CP = new ColorP(X0Y0_Torso_節3_鱗2, Torso_節3_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節4_胴CP = new ColorP(X0Y0_Torso_節4_Torso, Torso_節4_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節4_鱗1CP = new ColorP(X0Y0_Torso_節4_鱗1, Torso_節4_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節4_鱗3CP = new ColorP(X0Y0_Torso_節4_鱗3, Torso_節4_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節4_鱗2CP = new ColorP(X0Y0_Torso_節4_鱗2, Torso_節4_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節5_胴CP = new ColorP(X0Y0_Torso_節5_Torso, Torso_節5_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節5_鱗1CP = new ColorP(X0Y0_Torso_節5_鱗1, Torso_節5_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節5_鱗3CP = new ColorP(X0Y0_Torso_節5_鱗3, Torso_節5_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節5_鱗2CP = new ColorP(X0Y0_Torso_節5_鱗2, Torso_節5_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節6_胴CP = new ColorP(X0Y0_Torso_節6_Torso, Torso_節6_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節6_鱗1CP = new ColorP(X0Y0_Torso_節6_鱗1, Torso_節6_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節6_鱗3CP = new ColorP(X0Y0_Torso_節6_鱗3, Torso_節6_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節6_鱗2CP = new ColorP(X0Y0_Torso_節6_鱗2, Torso_節6_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節7_胴CP = new ColorP(X0Y0_Torso_節7_Torso, Torso_節7_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節7_鱗1CP = new ColorP(X0Y0_Torso_節7_鱗1, Torso_節7_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節7_鱗3CP = new ColorP(X0Y0_Torso_節7_鱗3, Torso_節7_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節7_鱗2CP = new ColorP(X0Y0_Torso_節7_鱗2, Torso_節7_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節8_胴CP = new ColorP(X0Y0_Torso_節8_Torso, Torso_節8_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節8_鱗1CP = new ColorP(X0Y0_Torso_節8_鱗1, Torso_節8_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節8_鱗3CP = new ColorP(X0Y0_Torso_節8_鱗3, Torso_節8_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節8_鱗2CP = new ColorP(X0Y0_Torso_節8_鱗2, Torso_節8_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節9_胴CP = new ColorP(X0Y0_Torso_節9_Torso, Torso_節9_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節9_鱗1CP = new ColorP(X0Y0_Torso_節9_鱗1, Torso_節9_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節9_鱗3CP = new ColorP(X0Y0_Torso_節9_鱗3, Torso_節9_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節9_鱗2CP = new ColorP(X0Y0_Torso_節9_鱗2, Torso_節9_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節10_胴CP = new ColorP(X0Y0_Torso_節10_Torso, Torso_節10_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節10_鱗1CP = new ColorP(X0Y0_Torso_節10_鱗1, Torso_節10_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節10_鱗3CP = new ColorP(X0Y0_Torso_節10_鱗3, Torso_節10_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節10_鱗2CP = new ColorP(X0Y0_Torso_節10_鱗2, Torso_節10_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節11_胴CP = new ColorP(X0Y0_Torso_節11_Torso, Torso_節11_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節11_鱗1CP = new ColorP(X0Y0_Torso_節11_鱗1, Torso_節11_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節11_鱗3CP = new ColorP(X0Y0_Torso_節11_鱗3, Torso_節11_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節11_鱗2CP = new ColorP(X0Y0_Torso_節11_鱗2, Torso_節11_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節12_胴CP = new ColorP(X0Y0_Torso_節12_Torso, Torso_節12_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節12_鱗1CP = new ColorP(X0Y0_Torso_節12_鱗1, Torso_節12_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節12_鱗3CP = new ColorP(X0Y0_Torso_節12_鱗3, Torso_節12_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節12_鱗2CP = new ColorP(X0Y0_Torso_節12_鱗2, Torso_節12_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節13_胴CP = new ColorP(X0Y0_Torso_節13_Torso, Torso_節13_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節13_鱗1CP = new ColorP(X0Y0_Torso_節13_鱗1, Torso_節13_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節13_鱗3CP = new ColorP(X0Y0_Torso_節13_鱗3, Torso_節13_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節13_鱗2CP = new ColorP(X0Y0_Torso_節13_鱗2, Torso_節13_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節14_胴CP = new ColorP(X0Y0_Torso_節14_Torso, Torso_節14_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節14_鱗1CP = new ColorP(X0Y0_Torso_節14_鱗1, Torso_節14_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節14_鱗3CP = new ColorP(X0Y0_Torso_節14_鱗3, Torso_節14_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節14_鱗2CP = new ColorP(X0Y0_Torso_節14_鱗2, Torso_節14_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節15_胴CP = new ColorP(X0Y0_Torso_節15_Torso, Torso_節15_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節15_鱗1CP = new ColorP(X0Y0_Torso_節15_鱗1, Torso_節15_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節15_鱗3CP = new ColorP(X0Y0_Torso_節15_鱗3, Torso_節15_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節15_鱗2CP = new ColorP(X0Y0_Torso_節15_鱗2, Torso_節15_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節16_胴CP = new ColorP(X0Y0_Torso_節16_Torso, Torso_節16_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節16_鱗1CP = new ColorP(X0Y0_Torso_節16_鱗1, Torso_節16_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節16_鱗3CP = new ColorP(X0Y0_Torso_節16_鱗3, Torso_節16_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節16_鱗2CP = new ColorP(X0Y0_Torso_節16_鱗2, Torso_節16_鱗2CD, DisUnit, abj: true); + X0Y0_胴_輪_革CP = new ColorP(X0Y0_Torso_輪_革, Torso_輪_革CD, DisUnit, abj: true); + X0Y0_胴_輪_金具1CP = new ColorP(X0Y0_Torso_輪_金具1, Torso_輪_金具1CD, DisUnit, abj: true); + X0Y0_胴_輪_金具2CP = new ColorP(X0Y0_Torso_輪_金具2, Torso_輪_金具2CD, DisUnit, abj: true); + X0Y0_胴_輪_金具3CP = new ColorP(X0Y0_Torso_輪_金具3, Torso_輪_金具3CD, DisUnit, abj: true); + X0Y0_胴_輪_金具左CP = new ColorP(X0Y0_Torso_輪_金具左, Torso_輪_金具左CD, DisUnit, abj: true); + X0Y0_胴_輪_金具右CP = new ColorP(X0Y0_Torso_輪_金具右, Torso_輪_金具右CD, DisUnit, abj: true); + X0Y0_胴_節17_胴CP = new ColorP(X0Y0_Torso_節17_Torso, Torso_節17_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節17_鱗1CP = new ColorP(X0Y0_Torso_節17_鱗1, Torso_節17_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節17_鱗3CP = new ColorP(X0Y0_Torso_節17_鱗3, Torso_節17_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節17_鱗2CP = new ColorP(X0Y0_Torso_節17_鱗2, Torso_節17_鱗2CD, DisUnit, abj: true); + X0Y0_胴_節18_胴CP = new ColorP(X0Y0_Torso_節18_Torso, Torso_節18_TorsoCD, DisUnit, abj: true); + X0Y0_胴_節18_鱗1CP = new ColorP(X0Y0_Torso_節18_鱗1, Torso_節18_鱗1CD, DisUnit, abj: true); + X0Y0_胴_節18_鱗3CP = new ColorP(X0Y0_Torso_節18_鱗3, Torso_節18_鱗3CD, DisUnit, abj: true); + X0Y0_胴_節18_鱗2CP = new ColorP(X0Y0_Torso_節18_鱗2, Torso_節18_鱗2CD, DisUnit, abj: true); X0Y0_頭_口膜_口膜1CP = new ColorP(X0Y0_頭_口膜_口膜1, 頭_口膜_口膜1CD, DisUnit, abj: true); X0Y0_頭_口膜_口膜2CP = new ColorP(X0Y0_頭_口膜_口膜2, 頭_口膜_口膜2CD, DisUnit, abj: true); X0Y0_頭_口膜_口膜3CP = new ColorP(X0Y0_頭_口膜_口膜3, 頭_口膜_口膜3CD, DisUnit, abj: true); @@ -7194,85 +7194,85 @@ namespace SlaveMatrix Are.Draw(X0Y0_上顎頭部後_頭1); Are.Draw(X0Y0_下顎頭部後_頭2); Are.Draw(X0Y0_下顎頭部後_頭1); - Are.Draw(X0Y0_胴_節1_胴); - Are.Draw(X0Y0_胴_節1_鱗1); - Are.Draw(X0Y0_胴_節1_鱗3); - Are.Draw(X0Y0_胴_節1_鱗2); - Are.Draw(X0Y0_胴_節2_胴); - Are.Draw(X0Y0_胴_節2_鱗1); - Are.Draw(X0Y0_胴_節2_鱗3); - Are.Draw(X0Y0_胴_節2_鱗2); - Are.Draw(X0Y0_胴_節3_胴); - Are.Draw(X0Y0_胴_節3_鱗1); - Are.Draw(X0Y0_胴_節3_鱗3); - Are.Draw(X0Y0_胴_節3_鱗2); - Are.Draw(X0Y0_胴_節4_胴); - Are.Draw(X0Y0_胴_節4_鱗1); - Are.Draw(X0Y0_胴_節4_鱗3); - Are.Draw(X0Y0_胴_節4_鱗2); - Are.Draw(X0Y0_胴_節5_胴); - Are.Draw(X0Y0_胴_節5_鱗1); - Are.Draw(X0Y0_胴_節5_鱗3); - Are.Draw(X0Y0_胴_節5_鱗2); - Are.Draw(X0Y0_胴_節6_胴); - Are.Draw(X0Y0_胴_節6_鱗1); - Are.Draw(X0Y0_胴_節6_鱗3); - Are.Draw(X0Y0_胴_節6_鱗2); - Are.Draw(X0Y0_胴_節7_胴); - Are.Draw(X0Y0_胴_節7_鱗1); - Are.Draw(X0Y0_胴_節7_鱗3); - Are.Draw(X0Y0_胴_節7_鱗2); - Are.Draw(X0Y0_胴_節8_胴); - Are.Draw(X0Y0_胴_節8_鱗1); - Are.Draw(X0Y0_胴_節8_鱗3); - Are.Draw(X0Y0_胴_節8_鱗2); - Are.Draw(X0Y0_胴_節9_胴); - Are.Draw(X0Y0_胴_節9_鱗1); - Are.Draw(X0Y0_胴_節9_鱗3); - Are.Draw(X0Y0_胴_節9_鱗2); - Are.Draw(X0Y0_胴_節10_胴); - Are.Draw(X0Y0_胴_節10_鱗1); - Are.Draw(X0Y0_胴_節10_鱗3); - Are.Draw(X0Y0_胴_節10_鱗2); - Are.Draw(X0Y0_胴_節11_胴); - Are.Draw(X0Y0_胴_節11_鱗1); - Are.Draw(X0Y0_胴_節11_鱗3); - Are.Draw(X0Y0_胴_節11_鱗2); - Are.Draw(X0Y0_胴_節12_胴); - Are.Draw(X0Y0_胴_節12_鱗1); - Are.Draw(X0Y0_胴_節12_鱗3); - Are.Draw(X0Y0_胴_節12_鱗2); - Are.Draw(X0Y0_胴_節13_胴); - Are.Draw(X0Y0_胴_節13_鱗1); - Are.Draw(X0Y0_胴_節13_鱗3); - Are.Draw(X0Y0_胴_節13_鱗2); - Are.Draw(X0Y0_胴_節14_胴); - Are.Draw(X0Y0_胴_節14_鱗1); - Are.Draw(X0Y0_胴_節14_鱗3); - Are.Draw(X0Y0_胴_節14_鱗2); - Are.Draw(X0Y0_胴_節15_胴); - Are.Draw(X0Y0_胴_節15_鱗1); - Are.Draw(X0Y0_胴_節15_鱗3); - Are.Draw(X0Y0_胴_節15_鱗2); - Are.Draw(X0Y0_胴_節16_胴); - Are.Draw(X0Y0_胴_節16_鱗1); - Are.Draw(X0Y0_胴_節16_鱗3); - Are.Draw(X0Y0_胴_節16_鱗2); - Are.Draw(X0Y0_胴_輪_革); - Are.Draw(X0Y0_胴_輪_金具1); - Are.Draw(X0Y0_胴_輪_金具2); - Are.Draw(X0Y0_胴_輪_金具3); - Are.Draw(X0Y0_胴_輪_金具左); - Are.Draw(X0Y0_胴_輪_金具右); + Are.Draw(X0Y0_Torso_節1_Torso); + Are.Draw(X0Y0_Torso_節1_鱗1); + Are.Draw(X0Y0_Torso_節1_鱗3); + Are.Draw(X0Y0_Torso_節1_鱗2); + Are.Draw(X0Y0_Torso_節2_Torso); + Are.Draw(X0Y0_Torso_節2_鱗1); + Are.Draw(X0Y0_Torso_節2_鱗3); + Are.Draw(X0Y0_Torso_節2_鱗2); + Are.Draw(X0Y0_Torso_節3_Torso); + Are.Draw(X0Y0_Torso_節3_鱗1); + Are.Draw(X0Y0_Torso_節3_鱗3); + Are.Draw(X0Y0_Torso_節3_鱗2); + Are.Draw(X0Y0_Torso_節4_Torso); + Are.Draw(X0Y0_Torso_節4_鱗1); + Are.Draw(X0Y0_Torso_節4_鱗3); + Are.Draw(X0Y0_Torso_節4_鱗2); + Are.Draw(X0Y0_Torso_節5_Torso); + Are.Draw(X0Y0_Torso_節5_鱗1); + Are.Draw(X0Y0_Torso_節5_鱗3); + Are.Draw(X0Y0_Torso_節5_鱗2); + Are.Draw(X0Y0_Torso_節6_Torso); + Are.Draw(X0Y0_Torso_節6_鱗1); + Are.Draw(X0Y0_Torso_節6_鱗3); + Are.Draw(X0Y0_Torso_節6_鱗2); + Are.Draw(X0Y0_Torso_節7_Torso); + Are.Draw(X0Y0_Torso_節7_鱗1); + Are.Draw(X0Y0_Torso_節7_鱗3); + Are.Draw(X0Y0_Torso_節7_鱗2); + Are.Draw(X0Y0_Torso_節8_Torso); + Are.Draw(X0Y0_Torso_節8_鱗1); + Are.Draw(X0Y0_Torso_節8_鱗3); + Are.Draw(X0Y0_Torso_節8_鱗2); + Are.Draw(X0Y0_Torso_節9_Torso); + Are.Draw(X0Y0_Torso_節9_鱗1); + Are.Draw(X0Y0_Torso_節9_鱗3); + Are.Draw(X0Y0_Torso_節9_鱗2); + Are.Draw(X0Y0_Torso_節10_Torso); + Are.Draw(X0Y0_Torso_節10_鱗1); + Are.Draw(X0Y0_Torso_節10_鱗3); + Are.Draw(X0Y0_Torso_節10_鱗2); + Are.Draw(X0Y0_Torso_節11_Torso); + Are.Draw(X0Y0_Torso_節11_鱗1); + Are.Draw(X0Y0_Torso_節11_鱗3); + Are.Draw(X0Y0_Torso_節11_鱗2); + Are.Draw(X0Y0_Torso_節12_Torso); + Are.Draw(X0Y0_Torso_節12_鱗1); + Are.Draw(X0Y0_Torso_節12_鱗3); + Are.Draw(X0Y0_Torso_節12_鱗2); + Are.Draw(X0Y0_Torso_節13_Torso); + Are.Draw(X0Y0_Torso_節13_鱗1); + Are.Draw(X0Y0_Torso_節13_鱗3); + Are.Draw(X0Y0_Torso_節13_鱗2); + Are.Draw(X0Y0_Torso_節14_Torso); + Are.Draw(X0Y0_Torso_節14_鱗1); + Are.Draw(X0Y0_Torso_節14_鱗3); + Are.Draw(X0Y0_Torso_節14_鱗2); + Are.Draw(X0Y0_Torso_節15_Torso); + Are.Draw(X0Y0_Torso_節15_鱗1); + Are.Draw(X0Y0_Torso_節15_鱗3); + Are.Draw(X0Y0_Torso_節15_鱗2); + Are.Draw(X0Y0_Torso_節16_Torso); + Are.Draw(X0Y0_Torso_節16_鱗1); + Are.Draw(X0Y0_Torso_節16_鱗3); + Are.Draw(X0Y0_Torso_節16_鱗2); + Are.Draw(X0Y0_Torso_輪_革); + Are.Draw(X0Y0_Torso_輪_金具1); + Are.Draw(X0Y0_Torso_輪_金具2); + Are.Draw(X0Y0_Torso_輪_金具3); + Are.Draw(X0Y0_Torso_輪_金具左); + Are.Draw(X0Y0_Torso_輪_金具右); 鎖1.描画0(Are); - Are.Draw(X0Y0_胴_節17_胴); - Are.Draw(X0Y0_胴_節17_鱗1); - Are.Draw(X0Y0_胴_節17_鱗3); - Are.Draw(X0Y0_胴_節17_鱗2); - Are.Draw(X0Y0_胴_節18_胴); - Are.Draw(X0Y0_胴_節18_鱗1); - Are.Draw(X0Y0_胴_節18_鱗3); - Are.Draw(X0Y0_胴_節18_鱗2); + Are.Draw(X0Y0_Torso_節17_Torso); + Are.Draw(X0Y0_Torso_節17_鱗1); + Are.Draw(X0Y0_Torso_節17_鱗3); + Are.Draw(X0Y0_Torso_節17_鱗2); + Are.Draw(X0Y0_Torso_節18_Torso); + Are.Draw(X0Y0_Torso_節18_鱗1); + Are.Draw(X0Y0_Torso_節18_鱗3); + Are.Draw(X0Y0_Torso_節18_鱗2); Are.Draw(X0Y0_頭_口膜_口膜1); Are.Draw(X0Y0_頭_口膜_口膜2); Are.Draw(X0Y0_頭_口膜_口膜3); @@ -7427,24 +7427,24 @@ namespace SlaveMatrix X0Y0_脚後_手_人指_指.AngleBase = num * 19.0; X0Y0_脚後_手_人指_爪.AngleBase = 0.0; X0Y0_脚後_手_親指_爪.AngleBase = num * -18.0; - X0Y0_胴_節1_胴.AngleBase = num * -55.0; - X0Y0_胴_節2_胴.AngleBase = num * 7.0; - X0Y0_胴_節3_胴.AngleBase = num * 7.0; - X0Y0_胴_節4_胴.AngleBase = num * 7.0; - X0Y0_胴_節5_胴.AngleBase = num * 7.0; - X0Y0_胴_節6_胴.AngleBase = num * 7.0; - X0Y0_胴_節7_胴.AngleBase = num * 10.0; - X0Y0_胴_節8_胴.AngleBase = num * 10.0; - X0Y0_胴_節9_胴.AngleBase = num * 10.0; - X0Y0_胴_節10_胴.AngleBase = num * 20.0; - X0Y0_胴_節11_胴.AngleBase = num * 15.0; - X0Y0_胴_節12_胴.AngleBase = num * 15.0; - X0Y0_胴_節13_胴.AngleBase = num * 15.0; - X0Y0_胴_節14_胴.AngleBase = num * -2.0; - X0Y0_胴_節15_胴.AngleBase = num * -2.0; - X0Y0_胴_節16_胴.AngleBase = num * -2.0; - X0Y0_胴_節17_胴.AngleBase = num * -5.0; - X0Y0_胴_節18_胴.AngleBase = num * -25.0; + X0Y0_Torso_節1_Torso.AngleBase = num * -55.0; + X0Y0_Torso_節2_Torso.AngleBase = num * 7.0; + X0Y0_Torso_節3_Torso.AngleBase = num * 7.0; + X0Y0_Torso_節4_Torso.AngleBase = num * 7.0; + X0Y0_Torso_節5_Torso.AngleBase = num * 7.0; + X0Y0_Torso_節6_Torso.AngleBase = num * 7.0; + X0Y0_Torso_節7_Torso.AngleBase = num * 10.0; + X0Y0_Torso_節8_Torso.AngleBase = num * 10.0; + X0Y0_Torso_節9_Torso.AngleBase = num * 10.0; + X0Y0_Torso_節10_Torso.AngleBase = num * 20.0; + X0Y0_Torso_節11_Torso.AngleBase = num * 15.0; + X0Y0_Torso_節12_Torso.AngleBase = num * 15.0; + X0Y0_Torso_節13_Torso.AngleBase = num * 15.0; + X0Y0_Torso_節14_Torso.AngleBase = num * -2.0; + X0Y0_Torso_節15_Torso.AngleBase = num * -2.0; + X0Y0_Torso_節16_Torso.AngleBase = num * -2.0; + X0Y0_Torso_節17_Torso.AngleBase = num * -5.0; + X0Y0_Torso_節18_Torso.AngleBase = num * -25.0; X0Y0_頭_口膜_口膜1.AngleBase = num * -35.0; X0Y0_頭_下顎_眼下_眼下.AngleBase = 0.0; X0Y0_頭_上顎_眼下_眼下.AngleBase = 0.0; @@ -7465,7 +7465,7 @@ namespace SlaveMatrix public override bool Is革(Par p) { - if (p != X0Y0_脚後_輪_革 && p != X0Y0_脚後_輪_金具1 && p != X0Y0_脚後_輪_金具2 && p != X0Y0_脚後_輪_金具3 && p != X0Y0_脚後_輪_金具左 && p != X0Y0_脚後_輪_金具右 && p != X0Y0_胴_輪_革 && p != X0Y0_胴_輪_金具1 && p != X0Y0_胴_輪_金具2 && p != X0Y0_胴_輪_金具3 && p != X0Y0_胴_輪_金具左 && p != X0Y0_胴_輪_金具右 && p != X0Y0_頭_輪_革 && p != X0Y0_頭_輪_金具1 && p != X0Y0_頭_輪_金具2 && p != X0Y0_頭_輪_金具3 && p != X0Y0_頭_輪_金具左 && p != X0Y0_頭_輪_金具右 && p != X0Y0_脚前_輪_革 && p != X0Y0_脚前_輪_金具1 && p != X0Y0_脚前_輪_金具2 && p != X0Y0_脚前_輪_金具3 && p != X0Y0_脚前_輪_金具左) + if (p != X0Y0_脚後_輪_革 && p != X0Y0_脚後_輪_金具1 && p != X0Y0_脚後_輪_金具2 && p != X0Y0_脚後_輪_金具3 && p != X0Y0_脚後_輪_金具左 && p != X0Y0_脚後_輪_金具右 && p != X0Y0_Torso_輪_革 && p != X0Y0_Torso_輪_金具1 && p != X0Y0_Torso_輪_金具2 && p != X0Y0_Torso_輪_金具3 && p != X0Y0_Torso_輪_金具左 && p != X0Y0_Torso_輪_金具右 && p != X0Y0_頭_輪_革 && p != X0Y0_頭_輪_金具1 && p != X0Y0_頭_輪_金具2 && p != X0Y0_頭_輪_金具3 && p != X0Y0_頭_輪_金具左 && p != X0Y0_頭_輪_金具右 && p != X0Y0_脚前_輪_革 && p != X0Y0_脚前_輪_金具1 && p != X0Y0_脚前_輪_金具2 && p != X0Y0_脚前_輪_金具3 && p != X0Y0_脚前_輪_金具左) { return p == X0Y0_脚前_輪_金具右; } @@ -7474,24 +7474,24 @@ namespace SlaveMatrix public override IEnumerable Enum軸() { - yield return X0Y0_胴_節1_胴; - yield return X0Y0_胴_節2_胴; - yield return X0Y0_胴_節3_胴; - yield return X0Y0_胴_節4_胴; - yield return X0Y0_胴_節5_胴; - yield return X0Y0_胴_節6_胴; - yield return X0Y0_胴_節7_胴; - yield return X0Y0_胴_節8_胴; - yield return X0Y0_胴_節9_胴; - yield return X0Y0_胴_節10_胴; - yield return X0Y0_胴_節11_胴; - yield return X0Y0_胴_節12_胴; - yield return X0Y0_胴_節13_胴; - yield return X0Y0_胴_節14_胴; - yield return X0Y0_胴_節15_胴; - yield return X0Y0_胴_節16_胴; - yield return X0Y0_胴_節17_胴; - yield return X0Y0_胴_節18_胴; + yield return X0Y0_Torso_節1_Torso; + yield return X0Y0_Torso_節2_Torso; + yield return X0Y0_Torso_節3_Torso; + yield return X0Y0_Torso_節4_Torso; + yield return X0Y0_Torso_節5_Torso; + yield return X0Y0_Torso_節6_Torso; + yield return X0Y0_Torso_節7_Torso; + yield return X0Y0_Torso_節8_Torso; + yield return X0Y0_Torso_節9_Torso; + yield return X0Y0_Torso_節10_Torso; + yield return X0Y0_Torso_節11_Torso; + yield return X0Y0_Torso_節12_Torso; + yield return X0Y0_Torso_節13_Torso; + yield return X0Y0_Torso_節14_Torso; + yield return X0Y0_Torso_節15_Torso; + yield return X0Y0_Torso_節16_Torso; + yield return X0Y0_Torso_節17_Torso; + yield return X0Y0_Torso_節18_Torso; } public override void 色更新() @@ -7568,16 +7568,16 @@ namespace SlaveMatrix X0Y0_上顎頭部後_頭1CP.Update(); X0Y0_下顎頭部後_頭2CP.Update(); X0Y0_下顎頭部後_頭1CP.Update(); - X0Y0_胴_節1_胴CP.Update(); - X0Y0_胴_節1_鱗1CP.Update(); - X0Y0_胴_節1_鱗3CP.Update(); - X0Y0_胴_節1_鱗2CP.Update(); - X0Y0_胴_節2_胴CP.Update(); - X0Y0_胴_節2_鱗1CP.Update(); - X0Y0_胴_節2_鱗3CP.Update(); - X0Y0_胴_節2_鱗2CP.Update(); - X0Y0_胴_節3_胴CP.Update(); - X0Y0_胴_節3_鱗1CP.Update(); + X0Y0_Torso_節1_TorsoCP.Update(); + X0Y0_Torso_節1_鱗1CP.Update(); + X0Y0_Torso_節1_鱗3CP.Update(); + X0Y0_Torso_節1_鱗2CP.Update(); + X0Y0_Torso_節2_TorsoCP.Update(); + X0Y0_Torso_節2_鱗1CP.Update(); + X0Y0_Torso_節2_鱗3CP.Update(); + X0Y0_Torso_節2_鱗2CP.Update(); + X0Y0_Torso_節3_TorsoCP.Update(); + X0Y0_Torso_節3_鱗1CP.Update(); X0Y0_胴_節3_鱗3CP.Update(); X0Y0_胴_節3_鱗2CP.Update(); X0Y0_胴_節4_胴CP.Update(); @@ -7875,84 +7875,84 @@ namespace SlaveMatrix 上顎頭部後_頭1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 下顎頭部後_頭2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 下顎頭部後_頭1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節1_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節2_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節3_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節3_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節3_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節3_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節4_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節4_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節4_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節4_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節5_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節5_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節5_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節5_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節6_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節6_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節6_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節6_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節7_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節7_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節7_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節7_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節8_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節8_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節8_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節8_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節9_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節9_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節9_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節9_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節10_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節10_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節10_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節10_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節11_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節11_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節11_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節11_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節12_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節12_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節12_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節12_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節13_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節13_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節13_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節13_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節14_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節14_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節14_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節14_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節15_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節15_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節15_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節16_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節16_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節17_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節17_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節18_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節18_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節18_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節18_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_輪_革CD = new ColorD(); - 胴_輪_金具1CD = new ColorD(); - 胴_輪_金具2CD = new ColorD(); - 胴_輪_金具3CD = new ColorD(); - 胴_輪_金具左CD = new ColorD(); - 胴_輪_金具右CD = new ColorD(); + Torso_節1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節3_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節3_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節3_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節4_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節4_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節4_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節5_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節5_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節5_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節6_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節6_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節6_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節7_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節7_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節7_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節7_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節8_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節8_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節8_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節8_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節9_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節9_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節9_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節9_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節10_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節10_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節10_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節10_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節11_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節11_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節11_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節11_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節12_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節12_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節12_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節12_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節13_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節13_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節13_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節13_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節14_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節14_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節14_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節14_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節15_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節15_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節15_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節16_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節16_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節17_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節17_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節18_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節18_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節18_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節18_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_輪_革CD = new ColorD(); + Torso_輪_金具1CD = new ColorD(); + Torso_輪_金具2CD = new ColorD(); + Torso_輪_金具3CD = new ColorD(); + Torso_輪_金具左CD = new ColorD(); + Torso_輪_金具右CD = new ColorD(); 頭_口膜_口膜1CD = new ColorD(ref Col.Black, ref 体配色.体0O); 頭_口膜_口膜2CD = new ColorD(ref Col.Black, ref 体配色.体0O); 頭_口膜_口膜3CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -8157,84 +8157,84 @@ namespace SlaveMatrix 上顎頭部後_頭1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 下顎頭部後_頭2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 下顎頭部後_頭1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節1_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節2_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節3_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節4_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節5_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節6_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節7_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節8_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節9_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節10_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節11_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節12_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節13_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節14_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節15_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節16_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節17_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節18_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節3_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節3_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節3_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節4_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節4_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節4_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節5_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節5_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節5_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節6_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節6_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節6_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節7_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節7_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節7_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節8_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節8_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節8_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節9_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節9_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節9_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節10_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節10_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節10_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節11_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節11_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節11_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節12_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節12_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節12_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節13_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節13_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節13_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節14_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節14_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節14_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節15_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節15_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節16_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節17_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節18_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節18_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節18_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_輪_革CD = new ColorD(); - 胴_輪_金具1CD = new ColorD(); - 胴_輪_金具2CD = new ColorD(); - 胴_輪_金具3CD = new ColorD(); - 胴_輪_金具左CD = new ColorD(); - 胴_輪_金具右CD = new ColorD(); + Torso_節1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節7_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節8_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節9_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節10_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節11_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節12_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節13_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節14_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節15_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節16_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節17_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節18_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節3_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節3_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節3_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節4_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節4_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節4_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節5_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節5_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節5_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節6_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節6_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節6_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節7_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節7_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節7_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節8_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節8_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節8_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節9_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節9_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節9_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節10_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節10_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節10_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節11_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節11_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節11_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節12_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節12_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節12_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節13_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節13_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節13_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節14_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節14_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節14_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節15_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節15_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節16_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節17_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節18_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節18_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節18_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_輪_革CD = new ColorD(); + Torso_輪_金具1CD = new ColorD(); + Torso_輪_金具2CD = new ColorD(); + Torso_輪_金具3CD = new ColorD(); + Torso_輪_金具左CD = new ColorD(); + Torso_輪_金具右CD = new ColorD(); 頭_口膜_口膜1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 頭_口膜_口膜2CD = new ColorD(ref Col.Black, ref 体配色.体0O); 頭_口膜_口膜3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -8439,84 +8439,84 @@ namespace SlaveMatrix 上顎頭部後_頭1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 下顎頭部後_頭2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 下顎頭部後_頭1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節1_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節2_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節3_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節4_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節5_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節6_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節7_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節8_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節9_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節10_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節11_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節12_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節13_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節14_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節15_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節16_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節17_胴CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴_節18_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節3_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節3_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節3_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節4_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節4_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節4_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節5_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節5_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節5_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節6_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節6_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節6_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節7_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節7_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節7_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節8_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節8_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節8_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節9_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節9_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節9_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節10_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節10_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節10_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節11_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節11_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節11_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節12_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節12_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節12_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節13_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節13_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節13_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節14_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節14_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節14_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節15_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節15_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節16_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節17_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴_節18_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節18_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_節18_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴_輪_革CD = new ColorD(); - 胴_輪_金具1CD = new ColorD(); - 胴_輪_金具2CD = new ColorD(); - 胴_輪_金具3CD = new ColorD(); - 胴_輪_金具左CD = new ColorD(); - 胴_輪_金具右CD = new ColorD(); + Torso_節1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節7_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節8_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節9_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節10_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節11_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節12_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節13_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節14_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節15_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節16_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節17_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso_節18_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節3_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節3_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節3_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節4_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節4_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節4_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節5_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節5_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節5_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節6_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節6_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節6_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節7_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節7_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節7_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節8_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節8_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節8_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節9_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節9_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節9_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節10_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節10_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節10_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節11_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節11_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節11_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節12_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節12_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節12_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節13_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節13_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節13_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節14_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節14_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節14_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節15_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節15_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節16_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節17_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso_節18_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節18_鱗3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_節18_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso_輪_革CD = new ColorD(); + Torso_輪_金具1CD = new ColorD(); + Torso_輪_金具2CD = new ColorD(); + Torso_輪_金具3CD = new ColorD(); + Torso_輪_金具左CD = new ColorD(); + Torso_輪_金具右CD = new ColorD(); 頭_口膜_口膜1CD = new ColorD(ref Col.Black, ref 体配色.体0O); 頭_口膜_口膜2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 頭_口膜_口膜3CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -8659,12 +8659,12 @@ namespace SlaveMatrix public void 輪2配色(拘束具色 配色) { - 胴_輪_革CD.色 = 配色.革部色; - 胴_輪_金具1CD.色 = 配色.金具色; - 胴_輪_金具2CD.色 = 胴_輪_金具1CD.色; - 胴_輪_金具3CD.色 = 胴_輪_金具1CD.色; - 胴_輪_金具左CD.色 = 胴_輪_金具1CD.色; - 胴_輪_金具右CD.色 = 胴_輪_金具1CD.色; + Torso_輪_革CD.色 = 配色.革部色; + Torso_輪_金具1CD.色 = 配色.金具色; + Torso_輪_金具2CD.色 = Torso_輪_金具1CD.色; + Torso_輪_金具3CD.色 = Torso_輪_金具1CD.色; + Torso_輪_金具左CD.色 = Torso_輪_金具1CD.色; + Torso_輪_金具右CD.色 = Torso_輪_金具1CD.色; } public void 輪3配色(拘束具色 配色) diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs index 0afed22..7fa8434 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs @@ -52,7 +52,7 @@ namespace SlaveMatrix private IEnumerable 色更新; - public Waist 腰; + public Waist Waist; public Torso 胴; @@ -254,7 +254,7 @@ namespace SlaveMatrix public 四足胴 胴_獣; - public 四足腰 腰_獣; + public 四足腰 Waist_獣; public List<四足脇> 脇左_獣 = new List<四足脇>(); @@ -564,7 +564,7 @@ namespace SlaveMatrix public EleI EI髪; - public EleI EI腰; + public EleI EIWaist; public EleI EI半後; @@ -584,7 +584,7 @@ namespace SlaveMatrix public bool IsChest; - public bool Is腰; + public bool IsWaist; public bool Is腕前; @@ -760,9 +760,9 @@ namespace SlaveMatrix public bool 腿左右前後; - private int 腰_人y; + private int Waist_人y; - private int 腰_獣y; + private int Waist_獣y; private 髪留2情報 後髪髪留i; @@ -1502,9 +1502,9 @@ namespace SlaveMatrix { EIChest.Updatef = true; } - else if (Is腰 && EI腰.ElesH.Contains(蜘尾)) + else if (IsWaist && EIWaist.ElesH.Contains(蜘尾)) { - EI腰.Updatef = true; + EIWaist.Updatef = true; } else if (Is腕前 && EI腕前.ElesH.Contains(蜘尾)) { @@ -1586,27 +1586,27 @@ namespace SlaveMatrix { get { - return 腰.Yv; + return Waist.Yv; } set { - 腰.Yv = value; + Waist.Yv = value; 腰肌_人.Yv = value; 下着B_ノーマル.Yv = value; 下着B_マイクロ.Yv = value; - 性器_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35; + 性器_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; foreach (Par item in 性器_人.本体.EnumJoinRoot) { - item.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.001 + 0.001); + item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001); } - 肛門_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35; + 肛門_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; foreach (Par item2 in 上着B_クロス.本体.EnumJoinRoot) { - item2.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003); + item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } foreach (Par item3 in 上着B_前掛け.本体.EnumJoinRoot) { - item3.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003); + item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } 腰振り_人(); } @@ -1616,27 +1616,27 @@ namespace SlaveMatrix { get { - return 腰.Yi; + return Waist.Yi; } set { - 腰.Yi = value; + Waist.Yi = value; 腰肌_人.Yi = value; 下着B_ノーマル.Yi = value; 下着B_マイクロ.Yi = value; - 性器_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35; + 性器_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; foreach (Par item in 性器_人.本体.EnumJoinRoot) { - item.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.001 + 0.001); + item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001); } - 肛門_人.本体.SizeYCont = 0.65 + 腰.Yv * 0.35; + 肛門_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; foreach (Par item2 in 上着B_クロス.本体.EnumJoinRoot) { - item2.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003); + item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } foreach (Par item3 in 上着B_前掛け.本体.EnumJoinRoot) { - item3.PositionCont = Dat.Vec2DUnitY * (腰.Yv * 0.003); + item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } 腰振り_人(); } @@ -1646,18 +1646,18 @@ namespace SlaveMatrix { get { - return 腰_獣.Yv; + return Waist_獣.Yv; } set { - 腰_獣.Yv = value; + Waist_獣.Yv = value; 腰肌_獣.Yv = value; - 性器_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35; + 性器_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; foreach (Par item in 性器_獣.本体.EnumJoinRoot) { - item.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * 0.001 + 0.001); + item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001); } - 肛門_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35; + 肛門_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; 腰振り_獣(); } } @@ -1666,18 +1666,18 @@ namespace SlaveMatrix { get { - return 腰_獣.Yi; + return Waist_獣.Yi; } set { - 腰_獣.Yi = value; + Waist_獣.Yi = value; 腰肌_獣.Yi = value; - 性器_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35; + 性器_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; foreach (Par item in 性器_獣.本体.EnumJoinRoot) { - item.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * 0.001 + 0.001); + item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001); } - 肛門_獣.本体.SizeYCont = 0.65 + 腰_獣.Yv * 0.35; + 肛門_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; 腰振り_獣(); } } @@ -2937,8 +2937,8 @@ namespace SlaveMatrix this.Med = Med; this.Cha = Cha; double disUnit = Are.DisplayUnitScale; - 腰 = (Waist)Cha.ChaD.body_tree.GetEle(disUnit, Med, Cha.配色); - Elements = 腰.EnumEle().ToArray(); + Waist = (Waist)Cha.ChaD.body_tree.GetEle(disUnit, Med, Cha.配色); + Elements = Waist.EnumEle().ToArray(); List<スタンプK> sk = new List<スタンプK>(); List<スタンプW> sw = new List<スタンプW>(); キスマークD kd = new キスマークD @@ -3151,7 +3151,7 @@ namespace SlaveMatrix LowerArm.手_接続.SetEle(delegate(手_蝙 手) { 腕翼獣.手 = 手; - UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase); bod.蝙通常.Add(new 蝙通常(UpperArm, LowerArm, 手)); }); }); @@ -3270,27 +3270,27 @@ namespace SlaveMatrix } else if (p is Chest) { - 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_Torso.ToGlobal(bod.胴.X0Y0_Torso.BasePointBase); } else if (p is Torso || p is Waist) { - 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint); } else if (p is 四足胸) { - 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_Torso.ToGlobal(bod.胴_獣.X0Y0_Torso.BasePointBase); } else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) { - 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint); } else if (pp != null && pp is Chest) { - 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase); } else if (pp != null && pp is 四足胸) { - 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist_獣.X0Y0_Waist.BasePointBase); } else { @@ -3544,7 +3544,7 @@ namespace SlaveMatrix LowerArm.手_接続.SetEle(delegate(手_蝙 手) { 腕翼獣.手 = 手; - UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase); bod.蝙通常.Add(new 蝙通常(UpperArm, LowerArm, 手)); }); }); @@ -3663,27 +3663,27 @@ namespace SlaveMatrix } else if (p is Chest) { - 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_胴.ToGlobal(bod.胴.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_Torso.ToGlobal(bod.胴.X0Y0_Torso.BasePointBase); } else if (p is Torso || p is Waist) { - 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint); } else if (p is 四足胸) { - 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_胴.ToGlobal(bod.胴_獣.X0Y0_胴.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_Torso.ToGlobal(bod.胴_獣.X0Y0_Torso.BasePointBase); } else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) { - 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.JP[4].Joint); + 翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.JP[4].Joint); } else if (pp != null && pp is Chest) { - 翼獣.UpperArm.接着 = () => bod.腰.X0Y0_腰.ToGlobal(bod.腰.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Waist.X0Y0_Waist.ToGlobal(bod.Waist.X0Y0_Waist.BasePointBase); } else if (pp != null && pp is 四足胸) { - 翼獣.UpperArm.接着 = () => bod.腰_獣.X0Y0_腰.ToGlobal(bod.腰_獣.X0Y0_腰.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Waist_獣.X0Y0_Waist.ToGlobal(bod.Waist_獣.X0Y0_Waist.BasePointBase); } else { @@ -3827,13 +3827,13 @@ namespace SlaveMatrix 触手犬n = 触手犬左.Count; 尾n = 尾.Count; 長胴n = 長胴.Count; - if (腰 != null) + if (Waist != null) { - 胴 = 腰.Torso_接続.GetEle(); - ボテ腹_人 = 腰.肌_接続.GetEle<ボテ腹_人>(); + 胴 = Waist.Torso_接続.GetEle(); + ボテ腹_人 = Waist.肌_接続.GetEle<ボテ腹_人>(); ボテ腹板_人 = ボテ腹_人.腹板_接続.GetEle<ボテ腹板>(); ボテ腹板_人.SetHitFalse(); - 腰肌_人 = 腰.肌_接続.GetEle<腰肌>(); + 腰肌_人 = Waist.肌_接続.GetEle<腰肌>(); 腰肌_人.X0Y0_陰毛.Hit = true; 腰肌_人.X0Y0_陰毛_ハート.Hit = true; 腰肌_人.X0Y0_獣性_獣毛.Hit = true; @@ -3849,16 +3849,16 @@ namespace SlaveMatrix 腰肌_人.X0Y4_陰毛.Hit = true; 腰肌_人.X0Y4_陰毛_ハート.Hit = true; 腰肌_人.X0Y4_獣性_獣毛.Hit = true; - 肛門_人 = 腰.肛門_接続.GetEle<肛門_人>(); + 肛門_人 = Waist.肛門_接続.GetEle<肛門_人>(); 肛門精液_人 = 肛門_人.肛門精液_接続.GetEle<肛門精液_人>(); 肛門精液_人.SetHitFalse(); - 膣基_人 = 腰.膣基_接続.GetEle<膣基_人>(); - 膣内精液_人 = 腰.膣基_接続.GetEle<膣内精液_人>(); - 断面_人 = 腰.膣基_接続.GetEle<断面_人>(); + 膣基_人 = Waist.膣基_接続.GetEle<膣基_人>(); + 膣内精液_人 = Waist.膣基_接続.GetEle<膣内精液_人>(); + 断面_人 = Waist.膣基_接続.GetEle<断面_人>(); 膣基_人.SetHitFalse(); 膣内精液_人.SetHitFalse(); 断面_人.SetHitFalse(); - 性器_人 = 腰.膣基_接続.GetEle<性器_人>(); + 性器_人 = Waist.膣基_接続.GetEle<性器_人>(); 性器精液_人 = 性器_人.膣口_接続.GetEle<性器精液_人>(); 飛沫_人 = 性器_人.膣口_接続.GetEle<飛沫_人>(); 潮吹_小_人 = 性器_人.尿道_接続.GetEle<潮吹_小_人>(); @@ -3874,13 +3874,13 @@ namespace SlaveMatrix 放尿_人.SetHitFalse(); ピアス.SetHitFalse(); 下着陰核.SetHitFalse(); - 下着B_ノーマル = 腰.肌_接続.GetEle<下着ボトム_ノーマル>(); - 下着B_マイクロ = 腰.肌_接続.GetEle<下着ボトム_マイクロ>(); + 下着B_ノーマル = Waist.肌_接続.GetEle<下着ボトム_ノーマル>(); + 下着B_マイクロ = Waist.肌_接続.GetEle<下着ボトム_マイクロ>(); 下着B_ノーマル.SetHitFalse(); 下着B_マイクロ.SetHitFalse(); - 上着B_クロス = 腰.上着_接続.GetEle<上着ボトム_クロス>(); + 上着B_クロス = Waist.上着_接続.GetEle<上着ボトム_クロス>(); 上着B_クロス後 = (上着ボトム_クロス後)上着B_クロス.上着ボトム後_接続[0]; - 上着B_前掛け = 腰.上着_接続.GetEle<上着ボトム_前掛け>(); + 上着B_前掛け = Waist.上着_接続.GetEle<上着ボトム_前掛け>(); 上着B_クロス.SetHitFalse(); 上着B_クロス後.SetHitFalse(); 上着B_前掛け.SetHitFalse(); @@ -4070,10 +4070,10 @@ namespace SlaveMatrix sk.Add(胴.キスマーク); 胴.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 胴); sw.Add(胴.鞭痕); - 腰.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 腰); - sk.Add(腰.キスマーク); - 腰.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 腰); - sw.Add(腰.鞭痕); + Waist.キスマーク = new スタンプK(Med, Are, Cha, this, kd, Waist); + sk.Add(Waist.キスマーク); + Waist.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Waist); + sw.Add(Waist.鞭痕); ボテ腹_人.キスマーク = new スタンプK(Med, Are, Cha, this, kd, ボテ腹_人); sk.Add(ボテ腹_人.キスマーク); ボテ腹_人.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, ボテ腹_人); @@ -4262,46 +4262,46 @@ namespace SlaveMatrix { Sort(胴.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胴後右接続); } - if (腰.翼左_接続 != null) + if (Waist.翼左_接続 != null) { - Sort(腰.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後左接続); + Sort(Waist.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後左接続); } - if (腰.翼右_接続 != null) + if (Waist.翼右_接続 != null) { - Sort(腰.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後右接続); + Sort(Waist.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 腰後右接続); } if (Chest.背中_接続 != null) { Sort(Chest.背中_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 背中接続); } - if (腰.腿左_接続 != null) + if (Waist.腿左_接続 != null) { - Sort((from e in 腰.腿左_接続 + Sort((from e in Waist.腿左_接続 where !(e is 腿) select e.EnumEle()).JoinEnum(), 腿左接続); - Sort((from e in 腰.腿左_接続.GetEles<腿>() + Sort((from e in Waist.腿左_接続.GetEles<腿>() select e.EnumEle()).JoinEnum(), 腿左接続); } - if (腰.腿右_接続 != null) + if (Waist.腿右_接続 != null) { - Sort((from e in 腰.腿右_接続 + Sort((from e in Waist.腿右_接続 where !(e is 腿) select e.EnumEle()).JoinEnum(), 腿右接続); - Sort((from e in 腰.腿右_接続.GetEles<腿>() + Sort((from e in Waist.腿右_接続.GetEles<腿>() select e.EnumEle()).JoinEnum(), 腿右接続); } - if (腰.尾_接続 != null) + if (Waist.尾_接続 != null) { - Sort(腰.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 尾接続); + Sort(Waist.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 尾接続); } - if (腰.半身_接続 != null) + if (Waist.半身_接続 != null) { - 半身 ele = 腰.半身_接続.GetEle<半身>(); + 半身 ele = Waist.半身_接続.GetEle<半身>(); if (ele is 長物_魚) { Is魚 = true; 魚 = (長物_魚)ele; - 腰.腰CD.c2.Col2 = 魚.胴1_胴1CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 魚.胴1_胴1CD.c2.Col1; 半身中1接続.Add(魚); if (魚.尾_接続 != null) { @@ -4336,7 +4336,7 @@ namespace SlaveMatrix { Is鯨 = true; 鯨 = (長物_鯨)ele; - 腰.腰CD.c2.Col2 = 鯨.胴1_胴CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 鯨.胴1_胴CD.c2.Col1; 半身中1接続.Add(鯨); if (鯨.尾_接続 != null) { @@ -4371,7 +4371,7 @@ namespace SlaveMatrix { Is蛇 = true; 蛇 = (長物_蛇)ele; - 腰.腰CD.c2.Col2 = 蛇.胴1_鱗1CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 蛇.胴1_鱗1CD.c2.Col1; 半身中1接続.Add(ele); if (蛇.Torso_接続 != null) { @@ -4421,7 +4421,7 @@ namespace SlaveMatrix { Is蟲 = true; 蟲 = (長物_蟲)ele; - 腰.腰CD.c2.Col2 = 蟲.胴1_胴CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 蟲.胴1_胴CD.c2.Col1; 半身中1接続.Add(ele); if (蟲.Torso_接続 != null) { @@ -4477,7 +4477,7 @@ namespace SlaveMatrix } else if (item22 is 四足腰) { - 腰_獣 = (四足腰)item22; + Waist_獣 = (四足腰)item22; } else if (item22 is 四足脇) { @@ -4591,10 +4591,10 @@ namespace SlaveMatrix 潮吹_大_獣.SetHitFalse(); 放尿_獣.SetHitFalse(); ピアス.SetHitFalse(); - 腰.腰CD.c2.Col2 = Chest_獣.胸郭CD.c2.Col1; - if (腰_獣 != null) + Waist.WaistCD.c2.Col2 = Chest_獣.胸郭CD.c2.Col1; + if (Waist_獣 != null) { - 半身中1接続.Add(腰_獣); + 半身中1接続.Add(Waist_獣); } if (胴_獣 != null) { @@ -4632,31 +4632,31 @@ namespace SlaveMatrix { Sort(脇右_獣.Select((四足脇 e) => e.EnumEle().Skip(1)).JoinEnum(), 半身前接続); } - if (腰_獣 != null) + if (Waist_獣 != null) { - if (腰_獣.腿左_接続 != null) + if (Waist_獣.腿左_接続 != null) { - Sort(腰_獣.腿左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続); + Sort(Waist_獣.腿左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続); } - if (腰_獣.腿右_接続 != null) + if (Waist_獣.腿右_接続 != null) { - Sort(腰_獣.腿右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続); + Sort(Waist_獣.腿右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身前接続); } - if (腰_獣.翼左_接続 != null) + if (Waist_獣.翼左_接続 != null) { - Sort(腰_獣.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); + Sort(Waist_獣.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); } - if (腰_獣.翼右_接続 != null) + if (Waist_獣.翼右_接続 != null) { - Sort(腰_獣.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); + Sort(Waist_獣.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); } - if (腰_獣.尾_接続 != null) + if (Waist_獣.尾_接続 != null) { - Sort(腰_獣.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続); + Sort(Waist_獣.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続); } - if (腰_獣.半身_接続 != null) + if (Waist_獣.半身_接続 != null) { - Sort(腰_獣.半身_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続); + Sort(Waist_獣.半身_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続); } } if (胴_獣 != null) @@ -4712,7 +4712,7 @@ namespace SlaveMatrix { Is蛸 = true; 蛸 = (多足_蛸)ele; - 腰.腰CD.c2.Col2 = 蛸.胴CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 蛸.TorsoCD.c2.Col1; 半身中1接続.Add(蛸); if (蛸.軟体内左_接続 != null) { @@ -4747,7 +4747,7 @@ namespace SlaveMatrix { Is蜘 = true; 蜘 = (多足_蜘)ele; - 腰.腰CD.c2.Col2 = 蜘.柄CD.c2.Col2; + Waist.WaistCD.c2.Col2 = 蜘.柄CD.c2.Col2; if (蜘.尾_接続 != null) { Sort(蜘.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); @@ -4820,7 +4820,7 @@ namespace SlaveMatrix { Is蠍 = true; 蠍 = (多足_蠍)ele; - 腰.腰CD.c2.Col2 = 蠍.前腹_腹節3_節0CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 蠍.前腹_腹節3_節0CD.c2.Col1; if (蠍.尾_接続 != null) { Sort(蠍.尾_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); @@ -5136,9 +5136,9 @@ namespace SlaveMatrix 半身中2接続.Add(item15); } } - if (腰.腿左_接続 != null) + if (Waist.腿左_接続 != null) { - IEnumerable<触手_犬> eles = 腰.腿左_接続.GetEles<触手_犬>(); + IEnumerable<触手_犬> eles = Waist.腿左_接続.GetEles<触手_犬>(); foreach (触手_犬 item49 in eles.Take(eles.Count() - 1)) { item49.胴_節1_胴_表示 = false; @@ -5147,9 +5147,9 @@ namespace SlaveMatrix item49.胴_節1_鱗3_表示 = false; } } - if (腰.腿右_接続 != null) + if (Waist.腿右_接続 != null) { - IEnumerable<触手_犬> eles2 = 腰.腿右_接続.GetEles<触手_犬>(); + IEnumerable<触手_犬> eles2 = Waist.腿右_接続.GetEles<触手_犬>(); foreach (触手_犬 item50 in eles2.Take(eles2.Count() - 1)) { item50.胴_節1_胴_表示 = false; @@ -5238,10 +5238,10 @@ namespace SlaveMatrix Is腕蝙 = LowerArm以降左.IsEle(); Is腕獣 = LowerArm以降左.IsEle(); Is腕蠍 = LowerArm以降左.IsEle<触肢_肢蠍>(); - Is腿人 = 腰.腿左_接続.IsEle<腿_人>(); - Is腿獣 = 腰.腿左_接続.IsEle<獣腿>(); - Is腿魚 = 腰.腿左_接続.IsEle<尾_魚>(); - Is腿犬 = 腰.腿左_接続.IsEle<触手_犬>(); + Is腿人 = Waist.腿左_接続.IsEle<腿_人>(); + Is腿獣 = Waist.腿左_接続.IsEle<獣腿>(); + Is腿魚 = Waist.腿左_接続.IsEle<尾_魚>(); + Is腿犬 = Waist.腿左_接続.IsEle<触手_犬>(); 紅潮.紅潮線左右表示 = false; 舌_表示 = false; if (Is頭頂_宇) @@ -5402,14 +5402,14 @@ namespace SlaveMatrix 肛門C = 1.0; 膣腔C = 1.0; 断面_表示 = false; - if (Is粘 && 腰.腿左_接続 != null) + if (Is粘 && Waist.腿左_接続 != null) { - foreach (Par item53 in (from e in 腰.腿左_接続.GetEles<腿>() + foreach (Par item53 in (from e in Waist.腿左_接続.GetEles<腿>() select e.本体.EnumAllPar()).Aggregate((IEnumerable e1, IEnumerable e2) => e1.Concat(e2))) { item53.OP.OutlineFalse(); } - foreach (Par item54 in (from e in 腰.腿右_接続.GetEles<腿>() + foreach (Par item54 in (from e in Waist.腿右_接続.GetEles<腿>() select e.本体.EnumAllPar()).Aggregate((IEnumerable e1, IEnumerable e2) => e1.Concat(e2))) { item54.OP.OutlineFalse(); @@ -5417,12 +5417,12 @@ namespace SlaveMatrix } Elements.SetEle(delegate(Torso_蛇 e) { - e.X0Y0_胴_胴.OP[1].ps[3] = e.X0Y0_胴_胴.OP[1].ps[3].AddY(0.04); + e.X0Y0_Torso_Torso.OP[1].ps[3] = e.X0Y0_Torso_Torso.OP[1].ps[3].AddY(0.04); if (e.Torso_接続 != null) { e.Torso_接続.SetEle(delegate(Torso_蛇 f) { - f.X0Y0_胴_胴.OP[1].ps[3] = f.X0Y0_胴_胴.OP[1].ps[3].AddY(0.04); + f.X0Y0_Torso_Torso.OP[1].ps[3] = f.X0Y0_Torso_Torso.OP[1].ps[3].AddY(0.04); }); } }); @@ -5442,17 +5442,17 @@ namespace SlaveMatrix { 腰肌_人.陰毛_ハート_表示 = false; } - 尾_魚 ele7 = 腰.腿左_接続.GetEle<尾_魚>(); + 尾_魚 ele7 = Waist.腿左_接続.GetEle<尾_魚>(); if (ele7 != null) { - 腰.腰CD.c2.Col2 = ele7.尾0_尾CD.c2.Col1; + Waist.WaistCD.c2.Col2 = ele7.尾0_尾CD.c2.Col1; } nsb1 = 乳房左.X0Y0_乳首.SizeBase; nsb2 = 乳房左.X0Y0_乳輪.SizeBase; 変動ステート更新(); - 腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)); + Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)); Join(); - Set腰(); + SetWaist(); if (背中接続.Count + 頭頂左後接続.Count + 頭頂右後接続.Count + 胸上左接続.Count + 胸上右接続.Count + 胸下左接続.Count + 胸下右接続.Count + 胴後左接続.Count + 胴後右接続.Count + 後腕左s.Length + 後腕右s.Length > 0) { EIChest = new EleI(Med); @@ -5535,18 +5535,18 @@ namespace SlaveMatrix } if (腰後左接続.Count + 腰後右接続.Count > 0) { - EI腰 = new EleI(Med); - EI腰.AddRange(腰後左接続); - EI腰.AddRange(腰後右接続); - EI腰.描画処理 = delegate(RenderArea are) + EIWaist = new EleI(Med); + EIWaist.AddRange(腰後左接続); + EIWaist.AddRange(腰後右接続); + EIWaist.描画処理 = delegate(RenderArea are) { bod.腰後左接続.描画0(are); bod.腰後左接続.描画1(are); bod.腰後右接続.描画0(are); bod.腰後右接続.描画1(are); }; - EI腰.Update(); - eis.Add(EI腰); + EIWaist.Update(); + eis.Add(EIWaist); } if (尾接続.Count + 半身後接続.Count > 0) { @@ -5663,7 +5663,7 @@ namespace SlaveMatrix } Is髪 = EI髪 != null; IsChest = EIChest != null; - Is腰 = EI腰 != null; + IsWaist = EIWaist != null; Is腕前 = EI腕前 != null; Is半後 = EI半後 != null; Is半中1 = EI半中1 != null; @@ -5681,9 +5681,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -5762,8 +5762,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -6108,9 +6108,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -6189,8 +6189,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -6553,9 +6553,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -6616,8 +6616,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -6961,9 +6961,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -7042,8 +7042,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -7385,9 +7385,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -7466,8 +7466,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -7808,9 +7808,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -7889,8 +7889,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -8244,9 +8244,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -8325,8 +8325,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); if (!Sta.GameData.断面) { bod.肛門_人.描画0(are); @@ -8688,9 +8688,9 @@ namespace SlaveMatrix { bod.EIChest.描画(are); } - if (bod.Is腰) + if (bod.IsWaist) { - bod.EI腰.描画(are); + bod.EIWaist.描画(are); } if (bod.Is頭頂_宇) { @@ -8769,8 +8769,8 @@ namespace SlaveMatrix { bod.肩右.脇描画(are); } - bod.腰.描画0(are); - bod.腰.描画1(are); + bod.Waist.描画0(are); + bod.Waist.描画1(are); bod.胴.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); @@ -9259,17 +9259,17 @@ namespace SlaveMatrix item4.色更新(); } } - 染み_人.位置B = 腰.位置; + 染み_人.位置B = Waist.位置; 染み_人.本体.JoinP(); if (Is獣) { - 染み_獣.位置B = 腰_獣.位置; + 染み_獣.位置B = Waist_獣.位置; 染み_獣.本体.JoinP(); } - 腰_人y = 腰.Yi; + Waist_人y = Waist.Yi; if (Is獣) { - 腰_獣y = 腰_獣.Yi; + Waist_獣y = Waist_獣.Yi; } } @@ -9793,24 +9793,24 @@ namespace SlaveMatrix private void 腰振り_人() { - 胴.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (腰.Yv * -0.004); - 胴.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (腰.Yv * -0.004); - 胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (腰.Yv * -0.002); - 胴肌_人.本体.SizeYCont = 0.85 + (1.0 - 腰.Yv) * 0.15; + 胴.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); + 胴.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); + 胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.002); + 胴肌_人.本体.SizeYCont = 0.85 + (1.0 - Waist.Yv) * 0.15; } private void 腰振り_獣() { - 胴_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * -0.004); - 胴_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (腰_獣.Yv * -0.004); - 胴肌_獣.本体.SizeYCont = 0.85 + (1.0 - 腰_獣.Yv) * 0.15; + 胴_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); + 胴_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); + 胴肌_獣.本体.SizeYCont = 0.85 + (1.0 - Waist_獣.Yv) * 0.15; if (EI半中1 != null) { EI半中1.Updatef = true; } } - public void Set腰() + public void SetWaist() { if (Is獣) { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs index 4871cfe..9b4721c 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs @@ -126,7 +126,7 @@ namespace SlaveMatrix private bool 重胸; - private bool 重腰; + private bool 重Waist; private bool 重腕前; @@ -199,10 +199,10 @@ namespace SlaveMatrix Bod.EIChest.Position = p; } p.Y = 0.0 - p.Y; - Bod.腰.位置C = p; - if (Bod.Is腰) + Bod.Waist.位置C = p; + if (Bod.IsWaist) { - Bod.EI腰.Position = p; + Bod.EIWaist.Position = p; } if (Bod.Is半後) { @@ -255,7 +255,7 @@ namespace SlaveMatrix Bod = new Bod(Med, Are, this); 重髪 = Bod.Is髪 && Bod.EI髪.IsHeavy(); 重胸 = Bod.IsChest && Bod.EIChest.IsHeavy(); - 重腰 = Bod.Is腰 && Bod.EI腰.IsHeavy(); + 重Waist = Bod.IsWaist && Bod.EIWaist.IsHeavy(); 重腕前 = Bod.Is腕前 && Bod.EI腕前.IsHeavy(); 重半後 = Bod.Is半後 && Bod.EI半後.IsHeavy(); 重半中1 = Bod.Is半中1 && Bod.EI半中1.IsHeavy(); @@ -1223,22 +1223,22 @@ namespace SlaveMatrix }; Mots.Add(絶頂終了.GetHashCode().ToString(), 絶頂終了); double kv = 0.0; - Par pa = Bod.腰.本体.CurJoinRoot; + Par pa = Bod.Waist.本体.CurJoinRoot; Par pb = null; Vector2D vec = Dat.Vec2DZero; Action 腰接続 = delegate { - pb = cha.Bod.腰.本体.CurJoinRoot; + pb = cha.Bod.Waist.本体.CurJoinRoot; vec = pb.ToGlobal(pb.JP[5].Joint) - pa.ToGlobal(pa.JP[5].Joint); - if (cha.Bod.Is腰) + if (cha.Bod.IsWaist) { - if (cha.重腰) + if (cha.重Waist) { - cha.Bod.EI腰.PositionCont = vec; + cha.Bod.EIWaist.PositionCont = vec; } else { - cha.Bod.EI腰.Updatef = true; + cha.Bod.EIWaist.Updatef = true; } } if (cha.Bod.Is半後) @@ -1303,7 +1303,7 @@ namespace SlaveMatrix BaseSpeed = 20.0, Staing = delegate { - kv = cha.Bod.腰.Yv; + kv = cha.Bod.Waist.Yv; cha.絶頂終了.Start(); }, Runing = delegate(Mot m) @@ -1414,9 +1414,9 @@ namespace SlaveMatrix cha.脚獣絶頂(d); } cha.Bod.腰振りv = d * RNG.XS.NextDouble(); - cha.Bod.腰.位置C = new Vector2D(0.0, 0.0005 * d); - cha.Bod.乳房左.位置C = cha.Bod.腰.位置C; - cha.Bod.乳房右.位置C = cha.Bod.腰.位置C; + cha.Bod.Waist.位置C = new Vector2D(0.0, 0.0005 * d); + cha.Bod.乳房左.位置C = cha.Bod.Waist.位置C; + cha.Bod.乳房右.位置C = cha.Bod.Waist.位置C; if (cha.Bod.Is腕前) { cha.Bod.EI腕前.Updatef = true; @@ -1437,15 +1437,15 @@ namespace SlaveMatrix Ending = delegate { cha.Bod.腰振り_人v = kv; - cha.Bod.腰.位置C = Dat.Vec2DZero; + cha.Bod.Waist.位置C = Dat.Vec2DZero; if (!cha.Bod.乳房左.着衣) { cha.Bod.乳房左.位置C = Dat.Vec2DZero; cha.Bod.乳房右.位置C = Dat.Vec2DZero; } - if (cha.Bod.Is腰) + if (cha.Bod.IsWaist) { - cha.Bod.EI腰.PositionCont = Dat.Vec2DZero; + cha.Bod.EIWaist.PositionCont = Dat.Vec2DZero; } if (cha.Bod.Is半後) { @@ -1734,9 +1734,9 @@ namespace SlaveMatrix cha.脚獣絶頂(d_); } p_.Y = -0.001 * m.Value; - cha.Bod.腰.位置C = p_; - cha.Bod.乳房左.位置C = cha.Bod.腰.位置C; - cha.Bod.乳房右.位置C = cha.Bod.腰.位置C; + cha.Bod.Waist.位置C = p_; + cha.Bod.乳房左.位置C = cha.Bod.Waist.位置C; + cha.Bod.乳房右.位置C = cha.Bod.Waist.位置C; if (cha.Bod.Is髪) { if (cha.重髪) @@ -1759,15 +1759,15 @@ namespace SlaveMatrix cha.Bod.EIChest.Updatef = true; } } - if (cha.Bod.Is腰) + if (cha.Bod.IsWaist) { - if (cha.重腰) + if (cha.重Waist) { - cha.Bod.EI腰.Position = p_; + cha.Bod.EIWaist.Position = p_; } else { - cha.Bod.EI腰.Updatef = true; + cha.Bod.EIWaist.Updatef = true; } } if (cha.Bod.Is腕前) @@ -1846,7 +1846,7 @@ namespace SlaveMatrix }, Ending = delegate { - cha.Bod.腰.位置C = Dat.Vec2DZero; + cha.Bod.Waist.位置C = Dat.Vec2DZero; if (!cha.Bod.乳房左.着衣) { cha.Bod.乳房左.位置C = Dat.Vec2DZero; @@ -1860,9 +1860,9 @@ namespace SlaveMatrix { cha.Bod.EIChest.Position = Dat.Vec2DZero; } - if (cha.Bod.Is腰) + if (cha.Bod.IsWaist) { - cha.Bod.EI腰.Position = Dat.Vec2DZero; + cha.Bod.EIWaist.Position = Dat.Vec2DZero; } if (cha.Bod.Is腕前) { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs index 3beb78c..318e78c 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs @@ -895,7 +895,7 @@ namespace SlaveMatrix ConnectionInfo.四足胸_翼下右_接続 => 0, ConnectionInfo.四足胸_背中_接続 => 0, ConnectionInfo.四足脇_UpperArm_接続 => 1, - ConnectionInfo.四足胴_腰_接続 => 0, + ConnectionInfo.四足胴_Waist_接続 => 0, ConnectionInfo.四足胴_肌_接続 => 1, ConnectionInfo.四足胴_翼左_接続 => 0, ConnectionInfo.四足胴_翼右_接続 => 0, diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs index e49c859..78fc62f 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs @@ -1763,11 +1763,11 @@ namespace SlaveMatrix Player.SensBox(); if (TrainingTarget.Bod.Is獣) { - TrainingTarget.Bod.腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.03); + TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.03); } else if (TrainingTarget.Bod.Is半身) { - TrainingTarget.Bod.腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.02); + TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.02); } TrainingTarget.Bod.Join(); TrainingTarget.Bod.Update(); @@ -1948,7 +1948,7 @@ namespace SlaveMatrix TrainingTarget.Bod.膣内精液.精液濃度 = 0.0; TrainingTarget.Bod.断面.精液濃度 = 0.0; TrainingTarget.Bod.スタンプClear(); - TrainingTarget.Bod.腰.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)); + TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)); TrainingTarget.Bod.汗染み濃度 = 0.0; TrainingTarget.Bod.飛沫濃度 = 0.0; TrainingTarget.Bod.潮染み濃度 = 0.0; @@ -1962,7 +1962,7 @@ namespace SlaveMatrix TrainingTarget.性器精液垂れ.End(); TrainingTarget.肛門精液垂れ.End(); TrainingTarget.出糸精液垂れ.End(); - TrainingTarget.Bod.Set腰(); + TrainingTarget.Bod.SetWaist(); if (Sta.GameData.TrainingTarget.Trained) { TrainingTarget.Bod.拘束具_表示 = false; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs index 9f8d69c..b6bef3e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs @@ -2315,7 +2315,7 @@ namespace SlaveMatrix } if (Cha.Bod.Is初期腰) { - Cha.Bod.Set腰(); + Cha.Bod.SetWaist(); } Cha.Emotion(); Cha.UpdateExpression(); @@ -2331,7 +2331,7 @@ namespace SlaveMatrix if (Virgin && CurrentActionType == ActionType.Insertion && (CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && CurrentContactType == ContactType.Vagina && 挿入Lvn > 2) { Reaction2(); - Cha.Bod.腰.位置B += Oth.GetRandomVector() * 0.0004; + Cha.Bod.Waist.位置B += Oth.GetRandomVector() * 0.0004; Cha.Bod.腰振りv = RNG.XS.NextDouble(); switch (RNG.XS.Next(2)) { @@ -2393,7 +2393,7 @@ namespace SlaveMatrix public static void Reaction1() { Reaction2(); - Cha.Bod.腰.位置B += Oth.GetRandomVector() * 0.0004; + Cha.Bod.Waist.位置B += Oth.GetRandomVector() * 0.0004; Cha.Bod.腰振りv = RNG.XS.NextDouble(); Cha.Emotion(); Cha.UpdateExpression(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs index 2b8b632..2f513a7 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs @@ -8635,8 +8635,8 @@ namespace SlaveMatrix { 触手_犬 触手_犬2 = Cha.Bod.触手犬右[n]; 触手_犬2.SetAngle0(); - 触手_犬2.X0Y0_脚後_UpperArm.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle; - 触手_犬2.X0Y0_脚前_UpperArm.AngleBase -= 触手_犬2.X0Y0_胴_節9_胴.Angle; + 触手_犬2.X0Y0_脚後_UpperArm.AngleBase -= 触手_犬2.X0Y0_Torso_節9_Torso.Angle; + 触手_犬2.X0Y0_脚前_UpperArm.AngleBase -= 触手_犬2.X0Y0_Torso_節9_Torso.Angle; 触手_犬2.X0Y0_頭_口膜_口膜1.AngleBase -= 17.0; 触手_犬2.X0Y0_脚後_UpperArm.AngleBase += 0.0 - UpperArm角度 + (0.0 - u1); 触手_犬2.X0Y0_脚後_LowerArm.AngleBase += 0.0 - LowerArm角度 + (0.0 - u2); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs index 72897f1..adb61f2 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs @@ -8,7 +8,7 @@ namespace SlaveMatrix { public static double 葉倍率 = 0.8; - public static void AdjustScale(this WaistD 腰, HeadD 頭) + public static void AdjustScale(this WaistD Waist, HeadD 頭) { foreach (EleD item in 頭.EnumEleD()) { @@ -17,15 +17,15 @@ namespace SlaveMatrix item.尺度B *= 0.98; } } - foreach (EleD item2 in 腰.EnumEleD()) + foreach (EleD item2 in Waist.EnumEleD()) { item2.尺度B *= 1.065; } } - public static void SetLowerHair(this WaistD 腰) + public static void SetLowerHair(this WaistD Waist) { - 腰肌D eleD = 腰.肌_接続.GetEleD<腰肌D>(); + 腰肌D eleD = Waist.肌_接続.GetEleD<腰肌D>(); if (eleD.獣性_獣毛_表示) { if (RNG.XS.NextBool()) @@ -49,8 +49,8 @@ namespace SlaveMatrix public static ChaD GetHarpy() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -96,32 +96,32 @@ namespace SlaveMatrix Leg_鳥D2.足接続(e); 腿_鳥D 腿_鳥D2 = new 腿_鳥D(); 腿_鳥D2.Leg接続(Leg_鳥D2); - 腰D2.腿左接続(腿_鳥D2); - 腰D2.腿右接続(腿_鳥D2.Get逆()); - 腰D2.尾接続(new 尾_鳥D()); + WaistD2.腿左接続(腿_鳥D2); + WaistD2.腿右接続(腿_鳥D2.Get逆()); + WaistD2.尾接続(new 尾_鳥D()); bool flag = 頭D2.EnumEleD().IsEleD<耳_羽D>() || 頭D2.EnumEleD().IsEleD<耳_獣D>(); - 腰D2.EnumEleD().SetValuesD("獣性", flag); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", false); + WaistD2.EnumEleD().SetValuesD("獣性", flag); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); if (flag) { - 腰D2.EnumEleD().SetValuesD<胸毛D>("表示", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<胸毛D>("表示", RNG.XS.NextBool()); } else { - 腰D2.EnumEleD().SetValuesD<胸毛D>("表示", false); + WaistD2.EnumEleD().SetValuesD<胸毛D>("表示", false); } - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getアフール() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -166,7 +166,7 @@ namespace SlaveMatrix public static ChaD Getハルピュイア() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -223,7 +223,7 @@ namespace SlaveMatrix public static ChaD GetPhoenix() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -283,8 +283,8 @@ namespace SlaveMatrix public static ChaD Getラミア() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -309,7 +309,7 @@ namespace SlaveMatrix obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); 長物_蛇D2.くぱぁ = 1.0; 長物_蛇D2.ガード = false; Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); @@ -319,20 +319,20 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ヘD()); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getシーラミア() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -350,7 +350,7 @@ namespace SlaveMatrix obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); if (RNG.XS.NextBool()) { 長物_蛇D2.くぱぁ = 1.0; @@ -363,18 +363,18 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ウD()); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getオノケンタウレ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -429,8 +429,8 @@ namespace SlaveMatrix public static ChaD Getヒッポケンタウレ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -455,7 +455,7 @@ namespace SlaveMatrix ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -463,10 +463,10 @@ namespace SlaveMatrix 手_馬D e2 = new 手_馬D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -479,24 +479,24 @@ namespace SlaveMatrix 四足腰D2.尾接続(new 尾_馬D()); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("馬", RNG.XS.NextBool()); } - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getブケンタウレ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -516,14 +516,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -531,10 +531,10 @@ namespace SlaveMatrix 手_牛D e2 = new 手_牛D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -547,26 +547,26 @@ namespace SlaveMatrix 四足腰D2.尾接続(new 尾_牛D()); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD<頬肌D>("牛", true); - 腰D2.EnumEleD().SetValuesD<四足脇D>("配色指定", 配色指定.H0); + WaistD2.EnumEleD().SetValuesD<頬肌D>("牛", true); + WaistD2.EnumEleD().SetValuesD<四足脇D>("配色指定", 配色指定.H0); } - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); 四足腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", false); - 腰D2.EnumEleD().SetValuesD("バスト", 1.0); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("バスト", 1.0); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getカプラケンタウレ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -586,14 +586,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -605,10 +605,10 @@ namespace SlaveMatrix 手_牛D e2 = new 手_牛D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -620,22 +620,22 @@ namespace SlaveMatrix 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_犬D()); 四足胴D2.SetValuesD("獣毛", true); - 腰D2.EnumEleD().SetValuesD("胸毛", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<双目D>("蛸目", RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("胸毛", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<双目D>("蛸目", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getマーメイド() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -647,10 +647,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 長物_魚D 長物_魚D2 = new 長物_魚D(); @@ -667,7 +667,7 @@ namespace SlaveMatrix public static ChaD Getドルフィンマーメイド() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -679,10 +679,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); @@ -699,7 +699,7 @@ namespace SlaveMatrix public static ChaD Getオールドマーメイド() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -711,10 +711,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 尾_魚D 尾_魚D2 = new 尾_魚D(); @@ -735,8 +735,8 @@ namespace SlaveMatrix public static ChaD Getイクテュオケンタウレ(bool b) { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -747,16 +747,16 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); if (b) { 長物_魚D 長物_魚D2 = new 長物_魚D(); - 腰D2.半身接続(長物_魚D2); + WaistD2.半身接続(長物_魚D2); EleD eleD = new 鰭_魚D(); 長物_魚D2.左0接続(eleD); 長物_魚D2.右0接続(eleD.Get逆()); @@ -767,7 +767,7 @@ namespace SlaveMatrix else { 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); if (RNG.XS.NextBool()) { 長物_蛇D2.くぱぁ = 1.0; @@ -782,16 +782,16 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(尾_ヘD2); 尾_ヘD2.尾先接続(new 尾鰭_魚D()); } - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getデルピヌスケンタウレ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -803,10 +803,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); @@ -827,8 +827,8 @@ namespace SlaveMatrix public static ChaD Getスキュラ() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -846,14 +846,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蛸D 多足_蛸D2 = new 多足_蛸D(); - 腰D2.半身接続(多足_蛸D2); + WaistD2.半身接続(多足_蛸D2); 触手_軟D 触手_軟D2 = new 触手_軟D { 後足 = true @@ -877,22 +877,22 @@ namespace SlaveMatrix 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD("紋柄", true); + WaistD2.EnumEleD().SetValuesD("紋柄", true); } if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD<鼻肌D>("紋柄", false); + WaistD2.EnumEleD().SetValuesD<鼻肌D>("紋柄", false); } - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getオールドスキュラ(bool b) { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -911,10 +911,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 触手_犬D 触手_犬D2 = new 触手_犬D(); @@ -943,8 +943,8 @@ namespace SlaveMatrix public static ChaD Getカリュブディス() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -964,45 +964,45 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 長物_鯨D 長物_鯨D2 = new 長物_鯨D(); - 腰D2.半身接続(長物_鯨D2); + WaistD2.半身接続(長物_鯨D2); eleD2 = new 鰭_鯨D(); 長物_鯨D2.左0接続(eleD2); 長物_鯨D2.右0接続(eleD2.Get逆()); 尾_鯨D 尾_鯨D2 = new 尾_鯨D(); 長物_鯨D2.尾接続(尾_鯨D2); 尾_鯨D2.尾先接続(new 尾鰭_鯨D()); - 腰D2.EnumEleD().SetValuesD("水掻", true); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD("獣毛", true); - 腰D2.EnumEleD().SetValuesD<胸毛D>("表示", true); - 腰D2.EnumEleD().SetValuesD("悪", true); - 腰D2.EnumEleD().SetValuesD("悪", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("悪", false); - 腰D2.EnumEleD().SetValuesD("逆十字", false); - 腰D2.EnumEleD().SetValuesD("淫", true); - 腰D2.EnumEleD().SetValuesD("鱗", false); - 腰D2.EnumEleD().SetValuesD("毛", false); - 腰D2.EnumEleD().SetValuesD<腰肌D>("鱗", false); - 腰D2.EnumEleD().SetValuesD<腰肌D>("毛", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); - 腰D2.EnumEleD().SetValuesD("肥大", 1.0); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("水掻", true); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD("獣毛", true); + WaistD2.EnumEleD().SetValuesD<胸毛D>("表示", true); + WaistD2.EnumEleD().SetValuesD("悪", true); + WaistD2.EnumEleD().SetValuesD("悪", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("悪", false); + WaistD2.EnumEleD().SetValuesD("逆十字", false); + WaistD2.EnumEleD().SetValuesD("淫", true); + WaistD2.EnumEleD().SetValuesD("鱗", false); + WaistD2.EnumEleD().SetValuesD("毛", false); + WaistD2.EnumEleD().SetValuesD<腰肌D>("鱗", false); + WaistD2.EnumEleD().SetValuesD<腰肌D>("毛", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); + WaistD2.EnumEleD().SetValuesD("肥大", 1.0); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getアラクネ(bool b) { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1020,10 +1020,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1033,7 +1033,7 @@ namespace SlaveMatrix 頭D2.頬右接続(eleD.Get逆()); } 多足_蜘D 多足_蜘D2 = new 多足_蜘D(); - 腰D2.半身接続(多足_蜘D2); + WaistD2.半身接続(多足_蜘D2); 尾_蜘D 尾_蜘D2 = new 尾_蜘D(); 尾_蜘D2.出糸 = RNG.XS.NextBool(); 多足_蜘D2.尾接続(尾_蜘D2); @@ -1057,31 +1057,31 @@ namespace SlaveMatrix 多足_蜘D2.節足右4接続(eleD4.Get逆()); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); } if (RNG.XS.NextBool()) { 多足_蜘D2.EnumEleD().SetValuesD("柄", true); } - 腰D2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD<頬肌D>("蜘", RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD<胸肌D>("蜘", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<胸肌D>("蜘", RNG.XS.NextBool()); if (頭D2.頬左_接続.IsEleD<虫顎D>()) { - 腰D2.EnumEleD().SetValuesD<頬肌D>("蜘", false); + WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", false); } - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getギルタブリル() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1105,14 +1105,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蠍D 多足_蠍D2 = new 多足_蠍D(); - 腰D2.半身接続(多足_蠍D2); + WaistD2.半身接続(多足_蠍D2); 多足_蠍D2.前腹_腹節3_節線_表示 = RNG.XS.NextBool(); 多足_蠍D2.前腹_腹節4_節線_表示 = 多足_蠍D2.前腹_腹節3_節線_表示; 多足_蠍D2.前腹_腹節5_節線_表示 = 多足_蠍D2.前腹_腹節3_節線_表示; @@ -1140,39 +1140,39 @@ namespace SlaveMatrix 多足_蠍D2.櫛状板右接続(eleD.Get逆()); } 多足_蠍D2.尾接続(new 尾_蠍D()); - 腰D2.EnumEleD().SetValuesD("タトゥ", true); - 腰D2.EnumEleD().SetValuesD("ハート", false); - 腰D2.EnumEleD().SetValuesD("逆十字", false); - 腰D2.EnumEleD().SetValuesD("淫", false); - 腰D2.EnumEleD().SetValuesD("植", false); - 腰D2.EnumEleD().SetValuesD<頬肌D>("タトゥ", false); - 腰D2.EnumEleD().SetValuesD("植", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("悪", false); + WaistD2.EnumEleD().SetValuesD("タトゥ", true); + WaistD2.EnumEleD().SetValuesD("ハート", false); + WaistD2.EnumEleD().SetValuesD("逆十字", false); + WaistD2.EnumEleD().SetValuesD("淫", false); + WaistD2.EnumEleD().SetValuesD("植", false); + WaistD2.EnumEleD().SetValuesD<頬肌D>("タトゥ", false); + WaistD2.EnumEleD().SetValuesD("植", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("悪", false); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); } if (RNG.XS.NextBool()) { 多足_蠍D2.EnumEleD().SetValuesD("柄", true); } - 腰D2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD<頬肌D>("蜘", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("蜘", 頭D2.頬左_接続.IsEleD<虫顎D>() || RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", RNG.XS.NextBool()); if (頭D2.頬左_接続.IsEleD<虫顎D>()) { - 腰D2.EnumEleD().SetValuesD<頬肌D>("蜘", false); + WaistD2.EnumEleD().SetValuesD<頬肌D>("蜘", false); } - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getギルタブルル() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); TorsoD 胴D2 = obj.Set胴(); ChestD ChestD2 = 胴D2.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); @@ -1192,10 +1192,10 @@ namespace SlaveMatrix 手_人D e2 = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e2); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1203,10 +1203,10 @@ namespace SlaveMatrix 手_鳥D e3 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(e3); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - ChestD2.翼上左接続(上腕_鳥D2); - ChestD2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + ChestD2.翼上左接続(UpperArm_鳥D2); + ChestD2.翼上右接続(UpperArm_鳥D2.Get逆()); } 足_鳥D e4 = new 足_鳥D(); Leg_鳥D Leg_鳥D2 = new Leg_鳥D(); @@ -1239,7 +1239,7 @@ namespace SlaveMatrix public static ChaD Getアルラウネ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); TorsoD obj2 = obj.Set胴(); ChestD obj3 = obj2.SetChestR(); HeadD 頭D2 = obj3.Set首().Set頭R(); @@ -1252,10 +1252,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj3.肩左接続(ShoulderD2); obj3.肩右接続(ShoulderD2.Get逆()); 植D 植D2 = new 植D(); @@ -1348,8 +1348,8 @@ namespace SlaveMatrix public static ChaD Getサキュバス() { - WaistD 腰D2 = Uni.腰(); - TorsoD 胴D2 = 腰D2.Set胴(); + WaistD WaistD2 = Uni.Waist(); + TorsoD 胴D2 = WaistD2.Set胴(); ChestD ChestD2 = 胴D2.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -1386,10 +1386,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 手_蝙D e2 = new 手_蝙D @@ -1398,26 +1398,26 @@ namespace SlaveMatrix }; LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e2); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); - 胴D2.翼左接続(上腕_蝙D2); - 胴D2.翼右接続(上腕_蝙D2.Get逆()); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); + 胴D2.翼左接続(UpperArm_蝙D2); + 胴D2.翼右接続(UpperArm_蝙D2.Get逆()); 足_人D e3 = new 足_人D(); Leg_人D Leg_人D2 = new Leg_人D(); Leg_人D2.足接続(e3); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); - 腰D2.尾接続(new 尾_淫D()); - 腰D2.EnumEleD().SetValuesD("淫", true); - 腰D2.EnumEleD().SetValuesD("植", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())) + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); + WaistD2.尾接続(new 尾_淫D()); + WaistD2.EnumEleD().SetValuesD("淫", true); + WaistD2.EnumEleD().SetValuesD("植", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())) { 現陰毛 = 0.0 }; @@ -1425,8 +1425,8 @@ namespace SlaveMatrix public static ChaD Getデビル() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1457,10 +1457,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1471,20 +1471,20 @@ namespace SlaveMatrix }; LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e2); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); - ChestD2.翼上左接続(上腕_蝙D2); - ChestD2.翼上右接続(上腕_蝙D2.Get逆()); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); + ChestD2.翼上左接続(UpperArm_蝙D2); + ChestD2.翼上右接続(UpperArm_蝙D2.Get逆()); } else { 手_鳥D e3 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(e3); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - ChestD2.翼上左接続(上腕_鳥D2); - ChestD2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + ChestD2.翼上左接続(UpperArm_鳥D2); + ChestD2.翼上右接続(UpperArm_鳥D2.Get逆()); } if (RNG.XS.NextBool()) { @@ -1493,8 +1493,8 @@ namespace SlaveMatrix Leg_人D2.足接続(e4); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); } else { @@ -1503,32 +1503,32 @@ namespace SlaveMatrix Leg_蹄D2.足接続(e5); 腿_蹄D 腿_蹄D2 = new 腿_蹄D(); 腿_蹄D2.Leg接続(Leg_蹄D2); - 腰D2.腿左接続(腿_蹄D2); - 腰D2.腿右接続(腿_蹄D2.Get逆()); - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", true); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", false); + WaistD2.腿左接続(腿_蹄D2); + WaistD2.腿右接続(腿_蹄D2.Get逆()); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); } - 腰D2.尾接続(RNG.XS.NextM(4) switch + WaistD2.尾接続(RNG.XS.NextM(4) switch { 0 => new 尾_犬D(), 1 => new 尾_馬D(), 2 => new 尾_牛D(), _ => new 尾_悪D(), }); - 腰D2.EnumEleD().SetValuesD("悪", true); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("悪", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getエンジェル(bool b) { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1547,10 +1547,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 手_鳥D 手_鳥D2 = new 手_鳥D @@ -1562,34 +1562,34 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); for (int i = 0; i < RNG.XS.Next(2) + 1; i++) { - ChestD2.翼上左接続(上腕_鳥D2.Copy()); - ChestD2.翼上右接続(上腕_鳥D2.Get逆()); + ChestD2.翼上左接続(UpperArm_鳥D2.Copy()); + ChestD2.翼上右接続(UpperArm_鳥D2.Get逆()); } 足_人D e2 = new 足_人D(); Leg_人D Leg_人D2 = new Leg_人D(); Leg_人D2.足接続(e2); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getウェアキャット() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -1603,10 +1603,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1640,7 +1640,7 @@ namespace SlaveMatrix public static ChaD Getウェアフォックス() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -1657,10 +1657,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1693,7 +1693,7 @@ namespace SlaveMatrix public static ChaD Getウェアウルフ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -1707,10 +1707,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1738,8 +1738,8 @@ namespace SlaveMatrix public static ChaD Getリザードマン() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1750,10 +1750,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -1761,8 +1761,8 @@ namespace SlaveMatrix Leg_人D2.足接続(e2); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); EleD eleD; if (RNG.XS.Next(2) == 0) { @@ -1773,30 +1773,30 @@ namespace SlaveMatrix { eleD = new 尾_龍D(); } - 腰D2.尾接続(eleD); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD("棘", false); - 腰D2.EnumEleD().SetValuesD("肘2", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("鱗", true); - 腰D2.EnumEleD().SetEleDs(delegate(手_人D f) + WaistD2.尾接続(eleD); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD("棘", false); + WaistD2.EnumEleD().SetValuesD("肘2", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("鱗", true); + WaistD2.EnumEleD().SetEleDs(delegate(手_人D f) { f.竜性 = false; }); - 腰D2.EnumEleD().SetValuesD("棘", false); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", true); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("棘", false); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getドラゴニュート() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1825,10 +1825,10 @@ namespace SlaveMatrix 手_人D e2 = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e2); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -1841,10 +1841,10 @@ namespace SlaveMatrix }; LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e3); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); - ChestD2.翼上左接続(上腕_蝙D2); - ChestD2.翼上右接続(上腕_蝙D2.Get逆()); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); + ChestD2.翼上左接続(UpperArm_蝙D2); + ChestD2.翼上右接続(UpperArm_蝙D2.Get逆()); 頭D2.Set耳長(); } else @@ -1858,13 +1858,13 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - ChestD2.翼上左接続(上腕_鳥D2); - ChestD2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + ChestD2.翼上左接続(UpperArm_鳥D2); + ChestD2.翼上右接続(UpperArm_鳥D2.Get逆()); 頭D2.Set耳獣(); } } @@ -1877,8 +1877,8 @@ namespace SlaveMatrix Leg_人D2.足接続(e4); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); switch (RNG.XS.Next(3)) { case 0: @@ -1892,24 +1892,24 @@ namespace SlaveMatrix e = new 尾_龍D(); break; } - 腰D2.尾接続(e); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<手_人D>("竜性", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("鱗", true); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.尾接続(e); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<手_人D>("竜性", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("鱗", true); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getドラゴン() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1938,14 +1938,14 @@ namespace SlaveMatrix 手_人D e2 = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e2); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -1955,10 +1955,10 @@ namespace SlaveMatrix 手_蝙D e3 = new 手_蝙D(); LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e3); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); - 四足胸D2.翼上左接続(上腕_蝙D2); - 四足胸D2.翼上右接続(上腕_蝙D2.Get逆()); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); + 四足胸D2.翼上左接続(UpperArm_蝙D2); + 四足胸D2.翼上右接続(UpperArm_蝙D2.Get逆()); 頭D2.Set耳鰭(); } else @@ -1966,20 +1966,20 @@ namespace SlaveMatrix 手_鳥D e4 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(e4); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); - 腰D2.EnumEleD().SetValuesD<四足胴D>("獣毛", true); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); + WaistD2.EnumEleD().SetValuesD<四足胴D>("獣毛", true); 頭D2.Set耳羽(); } 手_獣D e5 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e5); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_竜D e6 = new 足_竜D(); @@ -2006,25 +2006,25 @@ namespace SlaveMatrix break; } 四足腰D2.尾接続(e); - 腰D2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD("竜性", true); 四足胸D2.EnumEleD().SetValuesD<胸肌D>("鱗", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", true); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getドラコケンタウレ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2053,14 +2053,14 @@ namespace SlaveMatrix 手_人D e2 = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e2); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -2069,10 +2069,10 @@ namespace SlaveMatrix 手_獣D e3 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e3); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_竜D e4 = new 足_竜D(); @@ -2099,25 +2099,25 @@ namespace SlaveMatrix break; } 四足腰D2.尾接続(e); - 腰D2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD("竜性", true); 四足胸D2.EnumEleD().SetValuesD<胸肌D>("鱗", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", true); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getワイバーン() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2152,13 +2152,13 @@ namespace SlaveMatrix 尺度B = 1.1 }; LowerArm_蝙D2.手接続(e2); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D { 尺度B = 1.1 }; - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_蝙D2); + ShoulderD2.UpperArm接続(UpperArm_蝙D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 頭D2.Set耳長(); @@ -2175,13 +2175,13 @@ namespace SlaveMatrix 尺度B = 1.1 }; LowerArm_鳥D2.手接続(e3); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { 尺度B = 1.1 }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); ShoulderD ShoulderD3 = new ShoulderD(); - ShoulderD3.UpperArm接続(上腕_鳥D2); + ShoulderD3.UpperArm接続(UpperArm_鳥D2); ChestD2.肩左接続(ShoulderD3); ChestD2.肩右接続(ShoulderD3.Get逆()); ChestD2.背中接続(new 背中_羽D()); @@ -2192,9 +2192,9 @@ namespace SlaveMatrix Leg_竜D2.足接続(e4); 腿_竜D 腿_竜D2 = new 腿_竜D(); 腿_竜D2.Leg接続(Leg_竜D2); - 腰D2.腿左接続(腿_竜D2); - 腰D2.腿右接続(腿_竜D2.Get逆()); - 腰D2.尾接続(RNG.XS.Next(5) switch + WaistD2.腿左接続(腿_竜D2); + WaistD2.腿右接続(腿_竜D2.Get逆()); + WaistD2.尾接続(RNG.XS.Next(5) switch { 0 => new 尾_ヘD { @@ -2211,21 +2211,21 @@ namespace SlaveMatrix 尺度B = 1.5 }, }); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", true); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getワーム() { - WaistD 腰D2 = Uni.腰(); - HeadD 頭D2 = 腰D2.Set胴().SetChestR().Set首() + WaistD WaistD2 = Uni.Waist(); + HeadD 頭D2 = WaistD2.Set胴().SetChestR().Set首() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2251,7 +2251,7 @@ namespace SlaveMatrix eleD.頭頂左接続(e); eleD.頭頂右接続(e.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 40; i++) @@ -2259,22 +2259,22 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ヘD()); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getサンドワーム() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2313,10 +2313,10 @@ namespace SlaveMatrix 頭D2.頬右接続(eleD2.Get逆()); } LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); LowerArm_人D2.虫鎌接続(new 虫鎌D()); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); @@ -2325,7 +2325,7 @@ namespace SlaveMatrix ChestD2.肩左接続(ShoulderD2.Copy()); ChestD2.肩右接続(ShoulderD2.Get逆()); 長物_蟲D 長物_蟲D2 = new 長物_蟲D(); - 腰D2.半身接続(長物_蟲D2); + WaistD2.半身接続(長物_蟲D2); Torso_蟲D 胴_蟲D2 = new Torso_蟲D(); 長物_蟲D2.胴接続(胴_蟲D2); for (int i = 0; i < 21; i++) @@ -2337,19 +2337,19 @@ namespace SlaveMatrix 尾_蟲D2.尾左接続(節D2); 尾_蟲D2.尾右接続(節D2.Get逆()); 胴_蟲D2.Torso接続(尾_蟲D2); - 腰D2.EnumEleD().SetValuesD("虫性", true); - 腰D2.EnumEleD().SetValuesD("配色", 配色指定.C0); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("虫性", true); + WaistD2.EnumEleD().SetValuesD("配色", 配色指定.C0); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getリュウ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2362,7 +2362,7 @@ namespace SlaveMatrix eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); 足_鳥D e = new 足_鳥D { 尺度B = 1.1 @@ -2377,8 +2377,8 @@ namespace SlaveMatrix 尺度B = 1.1 }; 四足脇D2.UpperArm接続(Leg_竜D2); - 腰D2.翼左接続(四足脇D2); - 腰D2.翼右接続(四足脇D2.Get逆()); + WaistD2.翼左接続(四足脇D2); + WaistD2.翼右接続(四足脇D2.Get逆()); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 50; i++) @@ -2395,22 +2395,22 @@ namespace SlaveMatrix 尾_ヘD 尾_ヘD2 = new 尾_ヘD(); 尾_ヘD2.尾先接続(new 尾鰭_魚D()); 胴_蛇D2.Torso接続(尾_ヘD2); - 腰D2.EnumEleD().SetValuesD("馬", true); + WaistD2.EnumEleD().SetValuesD("馬", true); ChestD2.肌_接続.SetValuesD<胸毛D>("表示", true); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - 腰D2.EnumEleD().SetValuesD<双目D>("猫目", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); + WaistD2.EnumEleD().SetValuesD<双目D>("猫目", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getスライム() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -2421,10 +2421,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 腿_人D 腿_人D2 = new 腿_人D @@ -2453,8 +2453,8 @@ namespace SlaveMatrix public static ChaD Getフェアリー(bool b1, bool b2) { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2502,10 +2502,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (b1) @@ -2567,20 +2567,20 @@ namespace SlaveMatrix Leg_人D2.足接続(e2); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); - 腰D2.EnumEleD().SetValuesD("肥大", 0.0); - 腰D2.EnumEleD().SetValuesD("身長", 0.0); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); + WaistD2.EnumEleD().SetValuesD("肥大", 0.0); + WaistD2.EnumEleD().SetValuesD("身長", 0.0); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getオーグリス(bool b) { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); NeckD 首D2 = obj.Set首(); HeadD 頭D2; if (b) @@ -2612,10 +2612,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -2623,34 +2623,34 @@ namespace SlaveMatrix Leg_人D2.足接続(e2); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD("隈取", true); + WaistD2.EnumEleD().SetValuesD("隈取", true); 頭D2.隈取_タトゥ_表示 = false; - 腰D2.EnumEleD().SetValuesD<頬肌D>("豹", true); - 腰D2.EnumEleD().SetValuesD("淫", true); - 腰D2.EnumEleD().SetValuesD("ハート", false); - 腰D2.SetValuesD("悪", true); - 腰D2.EnumEleD().SetValuesD("植", true); - 腰D2.EnumEleD().SetValuesD("植", true); - 腰D2.EnumEleD().SetValuesD("タトゥ2", false); - 腰D2.EnumEleD().SetValuesD("手首", false); - 腰D2.EnumEleD().SetValuesD("足首", false); + WaistD2.EnumEleD().SetValuesD<頬肌D>("豹", true); + WaistD2.EnumEleD().SetValuesD("淫", true); + WaistD2.EnumEleD().SetValuesD("ハート", false); + WaistD2.SetValuesD("悪", true); + WaistD2.EnumEleD().SetValuesD("植", true); + WaistD2.EnumEleD().SetValuesD("植", true); + WaistD2.EnumEleD().SetValuesD("タトゥ2", false); + WaistD2.EnumEleD().SetValuesD("手首", false); + WaistD2.EnumEleD().SetValuesD("足首", false); } - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getサイクロプス() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -2669,10 +2669,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -2692,8 +2692,8 @@ namespace SlaveMatrix public static ChaD Getエイリアン() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set目宇R(); @@ -2707,15 +2707,15 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); LowerArm_人D2.虫鎌接続(new 虫鎌D()); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蛸D 多足_蛸D2 = new 多足_蛸D(); - 腰D2.半身接続(多足_蛸D2); + WaistD2.半身接続(多足_蛸D2); 触手_軟D 触手_軟D2 = new 触手_軟D { 後足 = true @@ -2732,27 +2732,27 @@ namespace SlaveMatrix 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); 多足_蛸D2.軟体外左接続(触手_軟D3.Copy()); 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); - 腰D2.EnumEleD().SetValuesD("コア1", true); - 腰D2.EnumEleD().SetValuesD("虫性", true); - 腰D2.EnumEleD().SetValuesD("虫性", false); - 腰D2.EnumEleD().SetValuesD("器官", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("宇手", true); + WaistD2.EnumEleD().SetValuesD("コア1", true); + WaistD2.EnumEleD().SetValuesD("虫性", true); + WaistD2.EnumEleD().SetValuesD("虫性", false); + WaistD2.EnumEleD().SetValuesD("器官", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("宇手", true); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD("紋柄", true); + WaistD2.EnumEleD().SetValuesD("紋柄", true); } - 腰D2.EnumEleD().SetValuesD("吸盤", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("吸盤", false); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getクラーケン() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2763,14 +2763,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 多足_蛸D 多足_蛸D2 = new 多足_蛸D(); - 腰D2.半身接続(多足_蛸D2); + WaistD2.半身接続(多足_蛸D2); 触手_軟D 触手_軟D2 = new 触手_軟D { 後足 = true @@ -2793,21 +2793,21 @@ namespace SlaveMatrix 多足_蛸D2.軟体外右接続(触手_軟D3.Get逆()); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD("紋柄", true); + WaistD2.EnumEleD().SetValuesD("紋柄", true); 多足_蛸D2.EnumEleD().SetValuesD<触手_触D>("柄", RNG.XS.NextBool()); } - 腰D2.EnumEleD().SetValuesD<双目D>("蛸目", RNG.XS.NextBool()); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD<双目D>("蛸目", RNG.XS.NextBool()); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getセイレーン(int i) { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2824,10 +2824,10 @@ namespace SlaveMatrix 手_人D e4 = new 手_人D(); LowerArm_人D LowerArm_人D4 = new LowerArm_人D(); LowerArm_人D4.手接続(e4); - UpperArm_人D 上腕_人D4 = new UpperArm_人D(); - 上腕_人D4.LowerArm接続(LowerArm_人D4); + UpperArm_人D UpperArm_人D4 = new UpperArm_人D(); + UpperArm_人D4.LowerArm接続(LowerArm_人D4); ShoulderD ShoulderD4 = new ShoulderD(); - ShoulderD4.UpperArm接続(上腕_人D4); + ShoulderD4.UpperArm接続(UpperArm_人D4); ChestD2.肩左接続(ShoulderD4); ChestD2.肩右接続(ShoulderD4.Get逆()); } @@ -2840,22 +2840,22 @@ namespace SlaveMatrix シャープ = 1.0 }; LowerArm_鳥D3.手接続(e5); - UpperArm_鳥D 上腕_鳥D3 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D3 = new UpperArm_鳥D { シャープ = 1.0 }; - 上腕_鳥D3.LowerArm接続(LowerArm_鳥D3); - ChestD2.翼上左接続(上腕_鳥D3); - ChestD2.翼上右接続(上腕_鳥D3.Get逆()); + UpperArm_鳥D3.LowerArm接続(LowerArm_鳥D3); + ChestD2.翼上左接続(UpperArm_鳥D3); + ChestD2.翼上右接続(UpperArm_鳥D3.Get逆()); 足_鳥D e6 = new 足_鳥D(); Leg_鳥D Leg_鳥D3 = new Leg_鳥D(); Leg_鳥D3.足接続(e6); 腿_鳥D 腿_鳥D3 = new 腿_鳥D(); 腿_鳥D3.Leg接続(Leg_鳥D3); - 腰D2.腿左接続(腿_鳥D3); - 腰D2.腿右接続(腿_鳥D3.Get逆()); - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); - 腰D2.尾接続(new 尾_鳥D()); + WaistD2.腿左接続(腿_鳥D3); + WaistD2.腿右接続(腿_鳥D3.Get逆()); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); + WaistD2.尾接続(new 尾_鳥D()); break; } case 1: @@ -2863,10 +2863,10 @@ namespace SlaveMatrix 手_人D e3 = new 手_人D(); LowerArm_人D LowerArm_人D3 = new LowerArm_人D(); LowerArm_人D3.手接続(e3); - UpperArm_人D 上腕_人D3 = new UpperArm_人D(); - 上腕_人D3.LowerArm接続(LowerArm_人D3); + UpperArm_人D UpperArm_人D3 = new UpperArm_人D(); + UpperArm_人D3.LowerArm接続(LowerArm_人D3); ShoulderD ShoulderD3 = new ShoulderD(); - ShoulderD3.UpperArm接続(上腕_人D3); + ShoulderD3.UpperArm接続(UpperArm_人D3); ChestD2.肩左接続(ShoulderD3); ChestD2.肩右接続(ShoulderD3.Get逆()); 尾_魚D 尾_魚D2 = new 尾_魚D @@ -2878,26 +2878,26 @@ namespace SlaveMatrix 尾_魚D2.尾0_鱗右_鱗1_表示 = false; 尾_魚D2.尾0_鱗右_鱗2_表示 = false; 尾_魚D2.尾先接続(new 尾鰭_魚D()); - 腰D2.腿左接続(尾_魚D2); - 腰D2.腿右接続(尾_魚D2.Get逆()); - 腰D2.EnumEleD().SetValuesD("鱗", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("鱗", true); + WaistD2.腿左接続(尾_魚D2); + WaistD2.腿右接続(尾_魚D2.Get逆()); + WaistD2.EnumEleD().SetValuesD("鱗", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("鱗", true); break; } default: { - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣毛", true); 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -2910,11 +2910,11 @@ namespace SlaveMatrix LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(手_鳥D2); LowerArm_鳥D2.シャープ = 1.0; - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - 上腕_鳥D2.シャープ = 1.0; - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + UpperArm_鳥D2.シャープ = 1.0; + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); 足_鳥D e2 = new 足_鳥D(); Leg_鳥D Leg_鳥D2 = new Leg_鳥D(); Leg_鳥D2.足接続(e2); @@ -2924,23 +2924,23 @@ namespace SlaveMatrix 四足腰D2.腿右接続(腿_鳥D2.Get逆()); 四足腰D2.尾接続(new 尾_鳥D()); 四足胴D2.SetValuesD("獣毛", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); break; } } - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getユニコーン() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -2953,10 +2953,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -2968,10 +2968,10 @@ namespace SlaveMatrix 手_馬D e2 = new 手_馬D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -2997,7 +2997,7 @@ namespace SlaveMatrix public static ChaD Getモノケロス() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3013,10 +3013,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3032,10 +3032,10 @@ namespace SlaveMatrix 手_牛D e2 = new 手_牛D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -3064,7 +3064,7 @@ namespace SlaveMatrix public static ChaD Getアリコーン() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3077,10 +3077,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3098,20 +3098,20 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); 手_馬D e2 = new 手_馬D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3137,7 +3137,7 @@ namespace SlaveMatrix public static ChaD Getバイコーン() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD ChestD2 = obj.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3155,10 +3155,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3170,10 +3170,10 @@ namespace SlaveMatrix 手_馬D e2 = new 手_馬D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3200,7 +3200,7 @@ namespace SlaveMatrix public static ChaD Getペガサス() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3212,10 +3212,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3233,20 +3233,20 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); 手_馬D e2 = new 手_馬D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_馬D e3 = new 足_馬D(); @@ -3272,7 +3272,7 @@ namespace SlaveMatrix public static ChaD Getグリフォン() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3284,10 +3284,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3303,16 +3303,16 @@ namespace SlaveMatrix 手_鳥D 手_鳥D2 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); if (RNG.XS.NextBool()) { 手_鳥D2.シャープ = 1.0; LowerArm_鳥D2.シャープ = 1.0; - 上腕_鳥D2.シャープ = 1.0; + UpperArm_鳥D2.シャープ = 1.0; } - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); 四足胸D2.背中接続(new 背中_羽D()); 足_鳥D e2 = new 足_鳥D(); Leg_鳥D Leg_鳥D2 = new Leg_鳥D(); @@ -3345,7 +3345,7 @@ namespace SlaveMatrix public static ChaD Getヒッポグリフ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3357,10 +3357,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3376,16 +3376,16 @@ namespace SlaveMatrix 手_鳥D 手_鳥D2 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); if (RNG.XS.NextBool()) { 手_鳥D2.シャープ = 1.0; LowerArm_鳥D2.シャープ = 1.0; - 上腕_鳥D2.シャープ = 1.0; + UpperArm_鳥D2.シャープ = 1.0; } - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); 四足胸D2.背中接続(new 背中_羽D()); 足_鳥D e2 = new 足_鳥D(); Leg_鳥D Leg_鳥D2 = new Leg_鳥D @@ -3423,8 +3423,8 @@ namespace SlaveMatrix public static ChaD Getキマイラ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3445,14 +3445,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -3464,10 +3464,10 @@ namespace SlaveMatrix 手_獣D e2 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e2); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -3478,24 +3478,24 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_蛇D()); - 腰D2.EnumEleD().SetValuesD("獣性", true); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("獣性", true); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getスフィンクス(bool b) { - WaistD 腰D2 = Uni.腰(); - TorsoD e = 腰D2.Set胴(); + WaistD WaistD2 = Uni.Waist(); + TorsoD e = WaistD2.Set胴(); ChestD ChestD2 = e.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3507,7 +3507,7 @@ namespace SlaveMatrix if (b) { EleD e2 = (RNG.XS.NextBool() ? ((尾D)new 尾_牛D()) : ((尾D)new 尾_蛇D())); - 腰D2.尾接続(e2); + WaistD2.尾接続(e2); ChestD2.背中接続(new 背中_羽D { 毛 = true @@ -3515,10 +3515,10 @@ namespace SlaveMatrix 手_鳥D e3 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D2 = new LowerArm_鳥D(); LowerArm_鳥D2.手接続(e3); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D(); - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D(); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_鳥D2); + ShoulderD2.UpperArm接続(UpperArm_鳥D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 手_獣D e4 = new 手_獣D @@ -3530,11 +3530,11 @@ namespace SlaveMatrix 尺度B = 0.9 }; LowerArm_獣D2.手接続(e4); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_獣D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_獣D2); ShoulderD ShoulderD3 = new ShoulderD(); - ShoulderD3.UpperArm接続(上腕_人D2); - 上腕_人D2.EnumEleD().SetValuesD("獣性", true); + ShoulderD3.UpperArm接続(UpperArm_人D2); + UpperArm_人D2.EnumEleD().SetValuesD("獣性", true); ChestD2.肩左接続(ShoulderD3); ChestD2.肩右接続(ShoulderD3.Get逆()); 足_獣D e5 = new 足_獣D(); @@ -3542,26 +3542,26 @@ namespace SlaveMatrix Leg_獣D2.足接続(e5); 腿_獣D 腿_獣D2 = new 腿_獣D(); 腿_獣D2.Leg接続(Leg_獣D2); - 腰D2.腿左接続(腿_獣D2); - 腰D2.腿右接続(腿_獣D2.Get逆()); + WaistD2.腿左接続(腿_獣D2); + WaistD2.腿右接続(腿_獣D2.Get逆()); ChestD2.肌_接続.SetValuesD<胸毛D>("表示", true); ChestD2.SetValuesD("獣性", true); e.SetValuesD("獣性", true); - 腰D2.SetValuesD("獣性", true); + WaistD2.SetValuesD("獣性", true); } else { 手_鳥D e6 = new 手_鳥D(); LowerArm_鳥D LowerArm_鳥D3 = new LowerArm_鳥D(); LowerArm_鳥D3.手接続(e6); - UpperArm_鳥D 上腕_鳥D3 = new UpperArm_鳥D(); - 上腕_鳥D3.LowerArm接続(LowerArm_鳥D3); + UpperArm_鳥D UpperArm_鳥D3 = new UpperArm_鳥D(); + UpperArm_鳥D3.LowerArm接続(LowerArm_鳥D3); ShoulderD ShoulderD4 = new ShoulderD(); - ShoulderD4.UpperArm接続(上腕_鳥D3); + ShoulderD4.UpperArm接続(UpperArm_鳥D3); ChestD2.肩左接続(ShoulderD4); ChestD2.肩右接続(ShoulderD4.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -3573,10 +3573,10 @@ namespace SlaveMatrix 手_獣D e7 = new 手_獣D(); LowerArm_獣D LowerArm_獣D3 = new LowerArm_獣D(); LowerArm_獣D3.手接続(e7); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D3); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D3); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e8 = new 足_獣D(); @@ -3590,22 +3590,22 @@ namespace SlaveMatrix 四足腰D2.尾接続(e2); 四足胴D2.SetValuesD("獣毛", true); 四足胸D2.肌_接続.SetValuesD<胸毛D>("表示", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); } - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("獣性", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("獣性", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getレオントケンタウレ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD ChestD2 = obj.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3619,10 +3619,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3638,10 +3638,10 @@ namespace SlaveMatrix 手_獣D e2 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e2); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3670,8 +3670,8 @@ namespace SlaveMatrix public static ChaD Getティグリスケンタウレ() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3684,14 +3684,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -3699,10 +3699,10 @@ namespace SlaveMatrix 手_獣D e2 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e2); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3713,40 +3713,40 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_獣D2); 四足腰D2.腿右接続(腿_獣D2.Get逆()); 四足腰D2.尾接続(new 尾_猫D()); - 腰D2.EnumEleD().SetValuesD("獣性", true); - 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD("獣性", true); + WaistD2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); if (RNG.XS.NextBool()) { - 腰D2.EnumEleD().SetValuesD<獣耳D>("配色指定", 配色指定.T0); - 腰D2.EnumEleD().SetValuesD<尾_猫D>("配色指定", 配色指定.T0); + WaistD2.EnumEleD().SetValuesD<獣耳D>("配色指定", 配色指定.T0); + WaistD2.EnumEleD().SetValuesD<尾_猫D>("配色指定", 配色指定.T0); } else { - 腰D2.EnumEleD().SetValuesD<獣耳D>("配色指定", 配色指定.T1); - 腰D2.EnumEleD().SetValuesD<尾_猫D>("配色指定", 配色指定.T1); + WaistD2.EnumEleD().SetValuesD<獣耳D>("配色指定", 配色指定.T1); + WaistD2.EnumEleD().SetValuesD<尾_猫D>("配色指定", 配色指定.T1); } 四足胸D2.肌_接続.SetValuesD("胸毛", false); - 腰D2.EnumEleD().SetValuesD("虎", true); - 腰D2.EnumEleD().SetValuesD<頬肌D>("隈取", true); - 腰D2.EnumEleD().SetValuesD<頬肌D>("獣性", false); - 腰D2.EnumEleD().SetValuesD("淫", true); - 腰D2.EnumEleD().SetValuesD("ハート", false); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD("虎", true); + WaistD2.EnumEleD().SetValuesD<頬肌D>("隈取", true); + WaistD2.EnumEleD().SetValuesD<頬肌D>("獣性", false); + WaistD2.EnumEleD().SetValuesD("淫", true); + WaistD2.EnumEleD().SetValuesD("ハート", false); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getパンテーラケンタウレ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3760,10 +3760,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -3775,10 +3775,10 @@ namespace SlaveMatrix 手_獣D e2 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e2); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3810,7 +3810,7 @@ namespace SlaveMatrix public static ChaD Getチータケンタウレ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3824,10 +3824,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); double num = 0.95; @@ -3841,13 +3841,13 @@ namespace SlaveMatrix 手_獣D e2 = new 手_獣D(); LowerArm_獣D LowerArm_獣D2 = new LowerArm_獣D(); LowerArm_獣D2.手接続(e2); - UpperArm_獣D 上腕_獣D2 = new UpperArm_獣D(); - 上腕_獣D2.LowerArm接続(LowerArm_獣D2); + UpperArm_獣D UpperArm_獣D2 = new UpperArm_獣D(); + UpperArm_獣D2.LowerArm接続(LowerArm_獣D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_獣D2); + 四足脇D2.UpperArm接続(UpperArm_獣D2); num = 1.035; LowerArm_獣D2.EnumEleD().SetValuesD("尺度YB", num); - 上腕_獣D2.尺度XB = num; + UpperArm_獣D2.尺度XB = num; 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_獣D e3 = new 足_獣D(); @@ -3887,7 +3887,7 @@ namespace SlaveMatrix public static ChaD Getウェアドラゴンフライ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3910,10 +3910,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.肩左接続(ShoulderD2.Copy()); @@ -3950,7 +3950,7 @@ namespace SlaveMatrix public static ChaD Getウェアビートル() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3971,10 +3971,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.肩左接続(ShoulderD2.Copy()); @@ -4012,7 +4012,7 @@ namespace SlaveMatrix public static ChaD Getウェアスタッグビートル() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4037,10 +4037,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); obj2.肩左接続(ShoulderD2.Copy()); @@ -4077,7 +4077,7 @@ namespace SlaveMatrix public static ChaD Getウェアマンティス() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); TorsoD obj2 = obj.Set胴(); ChestD obj3 = obj2.SetChestR(); HeadD 頭D2 = obj3.Set首().Set頭R(); @@ -4098,10 +4098,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); LowerArm_人D2.虫鎌接続(new 虫鎌D()); obj3.肩左接続(ShoulderD2); obj3.肩右接続(ShoulderD2.Get逆()); @@ -4139,8 +4139,8 @@ namespace SlaveMatrix public static ChaD Getエキドナ() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4158,10 +4158,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 手_鳥D 手_鳥D2 = new 手_鳥D @@ -4173,15 +4173,15 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - obj.翼上左接続(上腕_鳥D2); - obj.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + obj.翼上左接続(UpperArm_鳥D2); + obj.翼上右接続(UpperArm_鳥D2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 45; i++) @@ -4189,20 +4189,20 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(RNG.XS.NextBool() ? ((尾D)new 尾_ヘD()) : ((尾D)new 尾_ガD())); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getゴルゴン() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); BackHair0_肢系D 後髪0_肢系D2 = new BackHair0_肢系D(); @@ -4239,14 +4239,14 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); - 腰D2.半身接続(四足胸D2); + WaistD2.半身接続(四足胸D2); 四足胴D 四足胴D2 = Uni.四足胴(); 四足胸D2.胴接続(四足胴D2); 四足腰D 四足腰D2 = Uni.四足腰(); @@ -4260,13 +4260,13 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - 四足胸D2.翼上左接続(上腕_鳥D2); - 四足胸D2.翼上右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + 四足胸D2.翼上左接続(UpperArm_鳥D2); + 四足胸D2.翼上右接続(UpperArm_鳥D2.Get逆()); 足_馬D e2 = new 足_馬D(); Leg_蹄D Leg_蹄D2 = new Leg_蹄D(); Leg_蹄D2.足接続(e2); @@ -4275,24 +4275,24 @@ namespace SlaveMatrix 四足腰D2.腿左接続(腿_蹄D2); 四足腰D2.腿右接続(腿_蹄D2.Get逆()); 四足腰D2.尾接続(new 尾_馬D()); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<手_人D>("鱗", true); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); - 腰D2.EnumEleD().SetValuesD<性器_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD<肛門_人D>("表示", false); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<手_人D>("鱗", true); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色", 配色指定.S0); + WaistD2.EnumEleD().SetValuesD<性器_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD<肛門_人D>("表示", false); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getヒュドラ() { - WaistD 腰D2 = Uni.腰(); - HeadD 頭D2 = 腰D2.Set胴().SetChestR().Set首() + WaistD WaistD2 = Uni.Waist(); + HeadD 頭D2 = WaistD2.Set胴().SetChestR().Set首() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); BackHair0_肢系D 後髪0_肢系D2 = new BackHair0_肢系D(); @@ -4321,7 +4321,7 @@ namespace SlaveMatrix 頭頂_宇D2.頭部後接続(new 頭頂後_宇D()); 頭D2.頭頂接続(頭頂_宇D2); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 45; i++) @@ -4329,21 +4329,21 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ヘD()); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - 腰D2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); + WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getウロボロス() { - WaistD 腰D2 = Uni.腰(); - HeadD 頭D2 = 腰D2.Set胴().SetChestR().Set首() + WaistD WaistD2 = Uni.Waist(); + HeadD 頭D2 = WaistD2.Set胴().SetChestR().Set首() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4358,7 +4358,7 @@ namespace SlaveMatrix 顔面_甲D e = new 顔面_甲D(); 頭D2.顔面接続(e); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 40; i++) @@ -4366,22 +4366,22 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ヘD()); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - 腰D2.EnumEleD().SetValuesD("コア1", true); - 腰D2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); + WaistD2.EnumEleD().SetValuesD("コア1", true); + WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getカッパ() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4392,10 +4392,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 頭D2.頭頂接続(new 頭頂_皿D()); @@ -4408,29 +4408,29 @@ namespace SlaveMatrix Leg_人D2.足接続(e2); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); if (RNG.XS.NextBool()) { EleD e3 = new 尾_短D(); - 腰D2.尾接続(e3); + WaistD2.尾接続(e3); } - 腰D2.EnumEleD().SetValuesD("腹板", true); - 腰D2.EnumEleD().SetValuesD<胸腹板D>("表示", true); - 腰D2.EnumEleD().SetValuesD<胴腹板D>("表示", true); - 腰D2.EnumEleD().SetValuesD<ボテ腹板D>("表示", false); - 腰D2.EnumEleD().SetValuesD("水掻", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("腹板", true); + WaistD2.EnumEleD().SetValuesD<胸腹板D>("表示", true); + WaistD2.EnumEleD().SetValuesD<胴腹板D>("表示", true); + WaistD2.EnumEleD().SetValuesD<ボテ腹板D>("表示", false); + WaistD2.EnumEleD().SetValuesD("水掻", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getムカデジョウロウ() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4460,10 +4460,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); if (RNG.XS.NextBool()) @@ -4474,7 +4474,7 @@ namespace SlaveMatrix ChestD2.肩右接続(ShoulderD2.Get逆()); } 長物_蟲D 長物_蟲D2 = new 長物_蟲D(); - 腰D2.半身接続(長物_蟲D2); + WaistD2.半身接続(長物_蟲D2); eleD = new 節足_足百D(); 長物_蟲D2.左0接続(eleD); 長物_蟲D2.右0接続(eleD.Get逆()); @@ -4505,19 +4505,19 @@ namespace SlaveMatrix 尾_蟲D2.尾左接続(節尾_曳航D2); 尾_蟲D2.尾右接続(節尾_曳航D2.Get逆()); 胴_蟲D2.Torso接続(尾_蟲D2); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getカーバンクル() { - WaistD 腰D2 = Uni.腰(); - ChestD obj = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD obj = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R1(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4531,7 +4531,7 @@ namespace SlaveMatrix }; eleD.頭頂左接続(eleD2); eleD.頭頂右接続(eleD2.Get逆()); - 腰D2.尾接続(new 尾_馬D()); + WaistD2.尾接続(new 尾_馬D()); obj.背中接続(new 背中_羽D { 毛 = true @@ -4539,10 +4539,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj.肩左接続(ShoulderD2); obj.肩右接続(ShoulderD2.Get逆()); 足_獣D e2 = new 足_獣D(); @@ -4550,26 +4550,26 @@ namespace SlaveMatrix Leg_獣D2.足接続(e2); 腿_獣D 腿_獣D2 = new 腿_獣D(); 腿_獣D2.Leg接続(Leg_獣D2); - 腰D2.腿左接続(腿_獣D2); - 腰D2.腿右接続(腿_獣D2.Get逆()); - 腰D2.EnumEleD().SetValuesD("獣性", true); - 腰D2.EnumEleD().SetValuesD("秘石", true); - 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.腿左接続(腿_獣D2); + WaistD2.腿右接続(腿_獣D2.Get逆()); + WaistD2.EnumEleD().SetValuesD("獣性", true); + WaistD2.EnumEleD().SetValuesD("秘石", true); + WaistD2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD<手_人D>("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", 頭D2.鼻_接続.IsEleD<鼻_獣D>()); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getバジリスク() { - WaistD 腰D2 = Uni.腰(); - TorsoD obj = 腰D2.Set胴(); + WaistD WaistD2 = Uni.Waist(); + TorsoD obj = WaistD2.Set胴(); HeadD 頭D2 = obj.SetChestR().Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4593,15 +4593,15 @@ namespace SlaveMatrix シャープ = 手_鳥D2.シャープ }; LowerArm_鳥D2.手接続(手_鳥D2); - UpperArm_鳥D 上腕_鳥D2 = new UpperArm_鳥D + UpperArm_鳥D UpperArm_鳥D2 = new UpperArm_鳥D { シャープ = LowerArm_鳥D2.シャープ }; - 上腕_鳥D2.LowerArm接続(LowerArm_鳥D2); - obj.翼左接続(上腕_鳥D2); - obj.翼右接続(上腕_鳥D2.Get逆()); + UpperArm_鳥D2.LowerArm接続(LowerArm_鳥D2); + obj.翼左接続(UpperArm_鳥D2); + obj.翼右接続(UpperArm_鳥D2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); 足_鳥D e = new 足_鳥D { 尺度B = 1.1 @@ -4616,8 +4616,8 @@ namespace SlaveMatrix 尺度B = 1.1 }; 四足脇D2.UpperArm接続(Leg_竜D2); - 腰D2.翼左接続(四足脇D2); - 腰D2.翼右接続(四足脇D2.Get逆()); + WaistD2.翼左接続(四足脇D2); + WaistD2.翼右接続(四足脇D2.Get逆()); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 30; i++) @@ -4625,21 +4625,21 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ヘD()); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getコカトリス() { - WaistD 腰D2 = Uni.腰(); - TorsoD obj = 腰D2.Set胴(); + WaistD WaistD2 = Uni.Waist(); + TorsoD obj = WaistD2.Set胴(); ChestD ChestD2 = obj.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4651,16 +4651,16 @@ namespace SlaveMatrix 手_蝙D e = new 手_蝙D(); LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); - obj.翼左接続(上腕_蝙D2); - obj.翼右接続(上腕_蝙D2.Get逆()); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); + obj.翼左接続(UpperArm_蝙D2); + obj.翼右接続(UpperArm_蝙D2.Get逆()); ChestD2.背中接続(new 背中_羽D { 毛 = true }); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); - 腰D2.半身接続(長物_蛇D2); + WaistD2.半身接続(長物_蛇D2); 足_鳥D e2 = new 足_鳥D { 尺度B = 1.1 @@ -4675,8 +4675,8 @@ namespace SlaveMatrix 尺度B = 1.1 }; 四足脇D2.UpperArm接続(Leg_竜D2); - 腰D2.翼左接続(四足脇D2); - 腰D2.翼右接続(四足脇D2.Get逆()); + WaistD2.翼左接続(四足脇D2); + WaistD2.翼右接続(四足脇D2.Get逆()); Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); 長物_蛇D2.胴接続(胴_蛇D2); for (int i = 0; i < 30; i++) @@ -4684,22 +4684,22 @@ namespace SlaveMatrix 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); } 胴_蛇D2.Torso接続(new 尾_ヘD()); - 腰D2.EnumEleD().SetValuesD("獣性", true); - 腰D2.EnumEleD().SetValuesD("竜性", true); - 腰D2.EnumEleD().SetValuesD<腰肌D>("竜性", false); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", false); - 腰D2.EnumEleD().SetValuesD<口_通常D>("牙", true); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(b0: false)); + WaistD2.EnumEleD().SetValuesD("獣性", true); + WaistD2.EnumEleD().SetValuesD("竜性", true); + WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); + WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(b0: false)); } public static ChaD Getカトブレパス() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4717,10 +4717,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 四足胸D 四足胸D2 = Uni.四足胸(); @@ -4732,10 +4732,10 @@ namespace SlaveMatrix 手_牛D e2 = new 手_牛D(); LowerArm_蹄D LowerArm_蹄D2 = new LowerArm_蹄D(); LowerArm_蹄D2.手接続(e2); - UpperArm_蹄D 上腕_蹄D2 = new UpperArm_蹄D(); - 上腕_蹄D2.LowerArm接続(LowerArm_蹄D2); + UpperArm_蹄D UpperArm_蹄D2 = new UpperArm_蹄D(); + UpperArm_蹄D2.LowerArm接続(LowerArm_蹄D2); 四足脇D 四足脇D2 = new 四足脇D(); - 四足脇D2.UpperArm接続(上腕_蹄D2); + 四足脇D2.UpperArm接続(UpperArm_蹄D2); 四足胸D2.脇左接続(四足脇D2); 四足胸D2.脇右接続(四足脇D2.Get逆()); 足_牛D e3 = new 足_牛D(); @@ -4762,8 +4762,8 @@ namespace SlaveMatrix public static ChaD Getミノタウロス() { - WaistD 腰D2 = Uni.腰(); - ChestD ChestD2 = 腰D2.Set胴().SetChestR(); + WaistD WaistD2 = Uni.Waist(); + ChestD ChestD2 = WaistD2.Set胴().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4783,10 +4783,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); ChestD2.肩左接続(ShoulderD2); ChestD2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4794,28 +4794,28 @@ namespace SlaveMatrix Leg_人D2.足接続(e2); 腿_人D 腿_人D2 = new 腿_人D(); 腿_人D2.Leg接続(Leg_人D2); - 腰D2.腿左接続(腿_人D2); - 腰D2.腿右接続(腿_人D2.Get逆()); - 腰D2.尾接続(new 尾_牛D()); - 腰D2.EnumEleD().SetValuesD("獣性", true); - 腰D2.EnumEleD().SetValuesD<頬肌D>("髭", false); - 腰D2.EnumEleD().SetValuesD<手_人D>("肉球", false); - 腰D2.EnumEleD().SetValuesD("獣毛2", false); - 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); - 腰D2.EnumEleD().SetValuesD("バスト", 1.0); - 腰D2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); - 腰D2.EnumEleD().SetValuesD("身長", 頭D2.目高); - 腰D2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); - 腰D2.SetLowerHair(); - 腰D2.AdjustScale(頭D2); - return new ChaD(腰D2, new 体色(RNG.XS.NextBool())); + WaistD2.腿左接続(腿_人D2); + WaistD2.腿右接続(腿_人D2.Get逆()); + WaistD2.尾接続(new 尾_牛D()); + WaistD2.EnumEleD().SetValuesD("獣性", true); + WaistD2.EnumEleD().SetValuesD<頬肌D>("髭", false); + WaistD2.EnumEleD().SetValuesD<手_人D>("肉球", false); + WaistD2.EnumEleD().SetValuesD("獣毛2", false); + WaistD2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD<足_人D>("配色指定", 配色指定.B0); + WaistD2.EnumEleD().SetValuesD("バスト", 1.0); + WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); + WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); + WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); + WaistD2.SetLowerHair(); + WaistD2.AdjustScale(頭D2); + return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); } public static ChaD Getリリン() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4827,10 +4827,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4850,7 +4850,7 @@ namespace SlaveMatrix public static ChaD Getエルフ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4862,10 +4862,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4885,7 +4885,7 @@ namespace SlaveMatrix public static ChaD Getドワーフ() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4897,10 +4897,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -4920,7 +4920,7 @@ namespace SlaveMatrix public static ChaD GetViola() { - WaistD waist_description = Uni.腰(); + WaistD waist_description = Uni.Waist(); TorsoD body_description = waist_description.Set胴(); ChestD chest_description = body_description.SetChestR(); NeckD neck_description = chest_description.Set首(); @@ -5020,11 +5020,11 @@ namespace SlaveMatrix LowerArm_蝙D LowerArm_蝙D2 = new LowerArm_蝙D(); LowerArm_蝙D2.手接続(e3); - UpperArm_蝙D 上腕_蝙D2 = new UpperArm_蝙D(); - 上腕_蝙D2.LowerArm接続(LowerArm_蝙D2); + UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); + UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); - chest_description.翼上左接続(上腕_蝙D2); - chest_description.翼上右接続(上腕_蝙D2.Get逆()); + chest_description.翼上左接続(UpperArm_蝙D2); + chest_description.翼上右接続(UpperArm_蝙D2.Get逆()); 触手_蔦D 触手_蔦D2 = new 触手_蔦D { 先端表示 = true @@ -5108,7 +5108,7 @@ namespace SlaveMatrix public static ChaD Getヒューマン() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -5120,10 +5120,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); @@ -5143,7 +5143,7 @@ namespace SlaveMatrix public static ChaD Getプレーヤー() { - WaistD obj = Uni.腰(); + WaistD obj = Uni.Waist(); ChestD obj2 = obj.Set胴().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -5155,10 +5155,10 @@ namespace SlaveMatrix 手_人D e = new 手_人D(); LowerArm_人D LowerArm_人D2 = new LowerArm_人D(); LowerArm_人D2.手接続(e); - UpperArm_人D 上腕_人D2 = new UpperArm_人D(); - 上腕_人D2.LowerArm接続(LowerArm_人D2); + UpperArm_人D UpperArm_人D2 = new UpperArm_人D(); + UpperArm_人D2.LowerArm接続(LowerArm_人D2); ShoulderD ShoulderD2 = new ShoulderD(); - ShoulderD2.UpperArm接続(上腕_人D2); + ShoulderD2.UpperArm接続(UpperArm_人D2); obj2.肩左接続(ShoulderD2); obj2.肩右接続(ShoulderD2.Get逆()); 足_人D e2 = new 足_人D(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index 908601c..c9aec13 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -54,15 +54,15 @@ namespace SlaveMatrix public static Type Shouldert; - public static Type 胴t; + public static Type Torsot; - public static Type 腰t; + public static Type Waistt; public static Type 尾_鯨t; - public static Type 上腕_人t; + public static Type UpperArm_人t; - public static Type 上腕_鳥t; + public static Type UpperArm_鳥t; public static Type 長物_鯨t; @@ -1099,7 +1099,10 @@ namespace SlaveMatrix //Ser.ToJson(肩左, "C:\\Users\\dave\\Documents\\肩左.json"); //肩左 = Ser.UnJson("C:\\Users\\dave\\Documents\\肩左.json"); - 腕左 = Resources.腕左.ObjLoad(); + + obj = Resources.腕左.ObjLoad(); + obj.MigrateKeys(); + 腕左 = obj; //腕左.SaveExMod("C:\\Users\\dave\\Documents\\腕左"); //Ser.ToJson(腕左, "C:\\Users\\dave\\Documents\\腕左.json"); //腕左 = Ser.UnJson("C:\\Users\\dave\\Documents\\腕左.json"); @@ -1166,11 +1169,11 @@ namespace SlaveMatrix EleDt = typeof(EleD); Chestt = typeof(Chest); Shouldert = typeof(Shoulder); - 胴t = typeof(Torso); - 腰t = typeof(Waist); + Torsot = typeof(Torso); + Waistt = typeof(Waist); 尾_鯨t = typeof(尾_鯨); - 上腕_人t = typeof(UpperArm_人); - 上腕_鳥t = typeof(UpperArm_鳥); + UpperArm_人t = typeof(UpperArm_人); + UpperArm_鳥t = typeof(UpperArm_鳥); 長物_鯨t = typeof(長物_鯨); 後髪0_ジグDt = typeof(BackHair0_ジグD); 後髪0_ハネDt = typeof(BackHair0_ハネD); @@ -1371,7 +1374,7 @@ namespace SlaveMatrix ConnectionInfo.四足胸_Torso_接続, ConnectionInfo.四足胸_肌_接続, ConnectionInfo.四足胸_背中_接続, - ConnectionInfo.四足胴_腰_接続, + ConnectionInfo.四足胴_Waist_接続, ConnectionInfo.四足胴_肌_接続, ConnectionInfo.四足腰_膣基_接続, ConnectionInfo.四足腰_肛門_接続, diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs index 95e80e5..6af1d31 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs @@ -891,8 +891,8 @@ namespace SlaveMatrix public void Set_くぱぁ(Ele t, bool 右) { - Par par = (Bod.Is獣 ? Bod.腰_獣.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股") : Bod.腰.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股")); - Bod.腰.接続PA(); + Par par = (Bod.Is獣 ? Bod.Waist_獣.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股") : Bod.Waist.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股")); + Bod.Waist.接続PA(); if (右) { t.位置B = par.Position.AddXY(0.018, 0.002); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Uni.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Uni.cs index 34e6016..dc7677e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Uni.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Uni.cs @@ -62,7 +62,7 @@ namespace SlaveMatrix return obj; } - public static WaistD 腰() + public static WaistD Waist() { WaistD waist_description = new WaistD(); waist_description.膣基接続(new 膣基_人D()); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs index 5a63814..29fdcaa 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs @@ -269,10 +269,10 @@ namespace SlaveMatrix.GameClasses }; } - public static TorsoD Set胴(this WaistD 腰) + public static TorsoD Set胴(this WaistD Waist) { TorsoD 胴D2 = Uni.胴(); - 腰.胴接続(胴D2); + Waist.胴接続(胴D2); return 胴D2; } From 2d290800ee8d6e8fa88cfe9a30e72d62f317eae1 Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sun, 11 Jan 2026 17:40:33 +0400 Subject: [PATCH 03/11] Added vars and funcs rename to Torso --- .../SlaveMatrix/BodyPartClasses/TorsoD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/交配.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触手_犬.cs | 890 +++--- .../SlaveMatrix/BodyPartClasses/触手_犬D.cs | 158 +- .../SlaveMatrix/BodyPartClasses/長物_蛇.cs | 328 +-- .../SlaveMatrix/BodyPartClasses/長物_蛇D.cs | 18 +- .../SlaveMatrix/BodyPartClasses/長物_蟲.cs | 364 +-- .../SlaveMatrix/BodyPartClasses/長物_蟲D.cs | 22 +- .../SlaveMatrix/BodyPartClasses/長物_魚.cs | 2464 ++++++++--------- .../SlaveMatrix/BodyPartClasses/長物_魚D.cs | 130 +- .../SlaveMatrix/BodyPartClasses/長物_鯨.cs | 730 ++--- .../SlaveMatrix/BodyPartClasses/長物_鯨D.cs | 36 +- .../SlaveMatrix/BodyPartClasses/鯨色更新.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs | 114 +- .../GameClasses/SpeciesDefaults.cs | 250 +- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 8 +- SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs | 12 +- 17 files changed, 2765 insertions(+), 2765 deletions(-) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs index 93765e2..ad4328d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs @@ -40,7 +40,7 @@ namespace SlaveMatrix ThisType = GetType(); } - public void Torso接続(EleD e) + public void 胴接続(EleD e) { Chest_接続.Add(e); e.Par = this; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs index 6eb39e0..35a6198 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs @@ -1850,7 +1850,7 @@ namespace SlaveMatrix TorsoD2.肌接続(Mix<胴肌D>(母方, 父方, i, 原種モード)); TorsoD2.肌接続(new 上着ミドル_ドレスD()); TorsoD2.AlignC(); - TorsoD2.Torso接続(ChestD2); + TorsoD2.胴接続(ChestD2); WaistD Waist = Mix(母方, 父方, i, 原種モード); Waist.膣基接続(new 膣基_人D()); Waist.膣基接続(new 膣内精液_人D()); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs index a4ebbdf..efd6e8d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs @@ -1282,141 +1282,141 @@ namespace SlaveMatrix public ColorP X0Y0_Torso_節3_鱗1CP; - public ColorP X0Y0_胴_節3_鱗3CP; + public ColorP X0Y0_Torso_節3_鱗3CP; - public ColorP X0Y0_胴_節3_鱗2CP; + public ColorP X0Y0_Torso_節3_鱗2CP; - public ColorP X0Y0_胴_節4_胴CP; + public ColorP X0Y0_Torso_節4_TorsoCP; - public ColorP X0Y0_胴_節4_鱗1CP; + public ColorP X0Y0_Torso_節4_鱗1CP; - public ColorP X0Y0_胴_節4_鱗3CP; + public ColorP X0Y0_Torso_節4_鱗3CP; - public ColorP X0Y0_胴_節4_鱗2CP; + public ColorP X0Y0_Torso_節4_鱗2CP; - public ColorP X0Y0_胴_節5_胴CP; + public ColorP X0Y0_Torso_節5_TorsoCP; - public ColorP X0Y0_胴_節5_鱗1CP; + public ColorP X0Y0_Torso_節5_鱗1CP; - public ColorP X0Y0_胴_節5_鱗3CP; + public ColorP X0Y0_Torso_節5_鱗3CP; - public ColorP X0Y0_胴_節5_鱗2CP; + public ColorP X0Y0_Torso_節5_鱗2CP; - public ColorP X0Y0_胴_節6_胴CP; + public ColorP X0Y0_Torso_節6_TorsoCP; - public ColorP X0Y0_胴_節6_鱗1CP; + public ColorP X0Y0_Torso_節6_鱗1CP; - public ColorP X0Y0_胴_節6_鱗3CP; + public ColorP X0Y0_Torso_節6_鱗3CP; - public ColorP X0Y0_胴_節6_鱗2CP; + public ColorP X0Y0_Torso_節6_鱗2CP; - public ColorP X0Y0_胴_節7_胴CP; + public ColorP X0Y0_Torso_節7_TorsoCP; - public ColorP X0Y0_胴_節7_鱗1CP; + public ColorP X0Y0_Torso_節7_鱗1CP; - public ColorP X0Y0_胴_節7_鱗3CP; + public ColorP X0Y0_Torso_節7_鱗3CP; - public ColorP X0Y0_胴_節7_鱗2CP; + public ColorP X0Y0_Torso_節7_鱗2CP; - public ColorP X0Y0_胴_節8_胴CP; + public ColorP X0Y0_Torso_節8_TorsoCP; - public ColorP X0Y0_胴_節8_鱗1CP; + public ColorP X0Y0_Torso_節8_鱗1CP; - public ColorP X0Y0_胴_節8_鱗3CP; + public ColorP X0Y0_Torso_節8_鱗3CP; - public ColorP X0Y0_胴_節8_鱗2CP; + public ColorP X0Y0_Torso_節8_鱗2CP; - public ColorP X0Y0_胴_節9_胴CP; + public ColorP X0Y0_Torso_節9_TorsoCP; - public ColorP X0Y0_胴_節9_鱗1CP; + public ColorP X0Y0_Torso_節9_鱗1CP; - public ColorP X0Y0_胴_節9_鱗3CP; + public ColorP X0Y0_Torso_節9_鱗3CP; - public ColorP X0Y0_胴_節9_鱗2CP; + public ColorP X0Y0_Torso_節9_鱗2CP; - public ColorP X0Y0_胴_節10_胴CP; + public ColorP X0Y0_Torso_節10_TorsoCP; - public ColorP X0Y0_胴_節10_鱗1CP; + public ColorP X0Y0_Torso_節10_鱗1CP; - public ColorP X0Y0_胴_節10_鱗3CP; + public ColorP X0Y0_Torso_節10_鱗3CP; - public ColorP X0Y0_胴_節10_鱗2CP; + public ColorP X0Y0_Torso_節10_鱗2CP; - public ColorP X0Y0_胴_節11_胴CP; + public ColorP X0Y0_Torso_節11_TorsoCP; - public ColorP X0Y0_胴_節11_鱗1CP; + public ColorP X0Y0_Torso_節11_鱗1CP; - public ColorP X0Y0_胴_節11_鱗3CP; + public ColorP X0Y0_Torso_節11_鱗3CP; - public ColorP X0Y0_胴_節11_鱗2CP; + public ColorP X0Y0_Torso_節11_鱗2CP; - public ColorP X0Y0_胴_節12_胴CP; + public ColorP X0Y0_Torso_節12_TorsoCP; - public ColorP X0Y0_胴_節12_鱗1CP; + public ColorP X0Y0_Torso_節12_鱗1CP; - public ColorP X0Y0_胴_節12_鱗3CP; + public ColorP X0Y0_Torso_節12_鱗3CP; - public ColorP X0Y0_胴_節12_鱗2CP; + public ColorP X0Y0_Torso_節12_鱗2CP; - public ColorP X0Y0_胴_節13_胴CP; + public ColorP X0Y0_Torso_節13_TorsoCP; - public ColorP X0Y0_胴_節13_鱗1CP; + public ColorP X0Y0_Torso_節13_鱗1CP; - public ColorP X0Y0_胴_節13_鱗3CP; + public ColorP X0Y0_Torso_節13_鱗3CP; - public ColorP X0Y0_胴_節13_鱗2CP; + public ColorP X0Y0_Torso_節13_鱗2CP; - public ColorP X0Y0_胴_節14_胴CP; + public ColorP X0Y0_Torso_節14_TorsoCP; - public ColorP X0Y0_胴_節14_鱗1CP; + public ColorP X0Y0_Torso_節14_鱗1CP; - public ColorP X0Y0_胴_節14_鱗3CP; + public ColorP X0Y0_Torso_節14_鱗3CP; - public ColorP X0Y0_胴_節14_鱗2CP; + public ColorP X0Y0_Torso_節14_鱗2CP; - public ColorP X0Y0_胴_節15_胴CP; + public ColorP X0Y0_Torso_節15_TorsoCP; - public ColorP X0Y0_胴_節15_鱗1CP; + public ColorP X0Y0_Torso_節15_鱗1CP; - public ColorP X0Y0_胴_節15_鱗3CP; + public ColorP X0Y0_Torso_節15_鱗3CP; - public ColorP X0Y0_胴_節15_鱗2CP; + public ColorP X0Y0_Torso_節15_鱗2CP; - public ColorP X0Y0_胴_節16_胴CP; + public ColorP X0Y0_Torso_節16_TorsoCP; - public ColorP X0Y0_胴_節16_鱗1CP; + public ColorP X0Y0_Torso_節16_鱗1CP; - public ColorP X0Y0_胴_節16_鱗3CP; + public ColorP X0Y0_Torso_節16_鱗3CP; - public ColorP X0Y0_胴_節16_鱗2CP; + public ColorP X0Y0_Torso_節16_鱗2CP; - public ColorP X0Y0_胴_輪_革CP; + public ColorP X0Y0_Torso_輪_革CP; - public ColorP X0Y0_胴_輪_金具1CP; + public ColorP X0Y0_Torso_輪_金具1CP; - public ColorP X0Y0_胴_輪_金具2CP; + public ColorP X0Y0_Torso_輪_金具2CP; - public ColorP X0Y0_胴_輪_金具3CP; + public ColorP X0Y0_Torso_輪_金具3CP; - public ColorP X0Y0_胴_輪_金具左CP; + public ColorP X0Y0_Torso_輪_金具左CP; - public ColorP X0Y0_胴_輪_金具右CP; + public ColorP X0Y0_Torso_輪_金具右CP; - public ColorP X0Y0_胴_節17_胴CP; + public ColorP X0Y0_Torso_節17_TorsoCP; - public ColorP X0Y0_胴_節17_鱗1CP; + public ColorP X0Y0_Torso_節17_鱗1CP; - public ColorP X0Y0_胴_節17_鱗3CP; + public ColorP X0Y0_Torso_節17_鱗3CP; - public ColorP X0Y0_胴_節17_鱗2CP; + public ColorP X0Y0_Torso_節17_鱗2CP; - public ColorP X0Y0_胴_節18_胴CP; + public ColorP X0Y0_Torso_節18_TorsoCP; - public ColorP X0Y0_胴_節18_鱗1CP; + public ColorP X0Y0_Torso_節18_鱗1CP; - public ColorP X0Y0_胴_節18_鱗3CP; + public ColorP X0Y0_Torso_節18_鱗3CP; - public ColorP X0Y0_胴_節18_鱗2CP; + public ColorP X0Y0_Torso_節18_鱗2CP; public ColorP X0Y0_頭_口膜_口膜1CP; @@ -2670,7 +2670,7 @@ namespace SlaveMatrix } } - public bool 胴_節1_胴_表示 + public bool Torso_節1_Torso_表示 { get { @@ -2683,7 +2683,7 @@ namespace SlaveMatrix } } - public bool 胴_節1_鱗1_表示 + public bool Torso_節1_鱗1_表示 { get { @@ -2696,7 +2696,7 @@ namespace SlaveMatrix } } - public bool 胴_節1_鱗3_表示 + public bool Torso_節1_鱗3_表示 { get { @@ -2709,7 +2709,7 @@ namespace SlaveMatrix } } - public bool 胴_節1_鱗2_表示 + public bool Torso_節1_鱗2_表示 { get { @@ -2722,7 +2722,7 @@ namespace SlaveMatrix } } - public bool 胴_節2_胴_表示 + public bool Torso_節2_Torso_表示 { get { @@ -2735,7 +2735,7 @@ namespace SlaveMatrix } } - public bool 胴_節2_鱗1_表示 + public bool Torso_節2_鱗1_表示 { get { @@ -2748,7 +2748,7 @@ namespace SlaveMatrix } } - public bool 胴_節2_鱗3_表示 + public bool Torso_節2_鱗3_表示 { get { @@ -2761,7 +2761,7 @@ namespace SlaveMatrix } } - public bool 胴_節2_鱗2_表示 + public bool Torso_節2_鱗2_表示 { get { @@ -2774,7 +2774,7 @@ namespace SlaveMatrix } } - public bool 胴_節3_胴_表示 + public bool Torso_節3_Torso_表示 { get { @@ -2787,7 +2787,7 @@ namespace SlaveMatrix } } - public bool 胴_節3_鱗1_表示 + public bool Torso_節3_鱗1_表示 { get { @@ -2800,7 +2800,7 @@ namespace SlaveMatrix } } - public bool 胴_節3_鱗3_表示 + public bool Torso_節3_鱗3_表示 { get { @@ -2813,7 +2813,7 @@ namespace SlaveMatrix } } - public bool 胴_節3_鱗2_表示 + public bool Torso_節3_鱗2_表示 { get { @@ -2826,7 +2826,7 @@ namespace SlaveMatrix } } - public bool 胴_節4_胴_表示 + public bool Torso_節4_Torso_表示 { get { @@ -2839,7 +2839,7 @@ namespace SlaveMatrix } } - public bool 胴_節4_鱗1_表示 + public bool Torso_節4_鱗1_表示 { get { @@ -2852,7 +2852,7 @@ namespace SlaveMatrix } } - public bool 胴_節4_鱗3_表示 + public bool Torso_節4_鱗3_表示 { get { @@ -2865,7 +2865,7 @@ namespace SlaveMatrix } } - public bool 胴_節4_鱗2_表示 + public bool Torso_節4_鱗2_表示 { get { @@ -2878,7 +2878,7 @@ namespace SlaveMatrix } } - public bool 胴_節5_胴_表示 + public bool Torso_節5_Torso_表示 { get { @@ -2891,7 +2891,7 @@ namespace SlaveMatrix } } - public bool 胴_節5_鱗1_表示 + public bool Torso_節5_鱗1_表示 { get { @@ -2904,7 +2904,7 @@ namespace SlaveMatrix } } - public bool 胴_節5_鱗3_表示 + public bool Torso_節5_鱗3_表示 { get { @@ -2917,7 +2917,7 @@ namespace SlaveMatrix } } - public bool 胴_節5_鱗2_表示 + public bool Torso_節5_鱗2_表示 { get { @@ -2930,7 +2930,7 @@ namespace SlaveMatrix } } - public bool 胴_節6_胴_表示 + public bool Torso_節6_Torso_表示 { get { @@ -2943,7 +2943,7 @@ namespace SlaveMatrix } } - public bool 胴_節6_鱗1_表示 + public bool Torso_節6_鱗1_表示 { get { @@ -2956,7 +2956,7 @@ namespace SlaveMatrix } } - public bool 胴_節6_鱗3_表示 + public bool Torso_節6_鱗3_表示 { get { @@ -2969,7 +2969,7 @@ namespace SlaveMatrix } } - public bool 胴_節6_鱗2_表示 + public bool Torso_節6_鱗2_表示 { get { @@ -2982,7 +2982,7 @@ namespace SlaveMatrix } } - public bool 胴_節7_胴_表示 + public bool Torso_節7_Torso_表示 { get { @@ -2995,7 +2995,7 @@ namespace SlaveMatrix } } - public bool 胴_節7_鱗1_表示 + public bool Torso_節7_鱗1_表示 { get { @@ -3008,7 +3008,7 @@ namespace SlaveMatrix } } - public bool 胴_節7_鱗3_表示 + public bool Torso_節7_鱗3_表示 { get { @@ -3021,7 +3021,7 @@ namespace SlaveMatrix } } - public bool 胴_節7_鱗2_表示 + public bool Torso_節7_鱗2_表示 { get { @@ -3034,7 +3034,7 @@ namespace SlaveMatrix } } - public bool 胴_節8_胴_表示 + public bool Torso_節8_Torso_表示 { get { @@ -3047,7 +3047,7 @@ namespace SlaveMatrix } } - public bool 胴_節8_鱗1_表示 + public bool Torso_節8_鱗1_表示 { get { @@ -3060,7 +3060,7 @@ namespace SlaveMatrix } } - public bool 胴_節8_鱗3_表示 + public bool Torso_節8_鱗3_表示 { get { @@ -3073,7 +3073,7 @@ namespace SlaveMatrix } } - public bool 胴_節8_鱗2_表示 + public bool Torso_節8_鱗2_表示 { get { @@ -3086,7 +3086,7 @@ namespace SlaveMatrix } } - public bool 胴_節9_胴_表示 + public bool Torso_節9_Torso_表示 { get { @@ -3099,7 +3099,7 @@ namespace SlaveMatrix } } - public bool 胴_節9_鱗1_表示 + public bool Torso_節9_鱗1_表示 { get { @@ -3112,7 +3112,7 @@ namespace SlaveMatrix } } - public bool 胴_節9_鱗3_表示 + public bool Torso_節9_鱗3_表示 { get { @@ -3125,7 +3125,7 @@ namespace SlaveMatrix } } - public bool 胴_節9_鱗2_表示 + public bool Torso_節9_鱗2_表示 { get { @@ -3138,7 +3138,7 @@ namespace SlaveMatrix } } - public bool 胴_節10_胴_表示 + public bool Torso_節10_Torso_表示 { get { @@ -3151,7 +3151,7 @@ namespace SlaveMatrix } } - public bool 胴_節10_鱗1_表示 + public bool Torso_節10_鱗1_表示 { get { @@ -3164,7 +3164,7 @@ namespace SlaveMatrix } } - public bool 胴_節10_鱗3_表示 + public bool Torso_節10_鱗3_表示 { get { @@ -3177,7 +3177,7 @@ namespace SlaveMatrix } } - public bool 胴_節10_鱗2_表示 + public bool Torso_節10_鱗2_表示 { get { @@ -3190,7 +3190,7 @@ namespace SlaveMatrix } } - public bool 胴_節11_胴_表示 + public bool Torso_節11_Torso_表示 { get { @@ -3203,7 +3203,7 @@ namespace SlaveMatrix } } - public bool 胴_節11_鱗1_表示 + public bool Torso_節11_鱗1_表示 { get { @@ -3216,7 +3216,7 @@ namespace SlaveMatrix } } - public bool 胴_節11_鱗3_表示 + public bool Torso_節11_鱗3_表示 { get { @@ -3229,7 +3229,7 @@ namespace SlaveMatrix } } - public bool 胴_節11_鱗2_表示 + public bool Torso_節11_鱗2_表示 { get { @@ -3242,7 +3242,7 @@ namespace SlaveMatrix } } - public bool 胴_節12_胴_表示 + public bool Torso_節12_Torso_表示 { get { @@ -3255,7 +3255,7 @@ namespace SlaveMatrix } } - public bool 胴_節12_鱗1_表示 + public bool Torso_節12_鱗1_表示 { get { @@ -3268,7 +3268,7 @@ namespace SlaveMatrix } } - public bool 胴_節12_鱗3_表示 + public bool Torso_節12_鱗3_表示 { get { @@ -3281,7 +3281,7 @@ namespace SlaveMatrix } } - public bool 胴_節12_鱗2_表示 + public bool Torso_節12_鱗2_表示 { get { @@ -3294,7 +3294,7 @@ namespace SlaveMatrix } } - public bool 胴_節13_胴_表示 + public bool Torso_節13_Torso_表示 { get { @@ -3307,7 +3307,7 @@ namespace SlaveMatrix } } - public bool 胴_節13_鱗1_表示 + public bool Torso_節13_鱗1_表示 { get { @@ -3320,7 +3320,7 @@ namespace SlaveMatrix } } - public bool 胴_節13_鱗3_表示 + public bool Torso_節13_鱗3_表示 { get { @@ -3333,7 +3333,7 @@ namespace SlaveMatrix } } - public bool 胴_節13_鱗2_表示 + public bool Torso_節13_鱗2_表示 { get { @@ -3346,7 +3346,7 @@ namespace SlaveMatrix } } - public bool 胴_節14_胴_表示 + public bool Torso_節14_Torso_表示 { get { @@ -3359,7 +3359,7 @@ namespace SlaveMatrix } } - public bool 胴_節14_鱗1_表示 + public bool Torso_節14_鱗1_表示 { get { @@ -3372,7 +3372,7 @@ namespace SlaveMatrix } } - public bool 胴_節14_鱗3_表示 + public bool Torso_節14_鱗3_表示 { get { @@ -3385,7 +3385,7 @@ namespace SlaveMatrix } } - public bool 胴_節14_鱗2_表示 + public bool Torso_節14_鱗2_表示 { get { @@ -3398,7 +3398,7 @@ namespace SlaveMatrix } } - public bool 胴_節15_胴_表示 + public bool Torso_節15_Torso_表示 { get { @@ -3411,7 +3411,7 @@ namespace SlaveMatrix } } - public bool 胴_節15_鱗1_表示 + public bool Torso_節15_鱗1_表示 { get { @@ -3424,7 +3424,7 @@ namespace SlaveMatrix } } - public bool 胴_節15_鱗3_表示 + public bool Torso_節15_鱗3_表示 { get { @@ -3437,7 +3437,7 @@ namespace SlaveMatrix } } - public bool 胴_節15_鱗2_表示 + public bool Torso_節15_鱗2_表示 { get { @@ -3450,7 +3450,7 @@ namespace SlaveMatrix } } - public bool 胴_節16_胴_表示 + public bool Torso_節16_Torso_表示 { get { @@ -3463,7 +3463,7 @@ namespace SlaveMatrix } } - public bool 胴_節16_鱗1_表示 + public bool Torso_節16_鱗1_表示 { get { @@ -3476,7 +3476,7 @@ namespace SlaveMatrix } } - public bool 胴_節16_鱗3_表示 + public bool Torso_節16_鱗3_表示 { get { @@ -3489,7 +3489,7 @@ namespace SlaveMatrix } } - public bool 胴_節16_鱗2_表示 + public bool Torso_節16_鱗2_表示 { get { @@ -3502,7 +3502,7 @@ namespace SlaveMatrix } } - public bool 胴_輪_革_表示 + public bool Torso_輪_革_表示 { get { @@ -3515,7 +3515,7 @@ namespace SlaveMatrix } } - public bool 胴_輪_金具1_表示 + public bool Torso_輪_金具1_表示 { get { @@ -3528,7 +3528,7 @@ namespace SlaveMatrix } } - public bool 胴_輪_金具2_表示 + public bool Torso_輪_金具2_表示 { get { @@ -3541,7 +3541,7 @@ namespace SlaveMatrix } } - public bool 胴_輪_金具3_表示 + public bool Torso_輪_金具3_表示 { get { @@ -3554,7 +3554,7 @@ namespace SlaveMatrix } } - public bool 胴_輪_金具左_表示 + public bool Torso_輪_金具左_表示 { get { @@ -3567,7 +3567,7 @@ namespace SlaveMatrix } } - public bool 胴_輪_金具右_表示 + public bool Torso_輪_金具右_表示 { get { @@ -3580,7 +3580,7 @@ namespace SlaveMatrix } } - public bool 胴_節17_胴_表示 + public bool Torso_節17_Torso_表示 { get { @@ -3593,7 +3593,7 @@ namespace SlaveMatrix } } - public bool 胴_節17_鱗1_表示 + public bool Torso_節17_鱗1_表示 { get { @@ -3606,7 +3606,7 @@ namespace SlaveMatrix } } - public bool 胴_節17_鱗3_表示 + public bool Torso_節17_鱗3_表示 { get { @@ -3619,7 +3619,7 @@ namespace SlaveMatrix } } - public bool 胴_節17_鱗2_表示 + public bool Torso_節17_鱗2_表示 { get { @@ -3632,7 +3632,7 @@ namespace SlaveMatrix } } - public bool 胴_節18_胴_表示 + public bool Torso_節18_Torso_表示 { get { @@ -3645,7 +3645,7 @@ namespace SlaveMatrix } } - public bool 胴_節18_鱗1_表示 + public bool Torso_節18_鱗1_表示 { get { @@ -3658,7 +3658,7 @@ namespace SlaveMatrix } } - public bool 胴_節18_鱗3_表示 + public bool Torso_節18_鱗3_表示 { get { @@ -3671,7 +3671,7 @@ namespace SlaveMatrix } } - public bool 胴_節18_鱗2_表示 + public bool Torso_節18_鱗2_表示 { get { @@ -5394,16 +5394,16 @@ namespace SlaveMatrix { get { - return 胴_輪_革_表示; + return Torso_輪_革_表示; } set { - 胴_輪_革_表示 = value; - 胴_輪_金具1_表示 = value; - 胴_輪_金具2_表示 = value; - 胴_輪_金具3_表示 = value; - 胴_輪_金具左_表示 = value; - 胴_輪_金具右_表示 = value; + Torso_輪_革_表示 = value; + Torso_輪_金具1_表示 = value; + Torso_輪_金具2_表示 = value; + Torso_輪_金具3_表示 = value; + Torso_輪_金具左_表示 = value; + Torso_輪_金具右_表示 = value; } } @@ -5535,84 +5535,84 @@ namespace SlaveMatrix 上顎頭部後_頭1_表示 = value; 下顎頭部後_頭2_表示 = value; 下顎頭部後_頭1_表示 = value; - 胴_節1_胴_表示 = value; - 胴_節1_鱗1_表示 = value; - 胴_節1_鱗3_表示 = value; - 胴_節1_鱗2_表示 = value; - 胴_節2_胴_表示 = value; - 胴_節2_鱗1_表示 = value; - 胴_節2_鱗3_表示 = value; - 胴_節2_鱗2_表示 = value; - 胴_節3_胴_表示 = value; - 胴_節3_鱗1_表示 = value; - 胴_節3_鱗3_表示 = value; - 胴_節3_鱗2_表示 = value; - 胴_節4_胴_表示 = value; - 胴_節4_鱗1_表示 = value; - 胴_節4_鱗3_表示 = value; - 胴_節4_鱗2_表示 = value; - 胴_節5_胴_表示 = value; - 胴_節5_鱗1_表示 = value; - 胴_節5_鱗3_表示 = value; - 胴_節5_鱗2_表示 = value; - 胴_節6_胴_表示 = value; - 胴_節6_鱗1_表示 = value; - 胴_節6_鱗3_表示 = value; - 胴_節6_鱗2_表示 = value; - 胴_節7_胴_表示 = value; - 胴_節7_鱗1_表示 = value; - 胴_節7_鱗3_表示 = value; - 胴_節7_鱗2_表示 = value; - 胴_節8_胴_表示 = value; - 胴_節8_鱗1_表示 = value; - 胴_節8_鱗3_表示 = value; - 胴_節8_鱗2_表示 = value; - 胴_節9_胴_表示 = value; - 胴_節9_鱗1_表示 = value; - 胴_節9_鱗3_表示 = value; - 胴_節9_鱗2_表示 = value; - 胴_節10_胴_表示 = value; - 胴_節10_鱗1_表示 = value; - 胴_節10_鱗3_表示 = value; - 胴_節10_鱗2_表示 = value; - 胴_節11_胴_表示 = value; - 胴_節11_鱗1_表示 = value; - 胴_節11_鱗3_表示 = value; - 胴_節11_鱗2_表示 = value; - 胴_節12_胴_表示 = value; - 胴_節12_鱗1_表示 = value; - 胴_節12_鱗3_表示 = value; - 胴_節12_鱗2_表示 = value; - 胴_節13_胴_表示 = value; - 胴_節13_鱗1_表示 = value; - 胴_節13_鱗3_表示 = value; - 胴_節13_鱗2_表示 = value; - 胴_節14_胴_表示 = value; - 胴_節14_鱗1_表示 = value; - 胴_節14_鱗3_表示 = value; - 胴_節14_鱗2_表示 = value; - 胴_節15_胴_表示 = value; - 胴_節15_鱗1_表示 = value; - 胴_節15_鱗3_表示 = value; - 胴_節15_鱗2_表示 = value; - 胴_節16_胴_表示 = value; - 胴_節16_鱗1_表示 = value; - 胴_節16_鱗3_表示 = value; - 胴_節16_鱗2_表示 = value; - 胴_輪_革_表示 = value; - 胴_輪_金具1_表示 = value; - 胴_輪_金具2_表示 = value; - 胴_輪_金具3_表示 = value; - 胴_輪_金具左_表示 = value; - 胴_輪_金具右_表示 = value; - 胴_節17_胴_表示 = value; - 胴_節17_鱗1_表示 = value; - 胴_節17_鱗3_表示 = value; - 胴_節17_鱗2_表示 = value; - 胴_節18_胴_表示 = value; - 胴_節18_鱗1_表示 = value; - 胴_節18_鱗3_表示 = value; - 胴_節18_鱗2_表示 = value; + Torso_節1_Torso_表示 = value; + Torso_節1_鱗1_表示 = value; + Torso_節1_鱗3_表示 = value; + Torso_節1_鱗2_表示 = value; + Torso_節2_Torso_表示 = value; + Torso_節2_鱗1_表示 = value; + Torso_節2_鱗3_表示 = value; + Torso_節2_鱗2_表示 = value; + Torso_節3_Torso_表示 = value; + Torso_節3_鱗1_表示 = value; + Torso_節3_鱗3_表示 = value; + Torso_節3_鱗2_表示 = value; + Torso_節4_Torso_表示 = value; + Torso_節4_鱗1_表示 = value; + Torso_節4_鱗3_表示 = value; + Torso_節4_鱗2_表示 = value; + Torso_節5_Torso_表示 = value; + Torso_節5_鱗1_表示 = value; + Torso_節5_鱗3_表示 = value; + Torso_節5_鱗2_表示 = value; + Torso_節6_Torso_表示 = value; + Torso_節6_鱗1_表示 = value; + Torso_節6_鱗3_表示 = value; + Torso_節6_鱗2_表示 = value; + Torso_節7_Torso_表示 = value; + Torso_節7_鱗1_表示 = value; + Torso_節7_鱗3_表示 = value; + Torso_節7_鱗2_表示 = value; + Torso_節8_Torso_表示 = value; + Torso_節8_鱗1_表示 = value; + Torso_節8_鱗3_表示 = value; + Torso_節8_鱗2_表示 = value; + Torso_節9_Torso_表示 = value; + Torso_節9_鱗1_表示 = value; + Torso_節9_鱗3_表示 = value; + Torso_節9_鱗2_表示 = value; + Torso_節10_Torso_表示 = value; + Torso_節10_鱗1_表示 = value; + Torso_節10_鱗3_表示 = value; + Torso_節10_鱗2_表示 = value; + Torso_節11_Torso_表示 = value; + Torso_節11_鱗1_表示 = value; + Torso_節11_鱗3_表示 = value; + Torso_節11_鱗2_表示 = value; + Torso_節12_Torso_表示 = value; + Torso_節12_鱗1_表示 = value; + Torso_節12_鱗3_表示 = value; + Torso_節12_鱗2_表示 = value; + Torso_節13_Torso_表示 = value; + Torso_節13_鱗1_表示 = value; + Torso_節13_鱗3_表示 = value; + Torso_節13_鱗2_表示 = value; + Torso_節14_Torso_表示 = value; + Torso_節14_鱗1_表示 = value; + Torso_節14_鱗3_表示 = value; + Torso_節14_鱗2_表示 = value; + Torso_節15_Torso_表示 = value; + Torso_節15_鱗1_表示 = value; + Torso_節15_鱗3_表示 = value; + Torso_節15_鱗2_表示 = value; + Torso_節16_Torso_表示 = value; + Torso_節16_鱗1_表示 = value; + Torso_節16_鱗3_表示 = value; + Torso_節16_鱗2_表示 = value; + Torso_輪_革_表示 = value; + Torso_輪_金具1_表示 = value; + Torso_輪_金具2_表示 = value; + Torso_輪_金具3_表示 = value; + Torso_輪_金具左_表示 = value; + Torso_輪_金具右_表示 = value; + Torso_節17_Torso_表示 = value; + Torso_節17_鱗1_表示 = value; + Torso_節17_鱗3_表示 = value; + Torso_節17_鱗2_表示 = value; + Torso_節18_Torso_表示 = value; + Torso_節18_鱗1_表示 = value; + Torso_節18_鱗3_表示 = value; + Torso_節18_鱗2_表示 = value; 頭_口膜_口膜1_表示 = value; 頭_口膜_口膜2_表示 = value; 頭_口膜_口膜3_表示 = value; @@ -6527,84 +6527,84 @@ namespace SlaveMatrix 上顎頭部後_頭1_表示 = e.上顎頭部後_頭1_表示; 下顎頭部後_頭2_表示 = e.下顎頭部後_頭2_表示; 下顎頭部後_頭1_表示 = e.下顎頭部後_頭1_表示; - 胴_節1_胴_表示 = e.胴_節1_胴_表示; - 胴_節1_鱗1_表示 = e.胴_節1_鱗1_表示; - 胴_節1_鱗3_表示 = e.胴_節1_鱗3_表示; - 胴_節1_鱗2_表示 = e.胴_節1_鱗2_表示; - 胴_節2_胴_表示 = e.胴_節2_胴_表示; - 胴_節2_鱗1_表示 = e.胴_節2_鱗1_表示; - 胴_節2_鱗3_表示 = e.胴_節2_鱗3_表示; - 胴_節2_鱗2_表示 = e.胴_節2_鱗2_表示; - 胴_節3_胴_表示 = e.胴_節3_胴_表示; - 胴_節3_鱗1_表示 = e.胴_節3_鱗1_表示; - 胴_節3_鱗3_表示 = e.胴_節3_鱗3_表示; - 胴_節3_鱗2_表示 = e.胴_節3_鱗2_表示; - 胴_節4_胴_表示 = e.胴_節4_胴_表示; - 胴_節4_鱗1_表示 = e.胴_節4_鱗1_表示; - 胴_節4_鱗3_表示 = e.胴_節4_鱗3_表示; - 胴_節4_鱗2_表示 = e.胴_節4_鱗2_表示; - 胴_節5_胴_表示 = e.胴_節5_胴_表示; - 胴_節5_鱗1_表示 = e.胴_節5_鱗1_表示; - 胴_節5_鱗3_表示 = e.胴_節5_鱗3_表示; - 胴_節5_鱗2_表示 = e.胴_節5_鱗2_表示; - 胴_節6_胴_表示 = e.胴_節6_胴_表示; - 胴_節6_鱗1_表示 = e.胴_節6_鱗1_表示; - 胴_節6_鱗3_表示 = e.胴_節6_鱗3_表示; - 胴_節6_鱗2_表示 = e.胴_節6_鱗2_表示; - 胴_節7_胴_表示 = e.胴_節7_胴_表示; - 胴_節7_鱗1_表示 = e.胴_節7_鱗1_表示; - 胴_節7_鱗3_表示 = e.胴_節7_鱗3_表示; - 胴_節7_鱗2_表示 = e.胴_節7_鱗2_表示; - 胴_節8_胴_表示 = e.胴_節8_胴_表示; - 胴_節8_鱗1_表示 = e.胴_節8_鱗1_表示; - 胴_節8_鱗3_表示 = e.胴_節8_鱗3_表示; - 胴_節8_鱗2_表示 = e.胴_節8_鱗2_表示; - 胴_節9_胴_表示 = e.胴_節9_胴_表示; - 胴_節9_鱗1_表示 = e.胴_節9_鱗1_表示; - 胴_節9_鱗3_表示 = e.胴_節9_鱗3_表示; - 胴_節9_鱗2_表示 = e.胴_節9_鱗2_表示; - 胴_節10_胴_表示 = e.胴_節10_胴_表示; - 胴_節10_鱗1_表示 = e.胴_節10_鱗1_表示; - 胴_節10_鱗3_表示 = e.胴_節10_鱗3_表示; - 胴_節10_鱗2_表示 = e.胴_節10_鱗2_表示; - 胴_節11_胴_表示 = e.胴_節11_胴_表示; - 胴_節11_鱗1_表示 = e.胴_節11_鱗1_表示; - 胴_節11_鱗3_表示 = e.胴_節11_鱗3_表示; - 胴_節11_鱗2_表示 = e.胴_節11_鱗2_表示; - 胴_節12_胴_表示 = e.胴_節12_胴_表示; - 胴_節12_鱗1_表示 = e.胴_節12_鱗1_表示; - 胴_節12_鱗3_表示 = e.胴_節12_鱗3_表示; - 胴_節12_鱗2_表示 = e.胴_節12_鱗2_表示; - 胴_節13_胴_表示 = e.胴_節13_胴_表示; - 胴_節13_鱗1_表示 = e.胴_節13_鱗1_表示; - 胴_節13_鱗3_表示 = e.胴_節13_鱗3_表示; - 胴_節13_鱗2_表示 = e.胴_節13_鱗2_表示; - 胴_節14_胴_表示 = e.胴_節14_胴_表示; - 胴_節14_鱗1_表示 = e.胴_節14_鱗1_表示; - 胴_節14_鱗3_表示 = e.胴_節14_鱗3_表示; - 胴_節14_鱗2_表示 = e.胴_節14_鱗2_表示; - 胴_節15_胴_表示 = e.胴_節15_胴_表示; - 胴_節15_鱗1_表示 = e.胴_節15_鱗1_表示; - 胴_節15_鱗3_表示 = e.胴_節15_鱗3_表示; - 胴_節15_鱗2_表示 = e.胴_節15_鱗2_表示; - 胴_節16_胴_表示 = e.胴_節16_胴_表示; - 胴_節16_鱗1_表示 = e.胴_節16_鱗1_表示; - 胴_節16_鱗3_表示 = e.胴_節16_鱗3_表示; - 胴_節16_鱗2_表示 = e.胴_節16_鱗2_表示; - 胴_輪_革_表示 = e.胴_輪_革_表示; - 胴_輪_金具1_表示 = e.胴_輪_金具1_表示; - 胴_輪_金具2_表示 = e.胴_輪_金具2_表示; - 胴_輪_金具3_表示 = e.胴_輪_金具3_表示; - 胴_輪_金具左_表示 = e.胴_輪_金具左_表示; - 胴_輪_金具右_表示 = e.胴_輪_金具右_表示; - 胴_節17_胴_表示 = e.胴_節17_胴_表示; - 胴_節17_鱗1_表示 = e.胴_節17_鱗1_表示; - 胴_節17_鱗3_表示 = e.胴_節17_鱗3_表示; - 胴_節17_鱗2_表示 = e.胴_節17_鱗2_表示; - 胴_節18_胴_表示 = e.胴_節18_胴_表示; - 胴_節18_鱗1_表示 = e.胴_節18_鱗1_表示; - 胴_節18_鱗3_表示 = e.胴_節18_鱗3_表示; - 胴_節18_鱗2_表示 = e.胴_節18_鱗2_表示; + Torso_節1_Torso_表示 = e.Torso_節1_Torso_表示; + Torso_節1_鱗1_表示 = e.Torso_節1_鱗1_表示; + Torso_節1_鱗3_表示 = e.Torso_節1_鱗3_表示; + Torso_節1_鱗2_表示 = e.Torso_節1_鱗2_表示; + Torso_節2_Torso_表示 = e.Torso_節2_Torso_表示; + Torso_節2_鱗1_表示 = e.Torso_節2_鱗1_表示; + Torso_節2_鱗3_表示 = e.Torso_節2_鱗3_表示; + Torso_節2_鱗2_表示 = e.Torso_節2_鱗2_表示; + Torso_節3_Torso_表示 = e.Torso_節3_Torso_表示; + Torso_節3_鱗1_表示 = e.Torso_節3_鱗1_表示; + Torso_節3_鱗3_表示 = e.Torso_節3_鱗3_表示; + Torso_節3_鱗2_表示 = e.Torso_節3_鱗2_表示; + Torso_節4_Torso_表示 = e.Torso_節4_Torso_表示; + Torso_節4_鱗1_表示 = e.Torso_節4_鱗1_表示; + Torso_節4_鱗3_表示 = e.Torso_節4_鱗3_表示; + Torso_節4_鱗2_表示 = e.Torso_節4_鱗2_表示; + Torso_節5_Torso_表示 = e.Torso_節5_Torso_表示; + Torso_節5_鱗1_表示 = e.Torso_節5_鱗1_表示; + Torso_節5_鱗3_表示 = e.Torso_節5_鱗3_表示; + Torso_節5_鱗2_表示 = e.Torso_節5_鱗2_表示; + Torso_節6_Torso_表示 = e.Torso_節6_Torso_表示; + Torso_節6_鱗1_表示 = e.Torso_節6_鱗1_表示; + Torso_節6_鱗3_表示 = e.Torso_節6_鱗3_表示; + Torso_節6_鱗2_表示 = e.Torso_節6_鱗2_表示; + Torso_節7_Torso_表示 = e.Torso_節7_Torso_表示; + Torso_節7_鱗1_表示 = e.Torso_節7_鱗1_表示; + Torso_節7_鱗3_表示 = e.Torso_節7_鱗3_表示; + Torso_節7_鱗2_表示 = e.Torso_節7_鱗2_表示; + Torso_節8_Torso_表示 = e.Torso_節8_Torso_表示; + Torso_節8_鱗1_表示 = e.Torso_節8_鱗1_表示; + Torso_節8_鱗3_表示 = e.Torso_節8_鱗3_表示; + Torso_節8_鱗2_表示 = e.Torso_節8_鱗2_表示; + Torso_節9_Torso_表示 = e.Torso_節9_Torso_表示; + Torso_節9_鱗1_表示 = e.Torso_節9_鱗1_表示; + Torso_節9_鱗3_表示 = e.Torso_節9_鱗3_表示; + Torso_節9_鱗2_表示 = e.Torso_節9_鱗2_表示; + Torso_節10_Torso_表示 = e.Torso_節10_Torso_表示; + Torso_節10_鱗1_表示 = e.Torso_節10_鱗1_表示; + Torso_節10_鱗3_表示 = e.Torso_節10_鱗3_表示; + Torso_節10_鱗2_表示 = e.Torso_節10_鱗2_表示; + Torso_節11_Torso_表示 = e.Torso_節11_Torso_表示; + Torso_節11_鱗1_表示 = e.Torso_節11_鱗1_表示; + Torso_節11_鱗3_表示 = e.Torso_節11_鱗3_表示; + Torso_節11_鱗2_表示 = e.Torso_節11_鱗2_表示; + Torso_節12_Torso_表示 = e.Torso_節12_Torso_表示; + Torso_節12_鱗1_表示 = e.Torso_節12_鱗1_表示; + Torso_節12_鱗3_表示 = e.Torso_節12_鱗3_表示; + Torso_節12_鱗2_表示 = e.Torso_節12_鱗2_表示; + Torso_節13_Torso_表示 = e.Torso_節13_Torso_表示; + Torso_節13_鱗1_表示 = e.Torso_節13_鱗1_表示; + Torso_節13_鱗3_表示 = e.Torso_節13_鱗3_表示; + Torso_節13_鱗2_表示 = e.Torso_節13_鱗2_表示; + Torso_節14_Torso_表示 = e.Torso_節14_Torso_表示; + Torso_節14_鱗1_表示 = e.Torso_節14_鱗1_表示; + Torso_節14_鱗3_表示 = e.Torso_節14_鱗3_表示; + Torso_節14_鱗2_表示 = e.Torso_節14_鱗2_表示; + Torso_節15_Torso_表示 = e.Torso_節15_Torso_表示; + Torso_節15_鱗1_表示 = e.Torso_節15_鱗1_表示; + Torso_節15_鱗3_表示 = e.Torso_節15_鱗3_表示; + Torso_節15_鱗2_表示 = e.Torso_節15_鱗2_表示; + Torso_節16_Torso_表示 = e.Torso_節16_Torso_表示; + Torso_節16_鱗1_表示 = e.Torso_節16_鱗1_表示; + Torso_節16_鱗3_表示 = e.Torso_節16_鱗3_表示; + Torso_節16_鱗2_表示 = e.Torso_節16_鱗2_表示; + Torso_輪_革_表示 = e.Torso_輪_革_表示; + Torso_輪_金具1_表示 = e.Torso_輪_金具1_表示; + Torso_輪_金具2_表示 = e.Torso_輪_金具2_表示; + Torso_輪_金具3_表示 = e.Torso_輪_金具3_表示; + Torso_輪_金具左_表示 = e.Torso_輪_金具左_表示; + Torso_輪_金具右_表示 = e.Torso_輪_金具右_表示; + Torso_節17_Torso_表示 = e.Torso_節17_Torso_表示; + Torso_節17_鱗1_表示 = e.Torso_節17_鱗1_表示; + Torso_節17_鱗3_表示 = e.Torso_節17_鱗3_表示; + Torso_節17_鱗2_表示 = e.Torso_節17_鱗2_表示; + Torso_節18_Torso_表示 = e.Torso_節18_Torso_表示; + Torso_節18_鱗1_表示 = e.Torso_節18_鱗1_表示; + Torso_節18_鱗3_表示 = e.Torso_節18_鱗3_表示; + Torso_節18_鱗2_表示 = e.Torso_節18_鱗2_表示; 頭_口膜_口膜1_表示 = e.頭_口膜_口膜1_表示; 頭_口膜_口膜2_表示 = e.頭_口膜_口膜2_表示; 頭_口膜_口膜3_表示 = e.頭_口膜_口膜3_表示; @@ -6907,74 +6907,74 @@ namespace SlaveMatrix X0Y0_Torso_節2_鱗2CP = new ColorP(X0Y0_Torso_節2_鱗2, Torso_節2_鱗2CD, DisUnit, abj: true); X0Y0_Torso_節3_TorsoCP = new ColorP(X0Y0_Torso_節3_Torso, Torso_節3_TorsoCD, DisUnit, abj: true); X0Y0_Torso_節3_鱗1CP = new ColorP(X0Y0_Torso_節3_鱗1, Torso_節3_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節3_鱗3CP = new ColorP(X0Y0_Torso_節3_鱗3, Torso_節3_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節3_鱗2CP = new ColorP(X0Y0_Torso_節3_鱗2, Torso_節3_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節4_胴CP = new ColorP(X0Y0_Torso_節4_Torso, Torso_節4_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節4_鱗1CP = new ColorP(X0Y0_Torso_節4_鱗1, Torso_節4_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節4_鱗3CP = new ColorP(X0Y0_Torso_節4_鱗3, Torso_節4_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節4_鱗2CP = new ColorP(X0Y0_Torso_節4_鱗2, Torso_節4_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節5_胴CP = new ColorP(X0Y0_Torso_節5_Torso, Torso_節5_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節5_鱗1CP = new ColorP(X0Y0_Torso_節5_鱗1, Torso_節5_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節5_鱗3CP = new ColorP(X0Y0_Torso_節5_鱗3, Torso_節5_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節5_鱗2CP = new ColorP(X0Y0_Torso_節5_鱗2, Torso_節5_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節6_胴CP = new ColorP(X0Y0_Torso_節6_Torso, Torso_節6_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節6_鱗1CP = new ColorP(X0Y0_Torso_節6_鱗1, Torso_節6_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節6_鱗3CP = new ColorP(X0Y0_Torso_節6_鱗3, Torso_節6_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節6_鱗2CP = new ColorP(X0Y0_Torso_節6_鱗2, Torso_節6_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節7_胴CP = new ColorP(X0Y0_Torso_節7_Torso, Torso_節7_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節7_鱗1CP = new ColorP(X0Y0_Torso_節7_鱗1, Torso_節7_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節7_鱗3CP = new ColorP(X0Y0_Torso_節7_鱗3, Torso_節7_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節7_鱗2CP = new ColorP(X0Y0_Torso_節7_鱗2, Torso_節7_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節8_胴CP = new ColorP(X0Y0_Torso_節8_Torso, Torso_節8_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節8_鱗1CP = new ColorP(X0Y0_Torso_節8_鱗1, Torso_節8_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節8_鱗3CP = new ColorP(X0Y0_Torso_節8_鱗3, Torso_節8_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節8_鱗2CP = new ColorP(X0Y0_Torso_節8_鱗2, Torso_節8_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節9_胴CP = new ColorP(X0Y0_Torso_節9_Torso, Torso_節9_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節9_鱗1CP = new ColorP(X0Y0_Torso_節9_鱗1, Torso_節9_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節9_鱗3CP = new ColorP(X0Y0_Torso_節9_鱗3, Torso_節9_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節9_鱗2CP = new ColorP(X0Y0_Torso_節9_鱗2, Torso_節9_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節10_胴CP = new ColorP(X0Y0_Torso_節10_Torso, Torso_節10_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節10_鱗1CP = new ColorP(X0Y0_Torso_節10_鱗1, Torso_節10_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節10_鱗3CP = new ColorP(X0Y0_Torso_節10_鱗3, Torso_節10_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節10_鱗2CP = new ColorP(X0Y0_Torso_節10_鱗2, Torso_節10_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節11_胴CP = new ColorP(X0Y0_Torso_節11_Torso, Torso_節11_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節11_鱗1CP = new ColorP(X0Y0_Torso_節11_鱗1, Torso_節11_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節11_鱗3CP = new ColorP(X0Y0_Torso_節11_鱗3, Torso_節11_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節11_鱗2CP = new ColorP(X0Y0_Torso_節11_鱗2, Torso_節11_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節12_胴CP = new ColorP(X0Y0_Torso_節12_Torso, Torso_節12_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節12_鱗1CP = new ColorP(X0Y0_Torso_節12_鱗1, Torso_節12_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節12_鱗3CP = new ColorP(X0Y0_Torso_節12_鱗3, Torso_節12_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節12_鱗2CP = new ColorP(X0Y0_Torso_節12_鱗2, Torso_節12_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節13_胴CP = new ColorP(X0Y0_Torso_節13_Torso, Torso_節13_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節13_鱗1CP = new ColorP(X0Y0_Torso_節13_鱗1, Torso_節13_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節13_鱗3CP = new ColorP(X0Y0_Torso_節13_鱗3, Torso_節13_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節13_鱗2CP = new ColorP(X0Y0_Torso_節13_鱗2, Torso_節13_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節14_胴CP = new ColorP(X0Y0_Torso_節14_Torso, Torso_節14_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節14_鱗1CP = new ColorP(X0Y0_Torso_節14_鱗1, Torso_節14_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節14_鱗3CP = new ColorP(X0Y0_Torso_節14_鱗3, Torso_節14_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節14_鱗2CP = new ColorP(X0Y0_Torso_節14_鱗2, Torso_節14_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節15_胴CP = new ColorP(X0Y0_Torso_節15_Torso, Torso_節15_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節15_鱗1CP = new ColorP(X0Y0_Torso_節15_鱗1, Torso_節15_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節15_鱗3CP = new ColorP(X0Y0_Torso_節15_鱗3, Torso_節15_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節15_鱗2CP = new ColorP(X0Y0_Torso_節15_鱗2, Torso_節15_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節16_胴CP = new ColorP(X0Y0_Torso_節16_Torso, Torso_節16_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節16_鱗1CP = new ColorP(X0Y0_Torso_節16_鱗1, Torso_節16_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節16_鱗3CP = new ColorP(X0Y0_Torso_節16_鱗3, Torso_節16_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節16_鱗2CP = new ColorP(X0Y0_Torso_節16_鱗2, Torso_節16_鱗2CD, DisUnit, abj: true); - X0Y0_胴_輪_革CP = new ColorP(X0Y0_Torso_輪_革, Torso_輪_革CD, DisUnit, abj: true); - X0Y0_胴_輪_金具1CP = new ColorP(X0Y0_Torso_輪_金具1, Torso_輪_金具1CD, DisUnit, abj: true); - X0Y0_胴_輪_金具2CP = new ColorP(X0Y0_Torso_輪_金具2, Torso_輪_金具2CD, DisUnit, abj: true); - X0Y0_胴_輪_金具3CP = new ColorP(X0Y0_Torso_輪_金具3, Torso_輪_金具3CD, DisUnit, abj: true); - X0Y0_胴_輪_金具左CP = new ColorP(X0Y0_Torso_輪_金具左, Torso_輪_金具左CD, DisUnit, abj: true); - X0Y0_胴_輪_金具右CP = new ColorP(X0Y0_Torso_輪_金具右, Torso_輪_金具右CD, DisUnit, abj: true); - X0Y0_胴_節17_胴CP = new ColorP(X0Y0_Torso_節17_Torso, Torso_節17_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節17_鱗1CP = new ColorP(X0Y0_Torso_節17_鱗1, Torso_節17_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節17_鱗3CP = new ColorP(X0Y0_Torso_節17_鱗3, Torso_節17_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節17_鱗2CP = new ColorP(X0Y0_Torso_節17_鱗2, Torso_節17_鱗2CD, DisUnit, abj: true); - X0Y0_胴_節18_胴CP = new ColorP(X0Y0_Torso_節18_Torso, Torso_節18_TorsoCD, DisUnit, abj: true); - X0Y0_胴_節18_鱗1CP = new ColorP(X0Y0_Torso_節18_鱗1, Torso_節18_鱗1CD, DisUnit, abj: true); - X0Y0_胴_節18_鱗3CP = new ColorP(X0Y0_Torso_節18_鱗3, Torso_節18_鱗3CD, DisUnit, abj: true); - X0Y0_胴_節18_鱗2CP = new ColorP(X0Y0_Torso_節18_鱗2, Torso_節18_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節3_鱗3CP = new ColorP(X0Y0_Torso_節3_鱗3, Torso_節3_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節3_鱗2CP = new ColorP(X0Y0_Torso_節3_鱗2, Torso_節3_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節4_TorsoCP = new ColorP(X0Y0_Torso_節4_Torso, Torso_節4_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節4_鱗1CP = new ColorP(X0Y0_Torso_節4_鱗1, Torso_節4_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節4_鱗3CP = new ColorP(X0Y0_Torso_節4_鱗3, Torso_節4_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節4_鱗2CP = new ColorP(X0Y0_Torso_節4_鱗2, Torso_節4_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節5_TorsoCP = new ColorP(X0Y0_Torso_節5_Torso, Torso_節5_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節5_鱗1CP = new ColorP(X0Y0_Torso_節5_鱗1, Torso_節5_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節5_鱗3CP = new ColorP(X0Y0_Torso_節5_鱗3, Torso_節5_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節5_鱗2CP = new ColorP(X0Y0_Torso_節5_鱗2, Torso_節5_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節6_TorsoCP = new ColorP(X0Y0_Torso_節6_Torso, Torso_節6_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節6_鱗1CP = new ColorP(X0Y0_Torso_節6_鱗1, Torso_節6_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節6_鱗3CP = new ColorP(X0Y0_Torso_節6_鱗3, Torso_節6_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節6_鱗2CP = new ColorP(X0Y0_Torso_節6_鱗2, Torso_節6_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節7_TorsoCP = new ColorP(X0Y0_Torso_節7_Torso, Torso_節7_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節7_鱗1CP = new ColorP(X0Y0_Torso_節7_鱗1, Torso_節7_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節7_鱗3CP = new ColorP(X0Y0_Torso_節7_鱗3, Torso_節7_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節7_鱗2CP = new ColorP(X0Y0_Torso_節7_鱗2, Torso_節7_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節8_TorsoCP = new ColorP(X0Y0_Torso_節8_Torso, Torso_節8_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節8_鱗1CP = new ColorP(X0Y0_Torso_節8_鱗1, Torso_節8_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節8_鱗3CP = new ColorP(X0Y0_Torso_節8_鱗3, Torso_節8_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節8_鱗2CP = new ColorP(X0Y0_Torso_節8_鱗2, Torso_節8_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節9_TorsoCP = new ColorP(X0Y0_Torso_節9_Torso, Torso_節9_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節9_鱗1CP = new ColorP(X0Y0_Torso_節9_鱗1, Torso_節9_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節9_鱗3CP = new ColorP(X0Y0_Torso_節9_鱗3, Torso_節9_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節9_鱗2CP = new ColorP(X0Y0_Torso_節9_鱗2, Torso_節9_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節10_TorsoCP = new ColorP(X0Y0_Torso_節10_Torso, Torso_節10_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節10_鱗1CP = new ColorP(X0Y0_Torso_節10_鱗1, Torso_節10_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節10_鱗3CP = new ColorP(X0Y0_Torso_節10_鱗3, Torso_節10_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節10_鱗2CP = new ColorP(X0Y0_Torso_節10_鱗2, Torso_節10_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節11_TorsoCP = new ColorP(X0Y0_Torso_節11_Torso, Torso_節11_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節11_鱗1CP = new ColorP(X0Y0_Torso_節11_鱗1, Torso_節11_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節11_鱗3CP = new ColorP(X0Y0_Torso_節11_鱗3, Torso_節11_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節11_鱗2CP = new ColorP(X0Y0_Torso_節11_鱗2, Torso_節11_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節12_TorsoCP = new ColorP(X0Y0_Torso_節12_Torso, Torso_節12_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節12_鱗1CP = new ColorP(X0Y0_Torso_節12_鱗1, Torso_節12_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節12_鱗3CP = new ColorP(X0Y0_Torso_節12_鱗3, Torso_節12_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節12_鱗2CP = new ColorP(X0Y0_Torso_節12_鱗2, Torso_節12_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節13_TorsoCP = new ColorP(X0Y0_Torso_節13_Torso, Torso_節13_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節13_鱗1CP = new ColorP(X0Y0_Torso_節13_鱗1, Torso_節13_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節13_鱗3CP = new ColorP(X0Y0_Torso_節13_鱗3, Torso_節13_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節13_鱗2CP = new ColorP(X0Y0_Torso_節13_鱗2, Torso_節13_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節14_TorsoCP = new ColorP(X0Y0_Torso_節14_Torso, Torso_節14_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節14_鱗1CP = new ColorP(X0Y0_Torso_節14_鱗1, Torso_節14_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節14_鱗3CP = new ColorP(X0Y0_Torso_節14_鱗3, Torso_節14_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節14_鱗2CP = new ColorP(X0Y0_Torso_節14_鱗2, Torso_節14_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節15_TorsoCP = new ColorP(X0Y0_Torso_節15_Torso, Torso_節15_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節15_鱗1CP = new ColorP(X0Y0_Torso_節15_鱗1, Torso_節15_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節15_鱗3CP = new ColorP(X0Y0_Torso_節15_鱗3, Torso_節15_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節15_鱗2CP = new ColorP(X0Y0_Torso_節15_鱗2, Torso_節15_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節16_TorsoCP = new ColorP(X0Y0_Torso_節16_Torso, Torso_節16_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節16_鱗1CP = new ColorP(X0Y0_Torso_節16_鱗1, Torso_節16_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節16_鱗3CP = new ColorP(X0Y0_Torso_節16_鱗3, Torso_節16_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節16_鱗2CP = new ColorP(X0Y0_Torso_節16_鱗2, Torso_節16_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_輪_革CP = new ColorP(X0Y0_Torso_輪_革, Torso_輪_革CD, DisUnit, abj: true); + X0Y0_Torso_輪_金具1CP = new ColorP(X0Y0_Torso_輪_金具1, Torso_輪_金具1CD, DisUnit, abj: true); + X0Y0_Torso_輪_金具2CP = new ColorP(X0Y0_Torso_輪_金具2, Torso_輪_金具2CD, DisUnit, abj: true); + X0Y0_Torso_輪_金具3CP = new ColorP(X0Y0_Torso_輪_金具3, Torso_輪_金具3CD, DisUnit, abj: true); + X0Y0_Torso_輪_金具左CP = new ColorP(X0Y0_Torso_輪_金具左, Torso_輪_金具左CD, DisUnit, abj: true); + X0Y0_Torso_輪_金具右CP = new ColorP(X0Y0_Torso_輪_金具右, Torso_輪_金具右CD, DisUnit, abj: true); + X0Y0_Torso_節17_TorsoCP = new ColorP(X0Y0_Torso_節17_Torso, Torso_節17_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節17_鱗1CP = new ColorP(X0Y0_Torso_節17_鱗1, Torso_節17_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節17_鱗3CP = new ColorP(X0Y0_Torso_節17_鱗3, Torso_節17_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節17_鱗2CP = new ColorP(X0Y0_Torso_節17_鱗2, Torso_節17_鱗2CD, DisUnit, abj: true); + X0Y0_Torso_節18_TorsoCP = new ColorP(X0Y0_Torso_節18_Torso, Torso_節18_TorsoCD, DisUnit, abj: true); + X0Y0_Torso_節18_鱗1CP = new ColorP(X0Y0_Torso_節18_鱗1, Torso_節18_鱗1CD, DisUnit, abj: true); + X0Y0_Torso_節18_鱗3CP = new ColorP(X0Y0_Torso_節18_鱗3, Torso_節18_鱗3CD, DisUnit, abj: true); + X0Y0_Torso_節18_鱗2CP = new ColorP(X0Y0_Torso_節18_鱗2, Torso_節18_鱗2CD, DisUnit, abj: true); X0Y0_頭_口膜_口膜1CP = new ColorP(X0Y0_頭_口膜_口膜1, 頭_口膜_口膜1CD, DisUnit, abj: true); X0Y0_頭_口膜_口膜2CP = new ColorP(X0Y0_頭_口膜_口膜2, 頭_口膜_口膜2CD, DisUnit, abj: true); X0Y0_頭_口膜_口膜3CP = new ColorP(X0Y0_頭_口膜_口膜3, 頭_口膜_口膜3CD, DisUnit, abj: true); @@ -7578,74 +7578,74 @@ namespace SlaveMatrix X0Y0_Torso_節2_鱗2CP.Update(); X0Y0_Torso_節3_TorsoCP.Update(); X0Y0_Torso_節3_鱗1CP.Update(); - X0Y0_胴_節3_鱗3CP.Update(); - X0Y0_胴_節3_鱗2CP.Update(); - X0Y0_胴_節4_胴CP.Update(); - X0Y0_胴_節4_鱗1CP.Update(); - X0Y0_胴_節4_鱗3CP.Update(); - X0Y0_胴_節4_鱗2CP.Update(); - X0Y0_胴_節5_胴CP.Update(); - X0Y0_胴_節5_鱗1CP.Update(); - X0Y0_胴_節5_鱗3CP.Update(); - X0Y0_胴_節5_鱗2CP.Update(); - X0Y0_胴_節6_胴CP.Update(); - X0Y0_胴_節6_鱗1CP.Update(); - X0Y0_胴_節6_鱗3CP.Update(); - X0Y0_胴_節6_鱗2CP.Update(); - X0Y0_胴_節7_胴CP.Update(); - X0Y0_胴_節7_鱗1CP.Update(); - X0Y0_胴_節7_鱗3CP.Update(); - X0Y0_胴_節7_鱗2CP.Update(); - X0Y0_胴_節8_胴CP.Update(); - X0Y0_胴_節8_鱗1CP.Update(); - X0Y0_胴_節8_鱗3CP.Update(); - X0Y0_胴_節8_鱗2CP.Update(); - X0Y0_胴_節9_胴CP.Update(); - X0Y0_胴_節9_鱗1CP.Update(); - X0Y0_胴_節9_鱗3CP.Update(); - X0Y0_胴_節9_鱗2CP.Update(); - X0Y0_胴_節10_胴CP.Update(); - X0Y0_胴_節10_鱗1CP.Update(); - X0Y0_胴_節10_鱗3CP.Update(); - X0Y0_胴_節10_鱗2CP.Update(); - X0Y0_胴_節11_胴CP.Update(); - X0Y0_胴_節11_鱗1CP.Update(); - X0Y0_胴_節11_鱗3CP.Update(); - X0Y0_胴_節11_鱗2CP.Update(); - X0Y0_胴_節12_胴CP.Update(); - X0Y0_胴_節12_鱗1CP.Update(); - X0Y0_胴_節12_鱗3CP.Update(); - X0Y0_胴_節12_鱗2CP.Update(); - X0Y0_胴_節13_胴CP.Update(); - X0Y0_胴_節13_鱗1CP.Update(); - X0Y0_胴_節13_鱗3CP.Update(); - X0Y0_胴_節13_鱗2CP.Update(); - X0Y0_胴_節14_胴CP.Update(); - X0Y0_胴_節14_鱗1CP.Update(); - X0Y0_胴_節14_鱗3CP.Update(); - X0Y0_胴_節14_鱗2CP.Update(); - X0Y0_胴_節15_胴CP.Update(); - X0Y0_胴_節15_鱗1CP.Update(); - X0Y0_胴_節15_鱗3CP.Update(); - X0Y0_胴_節15_鱗2CP.Update(); - X0Y0_胴_節16_胴CP.Update(); - X0Y0_胴_節16_鱗1CP.Update(); - X0Y0_胴_節16_鱗3CP.Update(); - X0Y0_胴_節16_鱗2CP.Update(); - X0Y0_胴_輪_革CP.Update(); - X0Y0_胴_輪_金具1CP.Update(); - X0Y0_胴_輪_金具2CP.Update(); - X0Y0_胴_輪_金具3CP.Update(); - X0Y0_胴_輪_金具左CP.Update(); - X0Y0_胴_輪_金具右CP.Update(); - X0Y0_胴_節17_胴CP.Update(); - X0Y0_胴_節17_鱗1CP.Update(); - X0Y0_胴_節17_鱗3CP.Update(); - X0Y0_胴_節17_鱗2CP.Update(); - X0Y0_胴_節18_胴CP.Update(); - X0Y0_胴_節18_鱗1CP.Update(); - X0Y0_胴_節18_鱗3CP.Update(); - X0Y0_胴_節18_鱗2CP.Update(); + X0Y0_Torso_節3_鱗3CP.Update(); + X0Y0_Torso_節3_鱗2CP.Update(); + X0Y0_Torso_節4_TorsoCP.Update(); + X0Y0_Torso_節4_鱗1CP.Update(); + X0Y0_Torso_節4_鱗3CP.Update(); + X0Y0_Torso_節4_鱗2CP.Update(); + X0Y0_Torso_節5_TorsoCP.Update(); + X0Y0_Torso_節5_鱗1CP.Update(); + X0Y0_Torso_節5_鱗3CP.Update(); + X0Y0_Torso_節5_鱗2CP.Update(); + X0Y0_Torso_節6_TorsoCP.Update(); + X0Y0_Torso_節6_鱗1CP.Update(); + X0Y0_Torso_節6_鱗3CP.Update(); + X0Y0_Torso_節6_鱗2CP.Update(); + X0Y0_Torso_節7_TorsoCP.Update(); + X0Y0_Torso_節7_鱗1CP.Update(); + X0Y0_Torso_節7_鱗3CP.Update(); + X0Y0_Torso_節7_鱗2CP.Update(); + X0Y0_Torso_節8_TorsoCP.Update(); + X0Y0_Torso_節8_鱗1CP.Update(); + X0Y0_Torso_節8_鱗3CP.Update(); + X0Y0_Torso_節8_鱗2CP.Update(); + X0Y0_Torso_節9_TorsoCP.Update(); + X0Y0_Torso_節9_鱗1CP.Update(); + X0Y0_Torso_節9_鱗3CP.Update(); + X0Y0_Torso_節9_鱗2CP.Update(); + X0Y0_Torso_節10_TorsoCP.Update(); + X0Y0_Torso_節10_鱗1CP.Update(); + X0Y0_Torso_節10_鱗3CP.Update(); + X0Y0_Torso_節10_鱗2CP.Update(); + X0Y0_Torso_節11_TorsoCP.Update(); + X0Y0_Torso_節11_鱗1CP.Update(); + X0Y0_Torso_節11_鱗3CP.Update(); + X0Y0_Torso_節11_鱗2CP.Update(); + X0Y0_Torso_節12_TorsoCP.Update(); + X0Y0_Torso_節12_鱗1CP.Update(); + X0Y0_Torso_節12_鱗3CP.Update(); + X0Y0_Torso_節12_鱗2CP.Update(); + X0Y0_Torso_節13_TorsoCP.Update(); + X0Y0_Torso_節13_鱗1CP.Update(); + X0Y0_Torso_節13_鱗3CP.Update(); + X0Y0_Torso_節13_鱗2CP.Update(); + X0Y0_Torso_節14_TorsoCP.Update(); + X0Y0_Torso_節14_鱗1CP.Update(); + X0Y0_Torso_節14_鱗3CP.Update(); + X0Y0_Torso_節14_鱗2CP.Update(); + X0Y0_Torso_節15_TorsoCP.Update(); + X0Y0_Torso_節15_鱗1CP.Update(); + X0Y0_Torso_節15_鱗3CP.Update(); + X0Y0_Torso_節15_鱗2CP.Update(); + X0Y0_Torso_節16_TorsoCP.Update(); + X0Y0_Torso_節16_鱗1CP.Update(); + X0Y0_Torso_節16_鱗3CP.Update(); + X0Y0_Torso_節16_鱗2CP.Update(); + X0Y0_Torso_輪_革CP.Update(); + X0Y0_Torso_輪_金具1CP.Update(); + X0Y0_Torso_輪_金具2CP.Update(); + X0Y0_Torso_輪_金具3CP.Update(); + X0Y0_Torso_輪_金具左CP.Update(); + X0Y0_Torso_輪_金具右CP.Update(); + X0Y0_Torso_節17_TorsoCP.Update(); + X0Y0_Torso_節17_鱗1CP.Update(); + X0Y0_Torso_節17_鱗3CP.Update(); + X0Y0_Torso_節17_鱗2CP.Update(); + X0Y0_Torso_節18_TorsoCP.Update(); + X0Y0_Torso_節18_鱗1CP.Update(); + X0Y0_Torso_節18_鱗3CP.Update(); + X0Y0_Torso_節18_鱗2CP.Update(); X0Y0_頭_口膜_口膜1CP.Update(); X0Y0_頭_口膜_口膜2CP.Update(); X0Y0_頭_口膜_口膜3CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs index b173783..e3278ac 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs @@ -1,6 +1,6 @@ +using _2DGAMELIB; using System; using System.Collections.Generic; -using _2DGAMELIB; namespace SlaveMatrix { @@ -151,161 +151,161 @@ namespace SlaveMatrix public bool 下顎頭部後_頭1_表示 = true; - public bool 胴_節1_胴_表示 = true; + public bool Torso_節1_Torso_表示 = true; - public bool 胴_節1_鱗1_表示 = true; + public bool Torso_節1_鱗1_表示 = true; - public bool 胴_節1_鱗3_表示 = true; + public bool Torso_節1_鱗3_表示 = true; - public bool 胴_節1_鱗2_表示 = true; + public bool Torso_節1_鱗2_表示 = true; - public bool 胴_節2_胴_表示 = true; + public bool Torso_節2_Torso_表示 = true; - public bool 胴_節2_鱗1_表示 = true; + public bool Torso_節2_鱗1_表示 = true; - public bool 胴_節2_鱗3_表示 = true; + public bool Torso_節2_鱗3_表示 = true; - public bool 胴_節2_鱗2_表示 = true; + public bool Torso_節2_鱗2_表示 = true; - public bool 胴_節3_胴_表示 = true; + public bool Torso_節3_Torso_表示 = true; - public bool 胴_節3_鱗1_表示 = true; + public bool Torso_節3_鱗1_表示 = true; - public bool 胴_節3_鱗3_表示 = true; + public bool Torso_節3_鱗3_表示 = true; - public bool 胴_節3_鱗2_表示 = true; + public bool Torso_節3_鱗2_表示 = true; - public bool 胴_節4_胴_表示 = true; + public bool Torso_節4_Torso_表示 = true; - public bool 胴_節4_鱗1_表示 = true; + public bool Torso_節4_鱗1_表示 = true; - public bool 胴_節4_鱗3_表示 = true; + public bool Torso_節4_鱗3_表示 = true; - public bool 胴_節4_鱗2_表示 = true; + public bool Torso_節4_鱗2_表示 = true; - public bool 胴_節5_胴_表示 = true; + public bool Torso_節5_Torso_表示 = true; - public bool 胴_節5_鱗1_表示 = true; + public bool Torso_節5_鱗1_表示 = true; - public bool 胴_節5_鱗3_表示 = true; + public bool Torso_節5_鱗3_表示 = true; - public bool 胴_節5_鱗2_表示 = true; + public bool Torso_節5_鱗2_表示 = true; - public bool 胴_節6_胴_表示 = true; + public bool Torso_節6_Torso_表示 = true; - public bool 胴_節6_鱗1_表示 = true; + public bool Torso_節6_鱗1_表示 = true; - public bool 胴_節6_鱗3_表示 = true; + public bool Torso_節6_鱗3_表示 = true; - public bool 胴_節6_鱗2_表示 = true; + public bool Torso_節6_鱗2_表示 = true; - public bool 胴_節7_胴_表示 = true; + public bool Torso_節7_Torso_表示 = true; - public bool 胴_節7_鱗1_表示 = true; + public bool Torso_節7_鱗1_表示 = true; - public bool 胴_節7_鱗3_表示 = true; + public bool Torso_節7_鱗3_表示 = true; - public bool 胴_節7_鱗2_表示 = true; + public bool Torso_節7_鱗2_表示 = true; - public bool 胴_節8_胴_表示 = true; + public bool Torso_節8_Torso_表示 = true; - public bool 胴_節8_鱗1_表示 = true; + public bool Torso_節8_鱗1_表示 = true; - public bool 胴_節8_鱗3_表示 = true; + public bool Torso_節8_鱗3_表示 = true; - public bool 胴_節8_鱗2_表示 = true; + public bool Torso_節8_鱗2_表示 = true; - public bool 胴_節9_胴_表示 = true; + public bool Torso_節9_Torso_表示 = true; - public bool 胴_節9_鱗1_表示 = true; + public bool Torso_節9_鱗1_表示 = true; - public bool 胴_節9_鱗3_表示 = true; + public bool Torso_節9_鱗3_表示 = true; - public bool 胴_節9_鱗2_表示 = true; + public bool Torso_節9_鱗2_表示 = true; - public bool 胴_節10_胴_表示 = true; + public bool Torso_節10_Torso_表示 = true; - public bool 胴_節10_鱗1_表示 = true; + public bool Torso_節10_鱗1_表示 = true; - public bool 胴_節10_鱗3_表示 = true; + public bool Torso_節10_鱗3_表示 = true; - public bool 胴_節10_鱗2_表示 = true; + public bool Torso_節10_鱗2_表示 = true; - public bool 胴_節11_胴_表示 = true; + public bool Torso_節11_Torso_表示 = true; - public bool 胴_節11_鱗1_表示 = true; + public bool Torso_節11_鱗1_表示 = true; - public bool 胴_節11_鱗3_表示 = true; + public bool Torso_節11_鱗3_表示 = true; - public bool 胴_節11_鱗2_表示 = true; + public bool Torso_節11_鱗2_表示 = true; - public bool 胴_節12_胴_表示 = true; + public bool Torso_節12_Torso_表示 = true; - public bool 胴_節12_鱗1_表示 = true; + public bool Torso_節12_鱗1_表示 = true; - public bool 胴_節12_鱗3_表示 = true; + public bool Torso_節12_鱗3_表示 = true; - public bool 胴_節12_鱗2_表示 = true; + public bool Torso_節12_鱗2_表示 = true; - public bool 胴_節13_胴_表示 = true; + public bool Torso_節13_Torso_表示 = true; - public bool 胴_節13_鱗1_表示 = true; + public bool Torso_節13_鱗1_表示 = true; - public bool 胴_節13_鱗3_表示 = true; + public bool Torso_節13_鱗3_表示 = true; - public bool 胴_節13_鱗2_表示 = true; + public bool Torso_節13_鱗2_表示 = true; - public bool 胴_節14_胴_表示 = true; + public bool Torso_節14_Torso_表示 = true; - public bool 胴_節14_鱗1_表示 = true; + public bool Torso_節14_鱗1_表示 = true; - public bool 胴_節14_鱗3_表示 = true; + public bool Torso_節14_鱗3_表示 = true; - public bool 胴_節14_鱗2_表示 = true; + public bool Torso_節14_鱗2_表示 = true; - public bool 胴_節15_胴_表示 = true; + public bool Torso_節15_Torso_表示 = true; - public bool 胴_節15_鱗1_表示 = true; + public bool Torso_節15_鱗1_表示 = true; - public bool 胴_節15_鱗3_表示 = true; + public bool Torso_節15_鱗3_表示 = true; - public bool 胴_節15_鱗2_表示 = true; + public bool Torso_節15_鱗2_表示 = true; - public bool 胴_節16_胴_表示 = true; + public bool Torso_節16_Torso_表示 = true; - public bool 胴_節16_鱗1_表示 = true; + public bool Torso_節16_鱗1_表示 = true; - public bool 胴_節16_鱗3_表示 = true; + public bool Torso_節16_鱗3_表示 = true; - public bool 胴_節16_鱗2_表示 = true; + public bool Torso_節16_鱗2_表示 = true; - public bool 胴_輪_革_表示 = true; + public bool Torso_輪_革_表示 = true; - public bool 胴_輪_金具1_表示 = true; + public bool Torso_輪_金具1_表示 = true; - public bool 胴_輪_金具2_表示 = true; + public bool Torso_輪_金具2_表示 = true; - public bool 胴_輪_金具3_表示 = true; + public bool Torso_輪_金具3_表示 = true; - public bool 胴_輪_金具左_表示 = true; + public bool Torso_輪_金具左_表示 = true; - public bool 胴_輪_金具右_表示 = true; + public bool Torso_輪_金具右_表示 = true; - public bool 胴_節17_胴_表示 = true; + public bool Torso_節17_Torso_表示 = true; - public bool 胴_節17_鱗1_表示 = true; + public bool Torso_節17_鱗1_表示 = true; - public bool 胴_節17_鱗3_表示 = true; + public bool Torso_節17_鱗3_表示 = true; - public bool 胴_節17_鱗2_表示 = true; + public bool Torso_節17_鱗2_表示 = true; - public bool 胴_節18_胴_表示 = true; + public bool Torso_節18_Torso_表示 = true; - public bool 胴_節18_鱗1_表示 = true; + public bool Torso_節18_鱗1_表示 = true; - public bool 胴_節18_鱗3_表示 = true; + public bool Torso_節18_鱗3_表示 = true; - public bool 胴_節18_鱗2_表示 = true; + public bool Torso_節18_鱗2_表示 = true; public bool 頭_口膜_口膜1_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs index 9c42af8..005d0b3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs @@ -1,63 +1,63 @@ -using System.Linq; using _2DGAMELIB; +using System.Linq; namespace SlaveMatrix { public class 長物_蛇 : 半身 { - public Par X0Y0_胴1_胴; + public Par X0Y0_Torso1_Torso; - public Par X0Y0_胴1_鱗2; + public Par X0Y0_Torso1_鱗2; - public Par X0Y0_胴1_鱗右; + public Par X0Y0_Torso1_鱗右; - public Par X0Y0_胴1_鱗左; + public Par X0Y0_Torso1_鱗左; - public Par X0Y0_胴1_鱗1; + public Par X0Y0_Torso1_鱗1; - public Par X0Y0_胴1_鱗左2; + public Par X0Y0_Torso1_鱗左2; - public Par X0Y0_胴1_鱗右2; + public Par X0Y0_Torso1_鱗右2; - public Par X0Y0_胴1_鱗左1; + public Par X0Y0_Torso1_鱗左1; - public Par X0Y0_胴1_鱗右1; + public Par X0Y0_Torso1_鱗右1; - public ColorD 胴1_胴CD; + public ColorD Torso1_TorsoCD; - public ColorD 胴1_鱗2CD; + public ColorD Torso1_鱗2CD; - public ColorD 胴1_鱗右CD; + public ColorD Torso1_鱗右CD; - public ColorD 胴1_鱗左CD; + public ColorD Torso1_鱗左CD; - public ColorD 胴1_鱗1CD; + public ColorD Torso1_鱗1CD; - public ColorD 胴1_鱗左2CD; + public ColorD Torso1_鱗左2CD; - public ColorD 胴1_鱗右2CD; + public ColorD Torso1_鱗右2CD; - public ColorD 胴1_鱗左1CD; + public ColorD Torso1_鱗左1CD; - public ColorD 胴1_鱗右1CD; + public ColorD Torso1_鱗右1CD; - public ColorP X0Y0_胴1_胴CP; + public ColorP X0Y0_Torso1_TorsoCP; - public ColorP X0Y0_胴1_鱗2CP; + public ColorP X0Y0_Torso1_鱗2CP; - public ColorP X0Y0_胴1_鱗右CP; + public ColorP X0Y0_Torso1_鱗右CP; - public ColorP X0Y0_胴1_鱗左CP; + public ColorP X0Y0_Torso1_鱗左CP; - public ColorP X0Y0_胴1_鱗1CP; + public ColorP X0Y0_Torso1_鱗1CP; - public ColorP X0Y0_胴1_鱗左2CP; + public ColorP X0Y0_Torso1_鱗左2CP; - public ColorP X0Y0_胴1_鱗右2CP; + public ColorP X0Y0_Torso1_鱗右2CP; - public ColorP X0Y0_胴1_鱗左1CP; + public ColorP X0Y0_Torso1_鱗左1CP; - public ColorP X0Y0_胴1_鱗右1CP; + public ColorP X0Y0_Torso1_鱗右1CP; private double くぱぁ_; @@ -107,120 +107,120 @@ namespace SlaveMatrix } } - public bool 胴1_表示 + public bool Torso1_表示 { get { - return X0Y0_胴1_胴.Dra; + return X0Y0_Torso1_Torso.Dra; } set { - X0Y0_胴1_胴.Dra = value; - X0Y0_胴1_胴.Hit = value; + X0Y0_Torso1_Torso.Dra = value; + X0Y0_Torso1_Torso.Hit = value; } } - public bool 胴1_鱗2_表示 + public bool Torso1_鱗2_表示 { get { - return X0Y0_胴1_鱗2.Dra; + return X0Y0_Torso1_鱗2.Dra; } set { - X0Y0_胴1_鱗2.Dra = value; - X0Y0_胴1_鱗2.Hit = value; + X0Y0_Torso1_鱗2.Dra = value; + X0Y0_Torso1_鱗2.Hit = value; } } - public bool 胴1_鱗右_表示 + public bool Torso1_鱗右_表示 { get { - return X0Y0_胴1_鱗右.Dra; + return X0Y0_Torso1_鱗右.Dra; } set { - X0Y0_胴1_鱗右.Dra = value; - X0Y0_胴1_鱗右.Hit = value; + X0Y0_Torso1_鱗右.Dra = value; + X0Y0_Torso1_鱗右.Hit = value; } } - public bool 胴1_鱗左_表示 + public bool Torso1_鱗左_表示 { get { - return X0Y0_胴1_鱗左.Dra; + return X0Y0_Torso1_鱗左.Dra; } set { - X0Y0_胴1_鱗左.Dra = value; - X0Y0_胴1_鱗左.Hit = value; + X0Y0_Torso1_鱗左.Dra = value; + X0Y0_Torso1_鱗左.Hit = value; } } - public bool 胴1_鱗1_表示 + public bool Torso1_鱗1_表示 { get { - return X0Y0_胴1_鱗1.Dra; + return X0Y0_Torso1_鱗1.Dra; } set { - X0Y0_胴1_鱗1.Dra = value; - X0Y0_胴1_鱗1.Hit = value; + X0Y0_Torso1_鱗1.Dra = value; + X0Y0_Torso1_鱗1.Hit = value; } } - public bool 胴1_鱗左2_表示 + public bool Torso1_鱗左2_表示 { get { - return X0Y0_胴1_鱗左2.Dra; + return X0Y0_Torso1_鱗左2.Dra; } set { - X0Y0_胴1_鱗左2.Dra = value; - X0Y0_胴1_鱗左2.Hit = value; + X0Y0_Torso1_鱗左2.Dra = value; + X0Y0_Torso1_鱗左2.Hit = value; } } - public bool 胴1_鱗右2_表示 + public bool Torso1_鱗右2_表示 { get { - return X0Y0_胴1_鱗右2.Dra; + return X0Y0_Torso1_鱗右2.Dra; } set { - X0Y0_胴1_鱗右2.Dra = value; - X0Y0_胴1_鱗右2.Hit = value; + X0Y0_Torso1_鱗右2.Dra = value; + X0Y0_Torso1_鱗右2.Hit = value; } } - public bool 胴1_鱗左1_表示 + public bool Torso1_鱗左1_表示 { get { - return X0Y0_胴1_鱗左1.Dra; + return X0Y0_Torso1_鱗左1.Dra; } set { - X0Y0_胴1_鱗左1.Dra = value; - X0Y0_胴1_鱗左1.Hit = value; + X0Y0_Torso1_鱗左1.Dra = value; + X0Y0_Torso1_鱗左1.Hit = value; } } - public bool 胴1_鱗右1_表示 + public bool Torso1_鱗右1_表示 { get { - return X0Y0_胴1_鱗右1.Dra; + return X0Y0_Torso1_鱗右1.Dra; } set { - X0Y0_胴1_鱗右1.Dra = value; - X0Y0_胴1_鱗右1.Hit = value; + X0Y0_Torso1_鱗右1.Dra = value; + X0Y0_Torso1_鱗右1.Hit = value; } } @@ -228,19 +228,19 @@ namespace SlaveMatrix { get { - return 胴1_表示; + return Torso1_表示; } set { - 胴1_表示 = value; - 胴1_鱗2_表示 = value; - 胴1_鱗右_表示 = value; - 胴1_鱗左_表示 = value; - 胴1_鱗1_表示 = value; - 胴1_鱗左2_表示 = value; - 胴1_鱗右2_表示 = value; - 胴1_鱗左1_表示 = value; - 胴1_鱗右1_表示 = value; + Torso1_表示 = value; + Torso1_鱗2_表示 = value; + Torso1_鱗右_表示 = value; + Torso1_鱗左_表示 = value; + Torso1_鱗1_表示 = value; + Torso1_鱗左2_表示 = value; + Torso1_鱗右2_表示 = value; + Torso1_鱗左1_表示 = value; + Torso1_鱗右1_表示 = value; } } @@ -248,19 +248,19 @@ namespace SlaveMatrix { get { - return 胴1_胴CD.不透明度; + return Torso1_TorsoCD.不透明度; } set { - 胴1_胴CD.不透明度 = value; - 胴1_鱗2CD.不透明度 = value; - 胴1_鱗右CD.不透明度 = value; - 胴1_鱗左CD.不透明度 = value; - 胴1_鱗1CD.不透明度 = value; - 胴1_鱗左2CD.不透明度 = value; - 胴1_鱗右2CD.不透明度 = value; - 胴1_鱗左1CD.不透明度 = value; - 胴1_鱗右1CD.不透明度 = value; + Torso1_TorsoCD.不透明度 = value; + Torso1_鱗2CD.不透明度 = value; + Torso1_鱗右CD.不透明度 = value; + Torso1_鱗左CD.不透明度 = value; + Torso1_鱗1CD.不透明度 = value; + Torso1_鱗左2CD.不透明度 = value; + Torso1_鱗右2CD.不透明度 = value; + Torso1_鱗左1CD.不透明度 = value; + Torso1_鱗右1CD.不透明度 = value; } } @@ -274,11 +274,11 @@ namespace SlaveMatrix { if (sb == 0.0) { - sb = X0Y0_胴1_鱗左.SizeXBase; + sb = X0Y0_Torso1_鱗左.SizeXBase; } くぱぁ_ = value; - X0Y0_胴1_鱗左.SizeXBase = sb * (1.0 - 0.35 * くぱぁ_); - X0Y0_胴1_鱗右.SizeXBase = sb * (1.0 - 0.35 * くぱぁ_); + X0Y0_Torso1_鱗左.SizeXBase = sb * (1.0 - 0.35 * くぱぁ_); + X0Y0_Torso1_鱗右.SizeXBase = sb * (1.0 - 0.35 * くぱぁ_); } } @@ -291,15 +291,15 @@ namespace SlaveMatrix set { ガード_ = value; - 胴1_鱗1_表示 = ガード_; + Torso1_鱗1_表示 = ガード_; } } - public JointS 左_接続点 => new JointS(本体, X0Y0_胴1_胴, 2); + public JointS 左_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 2); - public JointS 右_接続点 => new JointS(本体, X0Y0_胴1_胴, 3); + public JointS 右_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3); - public JointS Torso_接続点 => new JointS(本体, X0Y0_胴1_胴, 1); + public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 1); public 長物_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_蛇D e) { @@ -315,15 +315,15 @@ namespace SlaveMatrix 本体.Tag = dif.Tag; 本体.Add(dif); Pars pars2 = 本体[0][0]["胴1"].ToPars(); - X0Y0_胴1_胴 = pars2["胴"].ToPar(); - X0Y0_胴1_鱗2 = pars2["鱗2"].ToPar(); - X0Y0_胴1_鱗右 = pars2["鱗右"].ToPar(); - X0Y0_胴1_鱗左 = pars2["鱗左"].ToPar(); - X0Y0_胴1_鱗1 = pars2["鱗1"].ToPar(); - X0Y0_胴1_鱗左2 = pars2["鱗左2"].ToPar(); - X0Y0_胴1_鱗右2 = pars2["鱗右2"].ToPar(); - X0Y0_胴1_鱗左1 = pars2["鱗左1"].ToPar(); - X0Y0_胴1_鱗右1 = pars2["鱗右1"].ToPar(); + X0Y0_Torso1_Torso = pars2["胴"].ToPar(); + X0Y0_Torso1_鱗2 = pars2["鱗2"].ToPar(); + X0Y0_Torso1_鱗右 = pars2["鱗右"].ToPar(); + X0Y0_Torso1_鱗左 = pars2["鱗左"].ToPar(); + X0Y0_Torso1_鱗1 = pars2["鱗1"].ToPar(); + X0Y0_Torso1_鱗左2 = pars2["鱗左2"].ToPar(); + X0Y0_Torso1_鱗右2 = pars2["鱗右2"].ToPar(); + X0Y0_Torso1_鱗左1 = pars2["鱗左1"].ToPar(); + X0Y0_Torso1_鱗右1 = pars2["鱗右1"].ToPar(); 本体.SetJoints(); 接続根 = new JointD(本体); 右 = e.右; @@ -348,15 +348,15 @@ 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; - 胴1_表示 = e.胴1_表示; - 胴1_鱗2_表示 = e.胴1_鱗2_表示; - 胴1_鱗右_表示 = e.胴1_鱗右_表示; - 胴1_鱗左_表示 = e.胴1_鱗左_表示; - 胴1_鱗1_表示 = e.胴1_鱗1_表示; - 胴1_鱗左2_表示 = e.胴1_鱗左2_表示; - 胴1_鱗右2_表示 = e.胴1_鱗右2_表示; - 胴1_鱗左1_表示 = e.胴1_鱗左1_表示; - 胴1_鱗右1_表示 = e.胴1_鱗右1_表示; + Torso1_表示 = e.Torso1_表示; + Torso1_鱗2_表示 = e.Torso1_鱗2_表示; + Torso1_鱗右_表示 = e.Torso1_鱗右_表示; + Torso1_鱗左_表示 = e.Torso1_鱗左_表示; + Torso1_鱗1_表示 = e.Torso1_鱗1_表示; + Torso1_鱗左2_表示 = e.Torso1_鱗左2_表示; + Torso1_鱗右2_表示 = e.Torso1_鱗右2_表示; + Torso1_鱗左1_表示 = e.Torso1_鱗左1_表示; + Torso1_鱗右1_表示 = e.Torso1_鱗右1_表示; くぱぁ = e.くぱぁ; ガード = e.ガード; 欠損 = e.欠損; @@ -402,31 +402,31 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴1_胴CP = new ColorP(X0Y0_胴1_胴, 胴1_胴CD, DisUnit, abj: true); - X0Y0_胴1_鱗2CP = new ColorP(X0Y0_胴1_鱗2, 胴1_鱗2CD, DisUnit, abj: true); - X0Y0_胴1_鱗右CP = new ColorP(X0Y0_胴1_鱗右, 胴1_鱗右CD, DisUnit, abj: true); - X0Y0_胴1_鱗左CP = new ColorP(X0Y0_胴1_鱗左, 胴1_鱗左CD, DisUnit, abj: true); - X0Y0_胴1_鱗1CP = new ColorP(X0Y0_胴1_鱗1, 胴1_鱗1CD, DisUnit, abj: true); - X0Y0_胴1_鱗左2CP = new ColorP(X0Y0_胴1_鱗左2, 胴1_鱗左2CD, DisUnit, abj: true); - X0Y0_胴1_鱗右2CP = new ColorP(X0Y0_胴1_鱗右2, 胴1_鱗右2CD, DisUnit, abj: true); - X0Y0_胴1_鱗左1CP = new ColorP(X0Y0_胴1_鱗左1, 胴1_鱗左1CD, DisUnit, abj: true); - X0Y0_胴1_鱗右1CP = new ColorP(X0Y0_胴1_鱗右1, 胴1_鱗右1CD, DisUnit, abj: true); + X0Y0_Torso1_TorsoCP = new ColorP(X0Y0_Torso1_Torso, Torso1_TorsoCD, DisUnit, abj: true); + X0Y0_Torso1_鱗2CP = new ColorP(X0Y0_Torso1_鱗2, Torso1_鱗2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右CP = new ColorP(X0Y0_Torso1_鱗右, Torso1_鱗右CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左CP = new ColorP(X0Y0_Torso1_鱗左, Torso1_鱗左CD, DisUnit, abj: true); + X0Y0_Torso1_鱗1CP = new ColorP(X0Y0_Torso1_鱗1, Torso1_鱗1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左2CP = new ColorP(X0Y0_Torso1_鱗左2, Torso1_鱗左2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右2CP = new ColorP(X0Y0_Torso1_鱗右2, Torso1_鱗右2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左1CP = new ColorP(X0Y0_Torso1_鱗左1, Torso1_鱗左1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右1CP = new ColorP(X0Y0_Torso1_鱗右1, Torso1_鱗右1CD, DisUnit, abj: true); 濃度 = e.濃度; } public override void 描画0(RenderArea Are) { - Are.Draw(X0Y0_胴1_鱗2); - Are.Draw(X0Y0_胴1_鱗左2); - Are.Draw(X0Y0_胴1_鱗右2); + Are.Draw(X0Y0_Torso1_鱗2); + Are.Draw(X0Y0_Torso1_鱗左2); + Are.Draw(X0Y0_Torso1_鱗右2); if (Torso_接続 != null && Torso_接続[0].拘束 && Torso_接続[0] is Torso_蛇) { ((Torso_蛇)Torso_接続[0]).拘束具描画(Are); } if (くぱぁ_ == 1.0) { - Are.Draw(X0Y0_胴1_鱗右); - Are.Draw(X0Y0_胴1_鱗左); + Are.Draw(X0Y0_Torso1_鱗右); + Are.Draw(X0Y0_Torso1_鱗左); } } @@ -434,25 +434,25 @@ namespace SlaveMatrix { if (くぱぁ_ != 1.0) { - Are.Draw(X0Y0_胴1_鱗右); - Are.Draw(X0Y0_胴1_鱗左); + Are.Draw(X0Y0_Torso1_鱗右); + Are.Draw(X0Y0_Torso1_鱗左); } - Are.Draw(X0Y0_胴1_鱗1); - Are.Draw(X0Y0_胴1_鱗左1); - Are.Draw(X0Y0_胴1_鱗右1); + Are.Draw(X0Y0_Torso1_鱗1); + Are.Draw(X0Y0_Torso1_鱗左1); + Are.Draw(X0Y0_Torso1_鱗右1); } public override void 色更新() { - X0Y0_胴1_胴CP.Update(); - X0Y0_胴1_鱗2CP.Update(); - X0Y0_胴1_鱗右CP.Update(); - X0Y0_胴1_鱗左CP.Update(); - X0Y0_胴1_鱗1CP.Update(); - X0Y0_胴1_鱗左2CP.Update(); - X0Y0_胴1_鱗右2CP.Update(); - X0Y0_胴1_鱗左1CP.Update(); - X0Y0_胴1_鱗右1CP.Update(); + X0Y0_Torso1_TorsoCP.Update(); + X0Y0_Torso1_鱗2CP.Update(); + X0Y0_Torso1_鱗右CP.Update(); + X0Y0_Torso1_鱗左CP.Update(); + X0Y0_Torso1_鱗1CP.Update(); + X0Y0_Torso1_鱗左2CP.Update(); + X0Y0_Torso1_鱗右2CP.Update(); + X0Y0_Torso1_鱗左1CP.Update(); + X0Y0_Torso1_鱗右1CP.Update(); } private void 配色(体配色 体配色) @@ -476,41 +476,41 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴1_胴CD = new ColorD(ref Col.Empty, ref Color2.Empty); - 胴1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_TorsoCD = new ColorD(ref Col.Empty, ref Color2.Empty); + Torso1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } private void 配色T0(体配色 体配色) { - 胴1_胴CD = new ColorD(ref Col.Empty, ref Color2.Empty); - 胴1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_TorsoCD = new ColorD(ref Col.Empty, ref Color2.Empty); + Torso1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } private void 配色T1(体配色 体配色) { - 胴1_胴CD = new ColorD(ref Col.Empty, ref Color2.Empty); - 胴1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_TorsoCD = new ColorD(ref Col.Empty, ref Color2.Empty); + Torso1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs index 798439c..03981f8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs @@ -7,23 +7,23 @@ namespace SlaveMatrix [Serializable] public class 長物_蛇D : 半身D { - public bool 胴1_表示 = true; + public bool Torso1_表示 = true; - public bool 胴1_鱗2_表示 = true; + public bool Torso1_鱗2_表示 = true; - public bool 胴1_鱗右_表示 = true; + public bool Torso1_鱗右_表示 = true; - public bool 胴1_鱗左_表示 = true; + public bool Torso1_鱗左_表示 = true; - public bool 胴1_鱗1_表示 = true; + public bool Torso1_鱗1_表示 = true; - public bool 胴1_鱗左2_表示 = true; + public bool Torso1_鱗左2_表示 = true; - public bool 胴1_鱗右2_表示 = true; + public bool Torso1_鱗右2_表示 = true; - public bool 胴1_鱗左1_表示 = true; + public bool Torso1_鱗左1_表示 = true; - public bool 胴1_鱗右1_表示 = true; + public bool Torso1_鱗右1_表示 = true; public double くぱぁ; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs index 1f0997b..ab9ac56 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs @@ -5,25 +5,25 @@ namespace SlaveMatrix { public class 長物_蟲 : 半身 { - public Par X0Y0_胴1_背板; + public Par X0Y0_Torso1_背板; - public Par X0Y0_胴1_胸板; + public Par X0Y0_Torso1_胸板; - public Par X0Y0_胴1_胴; + public Par X0Y0_Torso1_Torso; - public Par X0Y0_胴1_瘤左2; + public Par X0Y0_Torso1_瘤左2; - public Par X0Y0_胴1_瘤左1; + public Par X0Y0_Torso1_瘤左1; - public Par X0Y0_胴1_瘤右2; + public Par X0Y0_Torso1_瘤右2; - public Par X0Y0_胴1_瘤右1; + public Par X0Y0_Torso1_瘤右1; - public Par X0Y0_胴1_胴0_背板; + public Par X0Y0_Torso1_Torso0_背板; - public Par X0Y0_胴1_胴0_胸板; + public Par X0Y0_Torso1_Torso0_胸板; - public Par X0Y0_胴1_胴0_胴; + public Par X0Y0_Torso1_Torso0_Torso; public Par X0Y0_輪1_革; @@ -37,25 +37,25 @@ namespace SlaveMatrix public Par X0Y0_輪1_金具右; - public ColorD 胴1_背板CD; + public ColorD Torso1_背板CD; - public ColorD 胴1_胸板CD; + public ColorD Torso1_胸板CD; - public ColorD 胴1_胴CD; + public ColorD Torso1_TorsoCD; - public ColorD 胴1_瘤左2CD; + public ColorD Torso1_瘤左2CD; - public ColorD 胴1_瘤左1CD; + public ColorD Torso1_瘤左1CD; - public ColorD 胴1_瘤右2CD; + public ColorD Torso1_瘤右2CD; - public ColorD 胴1_瘤右1CD; + public ColorD Torso1_瘤右1CD; - public ColorD 胴1_胴0_背板CD; + public ColorD Torso1_Torso0_背板CD; - public ColorD 胴1_胴0_胸板CD; + public ColorD Torso1_Torso0_胸板CD; - public ColorD 胴1_胴0_胴CD; + public ColorD Torso1_Torso0_TorsoCD; public ColorD 輪1_革CD; @@ -69,25 +69,25 @@ namespace SlaveMatrix public ColorD 輪1_金具右CD; - public ColorP X0Y0_胴1_背板CP; + public ColorP X0Y0_Torso1_背板CP; - public ColorP X0Y0_胴1_胸板CP; + public ColorP X0Y0_Torso1_胸板CP; - public ColorP X0Y0_胴1_胴CP; + public ColorP X0Y0_Torso1_TorsoCP; - public ColorP X0Y0_胴1_瘤左2CP; + public ColorP X0Y0_Torso1_瘤左2CP; - public ColorP X0Y0_胴1_瘤左1CP; + public ColorP X0Y0_Torso1_瘤左1CP; - public ColorP X0Y0_胴1_瘤右2CP; + public ColorP X0Y0_Torso1_瘤右2CP; - public ColorP X0Y0_胴1_瘤右1CP; + public ColorP X0Y0_Torso1_瘤右1CP; - public ColorP X0Y0_胴1_胴0_背板CP; + public ColorP X0Y0_Torso1_Torso0_背板CP; - public ColorP X0Y0_胴1_胴0_胸板CP; + public ColorP X0Y0_Torso1_Torso0_胸板CP; - public ColorP X0Y0_胴1_胴0_胴CP; + public ColorP X0Y0_Torso1_Torso0_TorsoCP; public ColorP X0Y0_輪1_革CP; @@ -152,133 +152,133 @@ namespace SlaveMatrix } } - public bool 胴1_背板_表示 + public bool Torso1_背板_表示 { get { - return X0Y0_胴1_背板.Dra; + return X0Y0_Torso1_背板.Dra; } set { - X0Y0_胴1_背板.Dra = value; - X0Y0_胴1_背板.Hit = value; + X0Y0_Torso1_背板.Dra = value; + X0Y0_Torso1_背板.Hit = value; } } - public bool 胴1_胸板_表示 + public bool Torso1_胸板_表示 { get { - return X0Y0_胴1_胸板.Dra; + return X0Y0_Torso1_胸板.Dra; } set { - X0Y0_胴1_胸板.Dra = value; - X0Y0_胴1_胸板.Hit = value; + X0Y0_Torso1_胸板.Dra = value; + X0Y0_Torso1_胸板.Hit = value; } } - public bool 胴1_胴_表示 + public bool Torso1_Torso_表示 { get { - return X0Y0_胴1_胴.Dra; + return X0Y0_Torso1_Torso.Dra; } set { - X0Y0_胴1_胴.Dra = value; - X0Y0_胴1_胴.Hit = value; + X0Y0_Torso1_Torso.Dra = value; + X0Y0_Torso1_Torso.Hit = value; } } - public bool 胴1_瘤左2_表示 + public bool Torso1_瘤左2_表示 { get { - return X0Y0_胴1_瘤左2.Dra; + return X0Y0_Torso1_瘤左2.Dra; } set { - X0Y0_胴1_瘤左2.Dra = value; - X0Y0_胴1_瘤左2.Hit = value; + X0Y0_Torso1_瘤左2.Dra = value; + X0Y0_Torso1_瘤左2.Hit = value; } } - public bool 胴1_瘤左1_表示 + public bool Torso1_瘤左1_表示 { get { - return X0Y0_胴1_瘤左1.Dra; + return X0Y0_Torso1_瘤左1.Dra; } set { - X0Y0_胴1_瘤左1.Dra = value; - X0Y0_胴1_瘤左1.Hit = value; + X0Y0_Torso1_瘤左1.Dra = value; + X0Y0_Torso1_瘤左1.Hit = value; } } - public bool 胴1_瘤右2_表示 + public bool Torso1_瘤右2_表示 { get { - return X0Y0_胴1_瘤右2.Dra; + return X0Y0_Torso1_瘤右2.Dra; } set { - X0Y0_胴1_瘤右2.Dra = value; - X0Y0_胴1_瘤右2.Hit = value; + X0Y0_Torso1_瘤右2.Dra = value; + X0Y0_Torso1_瘤右2.Hit = value; } } - public bool 胴1_瘤右1_表示 + public bool Torso1_瘤右1_表示 { get { - return X0Y0_胴1_瘤右1.Dra; + return X0Y0_Torso1_瘤右1.Dra; } set { - X0Y0_胴1_瘤右1.Dra = value; - X0Y0_胴1_瘤右1.Hit = value; + X0Y0_Torso1_瘤右1.Dra = value; + X0Y0_Torso1_瘤右1.Hit = value; } } - public bool 胴1_胴0_背板_表示 + public bool Torso1_Torso0_背板_表示 { get { - return X0Y0_胴1_胴0_背板.Dra; + return X0Y0_Torso1_Torso0_背板.Dra; } set { - X0Y0_胴1_胴0_背板.Dra = value; - X0Y0_胴1_胴0_背板.Hit = value; + X0Y0_Torso1_Torso0_背板.Dra = value; + X0Y0_Torso1_Torso0_背板.Hit = value; } } - public bool 胴1_胴0_胸板_表示 + public bool Torso1_Torso0_胸板_表示 { get { - return X0Y0_胴1_胴0_胸板.Dra; + return X0Y0_Torso1_Torso0_胸板.Dra; } set { - X0Y0_胴1_胴0_胸板.Dra = value; - X0Y0_胴1_胴0_胸板.Hit = value; + X0Y0_Torso1_Torso0_胸板.Dra = value; + X0Y0_Torso1_Torso0_胸板.Hit = value; } } - public bool 胴1_胴0_胴_表示 + public bool Torso1_Torso0_Torso_表示 { get { - return X0Y0_胴1_胴0_胴.Dra; + return X0Y0_Torso1_Torso0_Torso.Dra; } set { - X0Y0_胴1_胴0_胴.Dra = value; - X0Y0_胴1_胴0_胴.Hit = value; + X0Y0_Torso1_Torso0_Torso.Dra = value; + X0Y0_Torso1_Torso0_Torso.Hit = value; } } @@ -394,20 +394,20 @@ namespace SlaveMatrix { get { - return 胴1_背板_表示; + return Torso1_背板_表示; } set { - 胴1_背板_表示 = value; - 胴1_胸板_表示 = value; - 胴1_胴_表示 = value; - 胴1_瘤左2_表示 = value; - 胴1_瘤左1_表示 = value; - 胴1_瘤右2_表示 = value; - 胴1_瘤右1_表示 = value; - 胴1_胴0_背板_表示 = value; - 胴1_胴0_胸板_表示 = value; - 胴1_胴0_胴_表示 = value; + Torso1_背板_表示 = value; + Torso1_胸板_表示 = value; + Torso1_Torso_表示 = value; + Torso1_瘤左2_表示 = value; + Torso1_瘤左1_表示 = value; + Torso1_瘤右2_表示 = value; + Torso1_瘤右1_表示 = value; + Torso1_Torso0_背板_表示 = value; + Torso1_Torso0_胸板_表示 = value; + Torso1_Torso0_Torso_表示 = value; 輪1_革_表示 = value; 輪1_金具1_表示 = value; 輪1_金具2_表示 = value; @@ -423,20 +423,20 @@ namespace SlaveMatrix { get { - return 胴1_背板CD.不透明度; + return Torso1_背板CD.不透明度; } set { - 胴1_背板CD.不透明度 = value; - 胴1_胸板CD.不透明度 = value; - 胴1_胴CD.不透明度 = value; - 胴1_瘤左2CD.不透明度 = value; - 胴1_瘤左1CD.不透明度 = value; - 胴1_瘤右2CD.不透明度 = value; - 胴1_瘤右1CD.不透明度 = value; - 胴1_胴0_背板CD.不透明度 = value; - 胴1_胴0_胸板CD.不透明度 = value; - 胴1_胴0_胴CD.不透明度 = value; + Torso1_背板CD.不透明度 = value; + Torso1_胸板CD.不透明度 = value; + Torso1_TorsoCD.不透明度 = value; + Torso1_瘤左2CD.不透明度 = value; + Torso1_瘤左1CD.不透明度 = value; + Torso1_瘤右2CD.不透明度 = value; + Torso1_瘤右1CD.不透明度 = value; + Torso1_Torso0_背板CD.不透明度 = value; + Torso1_Torso0_胸板CD.不透明度 = value; + Torso1_Torso0_TorsoCD.不透明度 = value; 輪1_革CD.不透明度 = value; 輪1_金具1CD.不透明度 = value; 輪1_金具2CD.不透明度 = value; @@ -450,12 +450,12 @@ namespace SlaveMatrix { get { - return 胴1_背板_表示; + return Torso1_背板_表示; } set { - 胴1_背板_表示 = value; - 胴1_胴0_背板_表示 = value; + Torso1_背板_表示 = value; + Torso1_Torso0_背板_表示 = value; } } @@ -463,24 +463,24 @@ namespace SlaveMatrix { get { - return 胴1_胸板_表示; + return Torso1_胸板_表示; } set { - 胴1_胸板_表示 = value; + Torso1_胸板_表示 = value; } } - public bool 胴 + public bool Torso { get { - return 胴1_胴_表示; + return Torso1_Torso_表示; } set { - 胴1_胴_表示 = value; - 胴1_胴0_胴_表示 = value; + Torso1_Torso_表示 = value; + Torso1_Torso0_Torso_表示 = value; } } @@ -488,26 +488,26 @@ namespace SlaveMatrix { get { - return 胴1_瘤左2_表示; + return Torso1_瘤左2_表示; } set { - 胴1_瘤左2_表示 = value; - 胴1_瘤左1_表示 = value; - 胴1_瘤右2_表示 = value; - 胴1_瘤右1_表示 = value; + Torso1_瘤左2_表示 = value; + Torso1_瘤左1_表示 = value; + Torso1_瘤右2_表示 = value; + Torso1_瘤右1_表示 = value; } } - public JointS 左0_接続点 => new JointS(本体, X0Y0_胴1_胴0_胴, 1); + public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso0_Torso, 1); - public JointS 右0_接続点 => new JointS(本体, X0Y0_胴1_胴0_胴, 2); + public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso0_Torso, 2); - public JointS 左1_接続点 => new JointS(本体, X0Y0_胴1_胴, 0); + public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 0); - public JointS 右1_接続点 => new JointS(本体, X0Y0_胴1_胴, 1); + public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 1); - public JointS Torso_接続点 => new JointS(本体, X0Y0_胴1_胴, 3); + public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); @@ -529,17 +529,17 @@ namespace SlaveMatrix 本体.Add(dif); Pars pars2 = 本体[0][0]; Pars pars3 = pars2["胴1"].ToPars(); - X0Y0_胴1_背板 = pars3["背板"].ToPar(); - X0Y0_胴1_胸板 = pars3["胸板"].ToPar(); - X0Y0_胴1_胴 = pars3["胴"].ToPar(); - X0Y0_胴1_瘤左2 = pars3["瘤左2"].ToPar(); - X0Y0_胴1_瘤左1 = pars3["瘤左1"].ToPar(); - X0Y0_胴1_瘤右2 = pars3["瘤右2"].ToPar(); - X0Y0_胴1_瘤右1 = pars3["瘤右1"].ToPar(); + X0Y0_Torso1_背板 = pars3["背板"].ToPar(); + X0Y0_Torso1_胸板 = pars3["胸板"].ToPar(); + X0Y0_Torso1_Torso = pars3["胴"].ToPar(); + X0Y0_Torso1_瘤左2 = pars3["瘤左2"].ToPar(); + X0Y0_Torso1_瘤左1 = pars3["瘤左1"].ToPar(); + X0Y0_Torso1_瘤右2 = pars3["瘤右2"].ToPar(); + X0Y0_Torso1_瘤右1 = pars3["瘤右1"].ToPar(); Pars pars4 = pars3["胴0"].ToPars(); - X0Y0_胴1_胴0_背板 = pars4["背板"].ToPar(); - X0Y0_胴1_胴0_胸板 = pars4["胸板"].ToPar(); - X0Y0_胴1_胴0_胴 = pars4["胴"].ToPar(); + X0Y0_Torso1_Torso0_背板 = pars4["背板"].ToPar(); + X0Y0_Torso1_Torso0_胸板 = pars4["胸板"].ToPar(); + X0Y0_Torso1_Torso0_Torso = pars4["胴"].ToPar(); pars3 = pars2["輪1"].ToPars(); X0Y0_輪1_革 = pars3["革"].ToPar(); X0Y0_輪1_金具1 = pars3["金具1"].ToPar(); @@ -571,16 +571,16 @@ 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; - 胴1_背板_表示 = e.胴1_背板_表示; - 胴1_胸板_表示 = e.胴1_胸板_表示; - 胴1_胴_表示 = e.胴1_胴_表示; - 胴1_瘤左2_表示 = e.胴1_瘤左2_表示; - 胴1_瘤左1_表示 = e.胴1_瘤左1_表示; - 胴1_瘤右2_表示 = e.胴1_瘤右2_表示; - 胴1_瘤右1_表示 = e.胴1_瘤右1_表示; - 胴1_胴0_背板_表示 = e.胴1_胴0_背板_表示; - 胴1_胴0_胸板_表示 = e.胴1_胴0_胸板_表示; - 胴1_胴0_胴_表示 = e.胴1_胴0_胴_表示; + Torso1_背板_表示 = e.Torso1_背板_表示; + Torso1_胸板_表示 = e.Torso1_胸板_表示; + Torso1_Torso_表示 = e.Torso1_Torso_表示; + Torso1_瘤左2_表示 = e.Torso1_瘤左2_表示; + Torso1_瘤左1_表示 = e.Torso1_瘤左1_表示; + Torso1_瘤右2_表示 = e.Torso1_瘤右2_表示; + Torso1_瘤右1_表示 = e.Torso1_瘤右1_表示; + Torso1_Torso0_背板_表示 = e.Torso1_Torso0_背板_表示; + Torso1_Torso0_胸板_表示 = e.Torso1_Torso0_胸板_表示; + Torso1_Torso0_Torso_表示 = e.Torso1_Torso0_Torso_表示; 輪1_革_表示 = e.輪1_革_表示; 輪1_金具1_表示 = e.輪1_金具1_表示; 輪1_金具2_表示 = e.輪1_金具2_表示; @@ -590,7 +590,7 @@ namespace SlaveMatrix 輪1表示 = e.輪1表示; 背板 = e.背板; 胸板 = e.胸板; - 胴 = e.胴; + Torso = e.Torso; 瘤 = e.瘤; 欠損 = e.欠損; 筋肉 = e.筋肉; @@ -657,16 +657,16 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴1_背板CP = new ColorP(X0Y0_胴1_背板, 胴1_背板CD, DisUnit, abj: true); - X0Y0_胴1_胸板CP = new ColorP(X0Y0_胴1_胸板, 胴1_胸板CD, DisUnit, abj: true); - X0Y0_胴1_胴CP = new ColorP(X0Y0_胴1_胴, 胴1_胴CD, DisUnit, abj: true); - X0Y0_胴1_瘤左2CP = new ColorP(X0Y0_胴1_瘤左2, 胴1_瘤左2CD, DisUnit, abj: true); - X0Y0_胴1_瘤左1CP = new ColorP(X0Y0_胴1_瘤左1, 胴1_瘤左1CD, DisUnit, abj: true); - X0Y0_胴1_瘤右2CP = new ColorP(X0Y0_胴1_瘤右2, 胴1_瘤右2CD, DisUnit, abj: true); - X0Y0_胴1_瘤右1CP = new ColorP(X0Y0_胴1_瘤右1, 胴1_瘤右1CD, DisUnit, abj: true); - X0Y0_胴1_胴0_背板CP = new ColorP(X0Y0_胴1_胴0_背板, 胴1_胴0_背板CD, DisUnit, abj: true); - X0Y0_胴1_胴0_胸板CP = new ColorP(X0Y0_胴1_胴0_胸板, 胴1_胴0_胸板CD, DisUnit, abj: true); - X0Y0_胴1_胴0_胴CP = new ColorP(X0Y0_胴1_胴0_胴, 胴1_胴0_胴CD, DisUnit, abj: true); + X0Y0_Torso1_背板CP = new ColorP(X0Y0_Torso1_背板, Torso1_背板CD, DisUnit, abj: true); + X0Y0_Torso1_胸板CP = new ColorP(X0Y0_Torso1_胸板, Torso1_胸板CD, DisUnit, abj: true); + X0Y0_Torso1_TorsoCP = new ColorP(X0Y0_Torso1_Torso, Torso1_TorsoCD, DisUnit, abj: true); + X0Y0_Torso1_瘤左2CP = new ColorP(X0Y0_Torso1_瘤左2, Torso1_瘤左2CD, DisUnit, abj: true); + X0Y0_Torso1_瘤左1CP = new ColorP(X0Y0_Torso1_瘤左1, Torso1_瘤左1CD, DisUnit, abj: true); + X0Y0_Torso1_瘤右2CP = new ColorP(X0Y0_Torso1_瘤右2, Torso1_瘤右2CD, DisUnit, abj: true); + X0Y0_Torso1_瘤右1CP = new ColorP(X0Y0_Torso1_瘤右1, Torso1_瘤右1CD, DisUnit, abj: true); + X0Y0_Torso1_Torso0_背板CP = new ColorP(X0Y0_Torso1_Torso0_背板, Torso1_Torso0_背板CD, DisUnit, abj: true); + X0Y0_Torso1_Torso0_胸板CP = new ColorP(X0Y0_Torso1_Torso0_胸板, Torso1_Torso0_胸板CD, DisUnit, abj: true); + X0Y0_Torso1_Torso0_TorsoCP = new ColorP(X0Y0_Torso1_Torso0_Torso, Torso1_Torso0_TorsoCD, DisUnit, abj: true); X0Y0_輪1_革CP = new ColorP(X0Y0_輪1_革, 輪1_革CD, DisUnit, abj: true); X0Y0_輪1_金具1CP = new ColorP(X0Y0_輪1_金具1, 輪1_金具1CD, DisUnit, abj: true); X0Y0_輪1_金具2CP = new ColorP(X0Y0_輪1_金具2, 輪1_金具2CD, DisUnit, abj: true); @@ -709,16 +709,16 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴1_背板CP.Update(); - X0Y0_胴1_胸板CP.Update(); - X0Y0_胴1_胴CP.Update(); - X0Y0_胴1_瘤左2CP.Update(); - X0Y0_胴1_瘤左1CP.Update(); - X0Y0_胴1_瘤右2CP.Update(); - X0Y0_胴1_瘤右1CP.Update(); - X0Y0_胴1_胴0_背板CP.Update(); - X0Y0_胴1_胴0_胸板CP.Update(); - X0Y0_胴1_胴0_胴CP.Update(); + X0Y0_Torso1_背板CP.Update(); + X0Y0_Torso1_胸板CP.Update(); + X0Y0_Torso1_TorsoCP.Update(); + X0Y0_Torso1_瘤左2CP.Update(); + X0Y0_Torso1_瘤左1CP.Update(); + X0Y0_Torso1_瘤右2CP.Update(); + X0Y0_Torso1_瘤右1CP.Update(); + X0Y0_Torso1_Torso0_背板CP.Update(); + X0Y0_Torso1_Torso0_胸板CP.Update(); + X0Y0_Torso1_Torso0_TorsoCP.Update(); X0Y0_輪1_革CP.Update(); X0Y0_輪1_金具1CP.Update(); X0Y0_輪1_金具2CP.Update(); @@ -752,16 +752,16 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴1_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_胴0_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴1_胴0_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_胴0_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso1_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_Torso0_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso1_Torso0_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_Torso0_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -772,16 +772,16 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 胴1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴1_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_胴0_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴1_胴0_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_胴0_胴CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso1_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_Torso0_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso1_Torso0_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_Torso0_TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -792,16 +792,16 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 胴1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴1_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O); - 胴1_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_胴0_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); - 胴1_胴0_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_胴0_胴CD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso1_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O); + Torso1_瘤左2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤右2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_瘤右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_Torso0_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); + Torso1_Torso0_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_Torso0_TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲1O); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs index 3af50aa..bfc57ba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs @@ -7,25 +7,25 @@ namespace SlaveMatrix [Serializable] public class 長物_蟲D : 半身D { - public bool 胴1_背板_表示 = true; + public bool Torso1_背板_表示 = true; - public bool 胴1_胸板_表示 = true; + public bool Torso1_胸板_表示 = true; - public bool 胴1_胴_表示 = true; + public bool Torso1_Torso_表示 = true; - public bool 胴1_瘤左2_表示 = true; + public bool Torso1_瘤左2_表示 = true; - public bool 胴1_瘤左1_表示 = true; + public bool Torso1_瘤左1_表示 = true; - public bool 胴1_瘤右2_表示 = true; + public bool Torso1_瘤右2_表示 = true; - public bool 胴1_瘤右1_表示 = true; + public bool Torso1_瘤右1_表示 = true; - public bool 胴1_胴0_背板_表示 = true; + public bool Torso1_Torso0_背板_表示 = true; - public bool 胴1_胴0_胸板_表示 = true; + public bool Torso1_Torso0_胸板_表示 = true; - public bool 胴1_胴0_胴_表示 = true; + public bool Torso1_Torso0_Torso_表示 = true; public bool 輪1_革_表示 = true; @@ -45,7 +45,7 @@ namespace SlaveMatrix public bool 胸板 = true; - public bool 胴 = true; + public bool Torso = true; public bool 瘤 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs index 0edc0fc..32451d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs @@ -1,46 +1,46 @@ +using _2DGAMELIB; using System.Collections.Generic; using System.Linq; -using _2DGAMELIB; namespace SlaveMatrix { public class 長物_魚 : 半身 { - public Par X0Y0_胴6_鱗左_鱗1; + public Par X0Y0_Torso6_鱗左_鱗1; - public Par X0Y0_胴6_鱗左_鱗2; + public Par X0Y0_Torso6_鱗左_鱗2; - public Par X0Y0_胴6_鱗左_鱗3; + public Par X0Y0_Torso6_鱗左_鱗3; - public Par X0Y0_胴6_鱗左_鱗4; + public Par X0Y0_Torso6_鱗左_鱗4; - public Par X0Y0_胴6_鱗右_鱗1; + public Par X0Y0_Torso6_鱗右_鱗1; - public Par X0Y0_胴6_鱗右_鱗2; + public Par X0Y0_Torso6_鱗右_鱗2; - public Par X0Y0_胴6_鱗右_鱗3; + public Par X0Y0_Torso6_鱗右_鱗3; - public Par X0Y0_胴6_鱗右_鱗4; + public Par X0Y0_Torso6_鱗右_鱗4; - public Par X0Y0_胴6_胴; + public Par X0Y0_Torso6_Torso; - public Par X0Y0_胴5_鱗左_鱗1; + public Par X0Y0_Torso5_鱗左_鱗1; - public Par X0Y0_胴5_鱗左_鱗2; + public Par X0Y0_Torso5_鱗左_鱗2; - public Par X0Y0_胴5_鱗左_鱗3; + public Par X0Y0_Torso5_鱗左_鱗3; - public Par X0Y0_胴5_鱗左_鱗4; + public Par X0Y0_Torso5_鱗左_鱗4; - public Par X0Y0_胴5_鱗右_鱗1; + public Par X0Y0_Torso5_鱗右_鱗1; - public Par X0Y0_胴5_鱗右_鱗2; + public Par X0Y0_Torso5_鱗右_鱗2; - public Par X0Y0_胴5_鱗右_鱗3; + public Par X0Y0_Torso5_鱗右_鱗3; - public Par X0Y0_胴5_鱗右_鱗4; + public Par X0Y0_Torso5_鱗右_鱗4; - public Par X0Y0_胴5_胴; + public Par X0Y0_Torso5_Torso; public Par X0Y0_輪2_革; @@ -54,95 +54,95 @@ namespace SlaveMatrix public Par X0Y0_輪2_金具右; - public Par X0Y0_胴4_鱗左_鱗1; + public Par X0Y0_Torso4_鱗左_鱗1; - public Par X0Y0_胴4_鱗左_鱗2; + public Par X0Y0_Torso4_鱗左_鱗2; - public Par X0Y0_胴4_鱗左_鱗3; + public Par X0Y0_Torso4_鱗左_鱗3; - public Par X0Y0_胴4_鱗左_鱗4; + public Par X0Y0_Torso4_鱗左_鱗4; - public Par X0Y0_胴4_鱗右_鱗1; + public Par X0Y0_Torso4_鱗右_鱗1; - public Par X0Y0_胴4_鱗右_鱗2; + public Par X0Y0_Torso4_鱗右_鱗2; - public Par X0Y0_胴4_鱗右_鱗3; + public Par X0Y0_Torso4_鱗右_鱗3; - public Par X0Y0_胴4_鱗右_鱗4; + public Par X0Y0_Torso4_鱗右_鱗4; - public Par X0Y0_胴4_胴; + public Par X0Y0_Torso4_Torso; - public Par X0Y0_胴3_鱗左_鱗1; + public Par X0Y0_Torso3_鱗左_鱗1; - public Par X0Y0_胴3_鱗左_鱗2; + public Par X0Y0_Torso3_鱗左_鱗2; - public Par X0Y0_胴3_鱗左_鱗3; + public Par X0Y0_Torso3_鱗左_鱗3; - public Par X0Y0_胴3_鱗左_鱗4; + public Par X0Y0_Torso3_鱗左_鱗4; - public Par X0Y0_胴3_鱗右_鱗1; + public Par X0Y0_Torso3_鱗右_鱗1; - public Par X0Y0_胴3_鱗右_鱗2; + public Par X0Y0_Torso3_鱗右_鱗2; - public Par X0Y0_胴3_鱗右_鱗3; + public Par X0Y0_Torso3_鱗右_鱗3; - public Par X0Y0_胴3_鱗右_鱗4; + public Par X0Y0_Torso3_鱗右_鱗4; - public Par X0Y0_胴3_胴; + public Par X0Y0_Torso3_Torso; - public Par X0Y0_胴2_鱗左_鱗1; + public Par X0Y0_Torso2_鱗左_鱗1; - public Par X0Y0_胴2_鱗左_鱗2; + public Par X0Y0_Torso2_鱗左_鱗2; - public Par X0Y0_胴2_鱗左_鱗3; + public Par X0Y0_Torso2_鱗左_鱗3; - public Par X0Y0_胴2_鱗左_鱗4; + public Par X0Y0_Torso2_鱗左_鱗4; - public Par X0Y0_胴2_鱗右_鱗1; + public Par X0Y0_Torso2_鱗右_鱗1; - public Par X0Y0_胴2_鱗右_鱗2; + public Par X0Y0_Torso2_鱗右_鱗2; - public Par X0Y0_胴2_鱗右_鱗3; + public Par X0Y0_Torso2_鱗右_鱗3; - public Par X0Y0_胴2_鱗右_鱗4; + public Par X0Y0_Torso2_鱗右_鱗4; - public Par X0Y0_胴2_胴; + public Par X0Y0_Torso2_Torso; - public Par X0Y0_胴1_鱗左2_鱗1; + public Par X0Y0_Torso1_鱗左2_鱗1; - public Par X0Y0_胴1_鱗左2_鱗2; + public Par X0Y0_Torso1_鱗左2_鱗2; - public Par X0Y0_胴1_鱗左2_鱗3; + public Par X0Y0_Torso1_鱗左2_鱗3; - public Par X0Y0_胴1_鱗左2_鱗4; + public Par X0Y0_Torso1_鱗左2_鱗4; - public Par X0Y0_胴1_鱗右2_鱗1; + public Par X0Y0_Torso1_鱗右2_鱗1; - public Par X0Y0_胴1_鱗右2_鱗2; + public Par X0Y0_Torso1_鱗右2_鱗2; - public Par X0Y0_胴1_鱗右2_鱗3; + public Par X0Y0_Torso1_鱗右2_鱗3; - public Par X0Y0_胴1_鱗右2_鱗4; + public Par X0Y0_Torso1_鱗右2_鱗4; - public Par X0Y0_胴1_胴2; + public Par X0Y0_Torso1_Torso2; - public Par X0Y0_胴1_胴1; + public Par X0Y0_Torso1_Torso1; - public Par X0Y0_胴1_鱗左1_鱗1; + public Par X0Y0_Torso1_鱗左1_鱗1; - public Par X0Y0_胴1_鱗左1_鱗2; + public Par X0Y0_Torso1_鱗左1_鱗2; - public Par X0Y0_胴1_鱗左1_鱗3; + public Par X0Y0_Torso1_鱗左1_鱗3; - public Par X0Y0_胴1_鱗左1_鱗4; + public Par X0Y0_Torso1_鱗左1_鱗4; - public Par X0Y0_胴1_鱗右1_鱗1; + public Par X0Y0_Torso1_鱗右1_鱗1; - public Par X0Y0_胴1_鱗右1_鱗2; + public Par X0Y0_Torso1_鱗右1_鱗2; - public Par X0Y0_胴1_鱗右1_鱗3; + public Par X0Y0_Torso1_鱗右1_鱗3; - public Par X0Y0_胴1_鱗右1_鱗4; + public Par X0Y0_Torso1_鱗右1_鱗4; public Par X0Y0_輪1_革; @@ -156,131 +156,131 @@ namespace SlaveMatrix public Par X0Y0_輪1_金具右; - public ColorD 胴6_鱗左_鱗1CD; + public ColorD Torso6_鱗左_鱗1CD; - public ColorD 胴6_鱗左_鱗2CD; + public ColorD Torso6_鱗左_鱗2CD; - public ColorD 胴6_鱗左_鱗3CD; + public ColorD Torso6_鱗左_鱗3CD; - public ColorD 胴6_鱗左_鱗4CD; + public ColorD Torso6_鱗左_鱗4CD; - public ColorD 胴6_鱗右_鱗1CD; + public ColorD Torso6_鱗右_鱗1CD; - public ColorD 胴6_鱗右_鱗2CD; + public ColorD Torso6_鱗右_鱗2CD; - public ColorD 胴6_鱗右_鱗3CD; + public ColorD Torso6_鱗右_鱗3CD; - public ColorD 胴6_鱗右_鱗4CD; + public ColorD Torso6_鱗右_鱗4CD; - public ColorD 胴6_胴CD; + public ColorD Torso6_TorsoCD; - public ColorD 胴5_鱗左_鱗1CD; + public ColorD Torso5_鱗左_鱗1CD; - public ColorD 胴5_鱗左_鱗2CD; + public ColorD Torso5_鱗左_鱗2CD; - public ColorD 胴5_鱗左_鱗3CD; + public ColorD Torso5_鱗左_鱗3CD; - public ColorD 胴5_鱗左_鱗4CD; + public ColorD Torso5_鱗左_鱗4CD; - public ColorD 胴5_鱗右_鱗1CD; + public ColorD Torso5_鱗右_鱗1CD; - public ColorD 胴5_鱗右_鱗2CD; + public ColorD Torso5_鱗右_鱗2CD; - public ColorD 胴5_鱗右_鱗3CD; + public ColorD Torso5_鱗右_鱗3CD; - public ColorD 胴5_鱗右_鱗4CD; + public ColorD Torso5_鱗右_鱗4CD; - public ColorD 胴5_胴CD; + public ColorD Torso5_TorsoCD; - public ColorD 胴4_鱗左_鱗1CD; + public ColorD Torso4_鱗左_鱗1CD; - public ColorD 胴4_鱗左_鱗2CD; + public ColorD Torso4_鱗左_鱗2CD; - public ColorD 胴4_鱗左_鱗3CD; + public ColorD Torso4_鱗左_鱗3CD; - public ColorD 胴4_鱗左_鱗4CD; + public ColorD Torso4_鱗左_鱗4CD; - public ColorD 胴4_鱗右_鱗1CD; + public ColorD Torso4_鱗右_鱗1CD; - public ColorD 胴4_鱗右_鱗2CD; + public ColorD Torso4_鱗右_鱗2CD; - public ColorD 胴4_鱗右_鱗3CD; + public ColorD Torso4_鱗右_鱗3CD; - public ColorD 胴4_鱗右_鱗4CD; + public ColorD Torso4_鱗右_鱗4CD; - public ColorD 胴4_胴CD; + public ColorD Torso4_TorsoCD; - public ColorD 胴3_鱗左_鱗1CD; + public ColorD Torso3_鱗左_鱗1CD; - public ColorD 胴3_鱗左_鱗2CD; + public ColorD Torso3_鱗左_鱗2CD; - public ColorD 胴3_鱗左_鱗3CD; + public ColorD Torso3_鱗左_鱗3CD; - public ColorD 胴3_鱗左_鱗4CD; + public ColorD Torso3_鱗左_鱗4CD; - public ColorD 胴3_鱗右_鱗1CD; + public ColorD Torso3_鱗右_鱗1CD; - public ColorD 胴3_鱗右_鱗2CD; + public ColorD Torso3_鱗右_鱗2CD; - public ColorD 胴3_鱗右_鱗3CD; + public ColorD Torso3_鱗右_鱗3CD; - public ColorD 胴3_鱗右_鱗4CD; + public ColorD Torso3_鱗右_鱗4CD; - public ColorD 胴3_胴CD; + public ColorD Torso3_TorsoCD; - public ColorD 胴2_鱗左_鱗1CD; + public ColorD Torso2_鱗左_鱗1CD; - public ColorD 胴2_鱗左_鱗2CD; + public ColorD Torso2_鱗左_鱗2CD; - public ColorD 胴2_鱗左_鱗3CD; + public ColorD Torso2_鱗左_鱗3CD; - public ColorD 胴2_鱗左_鱗4CD; + public ColorD Torso2_鱗左_鱗4CD; - public ColorD 胴2_鱗右_鱗1CD; + public ColorD Torso2_鱗右_鱗1CD; - public ColorD 胴2_鱗右_鱗2CD; + public ColorD Torso2_鱗右_鱗2CD; - public ColorD 胴2_鱗右_鱗3CD; + public ColorD Torso2_鱗右_鱗3CD; - public ColorD 胴2_鱗右_鱗4CD; + public ColorD Torso2_鱗右_鱗4CD; - public ColorD 胴2_胴CD; + public ColorD Torso2_TorsoCD; - public ColorD 胴1_鱗左2_鱗1CD; + public ColorD Torso1_鱗左2_鱗1CD; - public ColorD 胴1_鱗左2_鱗2CD; + public ColorD Torso1_鱗左2_鱗2CD; - public ColorD 胴1_鱗左2_鱗3CD; + public ColorD Torso1_鱗左2_鱗3CD; - public ColorD 胴1_鱗左2_鱗4CD; + public ColorD Torso1_鱗左2_鱗4CD; - public ColorD 胴1_鱗右2_鱗1CD; + public ColorD Torso1_鱗右2_鱗1CD; - public ColorD 胴1_鱗右2_鱗2CD; + public ColorD Torso1_鱗右2_鱗2CD; - public ColorD 胴1_鱗右2_鱗3CD; + public ColorD Torso1_鱗右2_鱗3CD; - public ColorD 胴1_鱗右2_鱗4CD; + public ColorD Torso1_鱗右2_鱗4CD; - public ColorD 胴1_胴2CD; + public ColorD Torso1_Torso2CD; - public ColorD 胴1_胴1CD; + public ColorD Torso1_Torso1CD; - public ColorD 胴1_鱗左1_鱗1CD; + public ColorD Torso1_鱗左1_鱗1CD; - public ColorD 胴1_鱗左1_鱗2CD; + public ColorD Torso1_鱗左1_鱗2CD; - public ColorD 胴1_鱗左1_鱗3CD; + public ColorD Torso1_鱗左1_鱗3CD; - public ColorD 胴1_鱗左1_鱗4CD; + public ColorD Torso1_鱗左1_鱗4CD; - public ColorD 胴1_鱗右1_鱗1CD; + public ColorD Torso1_鱗右1_鱗1CD; - public ColorD 胴1_鱗右1_鱗2CD; + public ColorD Torso1_鱗右1_鱗2CD; - public ColorD 胴1_鱗右1_鱗3CD; + public ColorD Torso1_鱗右1_鱗3CD; - public ColorD 胴1_鱗右1_鱗4CD; + public ColorD Torso1_鱗右1_鱗4CD; public ColorD 輪1_革CD; @@ -306,41 +306,41 @@ namespace SlaveMatrix public ColorD 輪2_金具右CD; - public ColorP X0Y0_胴6_鱗左_鱗1CP; + public ColorP X0Y0_Torso6_鱗左_鱗1CP; - public ColorP X0Y0_胴6_鱗左_鱗2CP; + public ColorP X0Y0_Torso6_鱗左_鱗2CP; - public ColorP X0Y0_胴6_鱗左_鱗3CP; + public ColorP X0Y0_Torso6_鱗左_鱗3CP; - public ColorP X0Y0_胴6_鱗左_鱗4CP; + public ColorP X0Y0_Torso6_鱗左_鱗4CP; - public ColorP X0Y0_胴6_鱗右_鱗1CP; + public ColorP X0Y0_Torso6_鱗右_鱗1CP; - public ColorP X0Y0_胴6_鱗右_鱗2CP; + public ColorP X0Y0_Torso6_鱗右_鱗2CP; - public ColorP X0Y0_胴6_鱗右_鱗3CP; + public ColorP X0Y0_Torso6_鱗右_鱗3CP; - public ColorP X0Y0_胴6_鱗右_鱗4CP; + public ColorP X0Y0_Torso6_鱗右_鱗4CP; - public ColorP X0Y0_胴6_胴CP; + public ColorP X0Y0_Torso6_TorsoCP; - public ColorP X0Y0_胴5_鱗左_鱗1CP; + public ColorP X0Y0_Torso5_鱗左_鱗1CP; - public ColorP X0Y0_胴5_鱗左_鱗2CP; + public ColorP X0Y0_Torso5_鱗左_鱗2CP; - public ColorP X0Y0_胴5_鱗左_鱗3CP; + public ColorP X0Y0_Torso5_鱗左_鱗3CP; - public ColorP X0Y0_胴5_鱗左_鱗4CP; + public ColorP X0Y0_Torso5_鱗左_鱗4CP; - public ColorP X0Y0_胴5_鱗右_鱗1CP; + public ColorP X0Y0_Torso5_鱗右_鱗1CP; - public ColorP X0Y0_胴5_鱗右_鱗2CP; + public ColorP X0Y0_Torso5_鱗右_鱗2CP; - public ColorP X0Y0_胴5_鱗右_鱗3CP; + public ColorP X0Y0_Torso5_鱗右_鱗3CP; - public ColorP X0Y0_胴5_鱗右_鱗4CP; + public ColorP X0Y0_Torso5_鱗右_鱗4CP; - public ColorP X0Y0_胴5_胴CP; + public ColorP X0Y0_Torso5_TorsoCP; public ColorP X0Y0_輪2_革CP; @@ -354,95 +354,95 @@ namespace SlaveMatrix public ColorP X0Y0_輪2_金具右CP; - public ColorP X0Y0_胴4_鱗左_鱗1CP; + public ColorP X0Y0_Torso4_鱗左_鱗1CP; - public ColorP X0Y0_胴4_鱗左_鱗2CP; + public ColorP X0Y0_Torso4_鱗左_鱗2CP; - public ColorP X0Y0_胴4_鱗左_鱗3CP; + public ColorP X0Y0_Torso4_鱗左_鱗3CP; - public ColorP X0Y0_胴4_鱗左_鱗4CP; + public ColorP X0Y0_Torso4_鱗左_鱗4CP; - public ColorP X0Y0_胴4_鱗右_鱗1CP; + public ColorP X0Y0_Torso4_鱗右_鱗1CP; - public ColorP X0Y0_胴4_鱗右_鱗2CP; + public ColorP X0Y0_Torso4_鱗右_鱗2CP; - public ColorP X0Y0_胴4_鱗右_鱗3CP; + public ColorP X0Y0_Torso4_鱗右_鱗3CP; - public ColorP X0Y0_胴4_鱗右_鱗4CP; + public ColorP X0Y0_Torso4_鱗右_鱗4CP; - public ColorP X0Y0_胴4_胴CP; + public ColorP X0Y0_Torso4_TorsoCP; - public ColorP X0Y0_胴3_鱗左_鱗1CP; + public ColorP X0Y0_Torso3_鱗左_鱗1CP; - public ColorP X0Y0_胴3_鱗左_鱗2CP; + public ColorP X0Y0_Torso3_鱗左_鱗2CP; - public ColorP X0Y0_胴3_鱗左_鱗3CP; + public ColorP X0Y0_Torso3_鱗左_鱗3CP; - public ColorP X0Y0_胴3_鱗左_鱗4CP; + public ColorP X0Y0_Torso3_鱗左_鱗4CP; - public ColorP X0Y0_胴3_鱗右_鱗1CP; + public ColorP X0Y0_Torso3_鱗右_鱗1CP; - public ColorP X0Y0_胴3_鱗右_鱗2CP; + public ColorP X0Y0_Torso3_鱗右_鱗2CP; - public ColorP X0Y0_胴3_鱗右_鱗3CP; + public ColorP X0Y0_Torso3_鱗右_鱗3CP; - public ColorP X0Y0_胴3_鱗右_鱗4CP; + public ColorP X0Y0_Torso3_鱗右_鱗4CP; - public ColorP X0Y0_胴3_胴CP; + public ColorP X0Y0_Torso3_TorsoCP; - public ColorP X0Y0_胴2_鱗左_鱗1CP; + public ColorP X0Y0_Torso2_鱗左_鱗1CP; - public ColorP X0Y0_胴2_鱗左_鱗2CP; + public ColorP X0Y0_Torso2_鱗左_鱗2CP; - public ColorP X0Y0_胴2_鱗左_鱗3CP; + public ColorP X0Y0_Torso2_鱗左_鱗3CP; - public ColorP X0Y0_胴2_鱗左_鱗4CP; + public ColorP X0Y0_Torso2_鱗左_鱗4CP; - public ColorP X0Y0_胴2_鱗右_鱗1CP; + public ColorP X0Y0_Torso2_鱗右_鱗1CP; - public ColorP X0Y0_胴2_鱗右_鱗2CP; + public ColorP X0Y0_Torso2_鱗右_鱗2CP; - public ColorP X0Y0_胴2_鱗右_鱗3CP; + public ColorP X0Y0_Torso2_鱗右_鱗3CP; - public ColorP X0Y0_胴2_鱗右_鱗4CP; + public ColorP X0Y0_Torso2_鱗右_鱗4CP; - public ColorP X0Y0_胴2_胴CP; + public ColorP X0Y0_Torso2_TorsoCP; - public ColorP X0Y0_胴1_鱗左2_鱗1CP; + public ColorP X0Y0_Torso1_鱗左2_鱗1CP; - public ColorP X0Y0_胴1_鱗左2_鱗2CP; + public ColorP X0Y0_Torso1_鱗左2_鱗2CP; - public ColorP X0Y0_胴1_鱗左2_鱗3CP; + public ColorP X0Y0_Torso1_鱗左2_鱗3CP; - public ColorP X0Y0_胴1_鱗左2_鱗4CP; + public ColorP X0Y0_Torso1_鱗左2_鱗4CP; - public ColorP X0Y0_胴1_鱗右2_鱗1CP; + public ColorP X0Y0_Torso1_鱗右2_鱗1CP; - public ColorP X0Y0_胴1_鱗右2_鱗2CP; + public ColorP X0Y0_Torso1_鱗右2_鱗2CP; - public ColorP X0Y0_胴1_鱗右2_鱗3CP; + public ColorP X0Y0_Torso1_鱗右2_鱗3CP; - public ColorP X0Y0_胴1_鱗右2_鱗4CP; + public ColorP X0Y0_Torso1_鱗右2_鱗4CP; - public ColorP X0Y0_胴1_胴2CP; + public ColorP X0Y0_Torso1_Torso2CP; - public ColorP X0Y0_胴1_胴1CP; + public ColorP X0Y0_Torso1_Torso1CP; - public ColorP X0Y0_胴1_鱗左1_鱗1CP; + public ColorP X0Y0_Torso1_鱗左1_鱗1CP; - public ColorP X0Y0_胴1_鱗左1_鱗2CP; + public ColorP X0Y0_Torso1_鱗左1_鱗2CP; - public ColorP X0Y0_胴1_鱗左1_鱗3CP; + public ColorP X0Y0_Torso1_鱗左1_鱗3CP; - public ColorP X0Y0_胴1_鱗左1_鱗4CP; + public ColorP X0Y0_Torso1_鱗左1_鱗4CP; - public ColorP X0Y0_胴1_鱗右1_鱗1CP; + public ColorP X0Y0_Torso1_鱗右1_鱗1CP; - public ColorP X0Y0_胴1_鱗右1_鱗2CP; + public ColorP X0Y0_Torso1_鱗右1_鱗2CP; - public ColorP X0Y0_胴1_鱗右1_鱗3CP; + public ColorP X0Y0_Torso1_鱗右1_鱗3CP; - public ColorP X0Y0_胴1_鱗右1_鱗4CP; + public ColorP X0Y0_Torso1_鱗右1_鱗4CP; public ColorP X0Y0_輪1_革CP; @@ -534,237 +534,237 @@ namespace SlaveMatrix } } - public bool 胴6_鱗左_鱗1_表示 + public bool Torso6_鱗左_鱗1_表示 { get { - return X0Y0_胴6_鱗左_鱗1.Dra; + return X0Y0_Torso6_鱗左_鱗1.Dra; } set { - X0Y0_胴6_鱗左_鱗1.Dra = value; - X0Y0_胴6_鱗左_鱗1.Hit = value; + X0Y0_Torso6_鱗左_鱗1.Dra = value; + X0Y0_Torso6_鱗左_鱗1.Hit = value; } } - public bool 胴6_鱗左_鱗2_表示 + public bool Torso6_鱗左_鱗2_表示 { get { - return X0Y0_胴6_鱗左_鱗2.Dra; + return X0Y0_Torso6_鱗左_鱗2.Dra; } set { - X0Y0_胴6_鱗左_鱗2.Dra = value; - X0Y0_胴6_鱗左_鱗2.Hit = value; + X0Y0_Torso6_鱗左_鱗2.Dra = value; + X0Y0_Torso6_鱗左_鱗2.Hit = value; } } - public bool 胴6_鱗左_鱗3_表示 + public bool Torso6_鱗左_鱗3_表示 { get { - return X0Y0_胴6_鱗左_鱗3.Dra; + return X0Y0_Torso6_鱗左_鱗3.Dra; } set { - X0Y0_胴6_鱗左_鱗3.Dra = value; - X0Y0_胴6_鱗左_鱗3.Hit = value; + X0Y0_Torso6_鱗左_鱗3.Dra = value; + X0Y0_Torso6_鱗左_鱗3.Hit = value; } } - public bool 胴6_鱗左_鱗4_表示 + public bool Torso6_鱗左_鱗4_表示 { get { - return X0Y0_胴6_鱗左_鱗4.Dra; + return X0Y0_Torso6_鱗左_鱗4.Dra; } set { - X0Y0_胴6_鱗左_鱗4.Dra = value; - X0Y0_胴6_鱗左_鱗4.Hit = value; + X0Y0_Torso6_鱗左_鱗4.Dra = value; + X0Y0_Torso6_鱗左_鱗4.Hit = value; } } - public bool 胴6_鱗右_鱗1_表示 + public bool Torso6_鱗右_鱗1_表示 { get { - return X0Y0_胴6_鱗右_鱗1.Dra; + return X0Y0_Torso6_鱗右_鱗1.Dra; } set { - X0Y0_胴6_鱗右_鱗1.Dra = value; - X0Y0_胴6_鱗右_鱗1.Hit = value; + X0Y0_Torso6_鱗右_鱗1.Dra = value; + X0Y0_Torso6_鱗右_鱗1.Hit = value; } } - public bool 胴6_鱗右_鱗2_表示 + public bool Torso6_鱗右_鱗2_表示 { get { - return X0Y0_胴6_鱗右_鱗2.Dra; + return X0Y0_Torso6_鱗右_鱗2.Dra; } set { - X0Y0_胴6_鱗右_鱗2.Dra = value; - X0Y0_胴6_鱗右_鱗2.Hit = value; + X0Y0_Torso6_鱗右_鱗2.Dra = value; + X0Y0_Torso6_鱗右_鱗2.Hit = value; } } - public bool 胴6_鱗右_鱗3_表示 + public bool Torso6_鱗右_鱗3_表示 { get { - return X0Y0_胴6_鱗右_鱗3.Dra; + return X0Y0_Torso6_鱗右_鱗3.Dra; } set { - X0Y0_胴6_鱗右_鱗3.Dra = value; - X0Y0_胴6_鱗右_鱗3.Hit = value; + X0Y0_Torso6_鱗右_鱗3.Dra = value; + X0Y0_Torso6_鱗右_鱗3.Hit = value; } } - public bool 胴6_鱗右_鱗4_表示 + public bool Torso6_鱗右_鱗4_表示 { get { - return X0Y0_胴6_鱗右_鱗4.Dra; + return X0Y0_Torso6_鱗右_鱗4.Dra; } set { - X0Y0_胴6_鱗右_鱗4.Dra = value; - X0Y0_胴6_鱗右_鱗4.Hit = value; + X0Y0_Torso6_鱗右_鱗4.Dra = value; + X0Y0_Torso6_鱗右_鱗4.Hit = value; } } - public bool 胴6_胴_表示 + public bool Torso6_Torso_表示 { get { - return X0Y0_胴6_胴.Dra; + return X0Y0_Torso6_Torso.Dra; } set { - X0Y0_胴6_胴.Dra = value; - X0Y0_胴6_胴.Hit = value; + X0Y0_Torso6_Torso.Dra = value; + X0Y0_Torso6_Torso.Hit = value; } } - public bool 胴5_鱗左_鱗1_表示 + public bool Torso5_鱗左_鱗1_表示 { get { - return X0Y0_胴5_鱗左_鱗1.Dra; + return X0Y0_Torso5_鱗左_鱗1.Dra; } set { - X0Y0_胴5_鱗左_鱗1.Dra = value; - X0Y0_胴5_鱗左_鱗1.Hit = value; + X0Y0_Torso5_鱗左_鱗1.Dra = value; + X0Y0_Torso5_鱗左_鱗1.Hit = value; } } - public bool 胴5_鱗左_鱗2_表示 + public bool Torso5_鱗左_鱗2_表示 { get { - return X0Y0_胴5_鱗左_鱗2.Dra; + return X0Y0_Torso5_鱗左_鱗2.Dra; } set { - X0Y0_胴5_鱗左_鱗2.Dra = value; - X0Y0_胴5_鱗左_鱗2.Hit = value; + X0Y0_Torso5_鱗左_鱗2.Dra = value; + X0Y0_Torso5_鱗左_鱗2.Hit = value; } } - public bool 胴5_鱗左_鱗3_表示 + public bool Torso5_鱗左_鱗3_表示 { get { - return X0Y0_胴5_鱗左_鱗3.Dra; + return X0Y0_Torso5_鱗左_鱗3.Dra; } set { - X0Y0_胴5_鱗左_鱗3.Dra = value; - X0Y0_胴5_鱗左_鱗3.Hit = value; + X0Y0_Torso5_鱗左_鱗3.Dra = value; + X0Y0_Torso5_鱗左_鱗3.Hit = value; } } - public bool 胴5_鱗左_鱗4_表示 + public bool Torso5_鱗左_鱗4_表示 { get { - return X0Y0_胴5_鱗左_鱗4.Dra; + return X0Y0_Torso5_鱗左_鱗4.Dra; } set { - X0Y0_胴5_鱗左_鱗4.Dra = value; - X0Y0_胴5_鱗左_鱗4.Hit = value; + X0Y0_Torso5_鱗左_鱗4.Dra = value; + X0Y0_Torso5_鱗左_鱗4.Hit = value; } } - public bool 胴5_鱗右_鱗1_表示 + public bool Torso5_鱗右_鱗1_表示 { get { - return X0Y0_胴5_鱗右_鱗1.Dra; + return X0Y0_Torso5_鱗右_鱗1.Dra; } set { - X0Y0_胴5_鱗右_鱗1.Dra = value; - X0Y0_胴5_鱗右_鱗1.Hit = value; + X0Y0_Torso5_鱗右_鱗1.Dra = value; + X0Y0_Torso5_鱗右_鱗1.Hit = value; } } - public bool 胴5_鱗右_鱗2_表示 + public bool Torso5_鱗右_鱗2_表示 { get { - return X0Y0_胴5_鱗右_鱗2.Dra; + return X0Y0_Torso5_鱗右_鱗2.Dra; } set { - X0Y0_胴5_鱗右_鱗2.Dra = value; - X0Y0_胴5_鱗右_鱗2.Hit = value; + X0Y0_Torso5_鱗右_鱗2.Dra = value; + X0Y0_Torso5_鱗右_鱗2.Hit = value; } } - public bool 胴5_鱗右_鱗3_表示 + public bool Torso5_鱗右_鱗3_表示 { get { - return X0Y0_胴5_鱗右_鱗3.Dra; + return X0Y0_Torso5_鱗右_鱗3.Dra; } set { - X0Y0_胴5_鱗右_鱗3.Dra = value; - X0Y0_胴5_鱗右_鱗3.Hit = value; + X0Y0_Torso5_鱗右_鱗3.Dra = value; + X0Y0_Torso5_鱗右_鱗3.Hit = value; } } - public bool 胴5_鱗右_鱗4_表示 + public bool Torso5_鱗右_鱗4_表示 { get { - return X0Y0_胴5_鱗右_鱗4.Dra; + return X0Y0_Torso5_鱗右_鱗4.Dra; } set { - X0Y0_胴5_鱗右_鱗4.Dra = value; - X0Y0_胴5_鱗右_鱗4.Hit = value; + X0Y0_Torso5_鱗右_鱗4.Dra = value; + X0Y0_Torso5_鱗右_鱗4.Hit = value; } } - public bool 胴5_胴_表示 + public bool Torso5_Torso_表示 { get { - return X0Y0_胴5_胴.Dra; + return X0Y0_Torso5_Torso.Dra; } set { - X0Y0_胴5_胴.Dra = value; - X0Y0_胴5_胴.Hit = value; + X0Y0_Torso5_Torso.Dra = value; + X0Y0_Torso5_Torso.Hit = value; } } @@ -846,588 +846,588 @@ namespace SlaveMatrix } } - public bool 胴4_鱗左_鱗1_表示 + public bool Torso4_鱗左_鱗1_表示 { get { - return X0Y0_胴4_鱗左_鱗1.Dra; + return X0Y0_Torso4_鱗左_鱗1.Dra; } set { - X0Y0_胴4_鱗左_鱗1.Dra = value; - X0Y0_胴4_鱗左_鱗1.Hit = value; + X0Y0_Torso4_鱗左_鱗1.Dra = value; + X0Y0_Torso4_鱗左_鱗1.Hit = value; } } - public bool 胴4_鱗左_鱗2_表示 + public bool Torso4_鱗左_鱗2_表示 { get { - return X0Y0_胴4_鱗左_鱗2.Dra; + return X0Y0_Torso4_鱗左_鱗2.Dra; } set { - X0Y0_胴4_鱗左_鱗2.Dra = value; - X0Y0_胴4_鱗左_鱗2.Hit = value; + X0Y0_Torso4_鱗左_鱗2.Dra = value; + X0Y0_Torso4_鱗左_鱗2.Hit = value; } } - public bool 胴4_鱗左_鱗3_表示 + public bool Torso4_鱗左_鱗3_表示 { get { - return X0Y0_胴4_鱗左_鱗3.Dra; + return X0Y0_Torso4_鱗左_鱗3.Dra; } set { - X0Y0_胴4_鱗左_鱗3.Dra = value; - X0Y0_胴4_鱗左_鱗3.Hit = value; + X0Y0_Torso4_鱗左_鱗3.Dra = value; + X0Y0_Torso4_鱗左_鱗3.Hit = value; } } - public bool 胴4_鱗左_鱗4_表示 + public bool Torso4_鱗左_鱗4_表示 { get { - return X0Y0_胴4_鱗左_鱗4.Dra; + return X0Y0_Torso4_鱗左_鱗4.Dra; } set { - X0Y0_胴4_鱗左_鱗4.Dra = value; - X0Y0_胴4_鱗左_鱗4.Hit = value; + X0Y0_Torso4_鱗左_鱗4.Dra = value; + X0Y0_Torso4_鱗左_鱗4.Hit = value; } } - public bool 胴4_鱗右_鱗1_表示 + public bool Torso4_鱗右_鱗1_表示 { get { - return X0Y0_胴4_鱗右_鱗1.Dra; + return X0Y0_Torso4_鱗右_鱗1.Dra; } set { - X0Y0_胴4_鱗右_鱗1.Dra = value; - X0Y0_胴4_鱗右_鱗1.Hit = value; + X0Y0_Torso4_鱗右_鱗1.Dra = value; + X0Y0_Torso4_鱗右_鱗1.Hit = value; } } - public bool 胴4_鱗右_鱗2_表示 + public bool Torso4_鱗右_鱗2_表示 { get { - return X0Y0_胴4_鱗右_鱗2.Dra; + return X0Y0_Torso4_鱗右_鱗2.Dra; } set { - X0Y0_胴4_鱗右_鱗2.Dra = value; - X0Y0_胴4_鱗右_鱗2.Hit = value; + X0Y0_Torso4_鱗右_鱗2.Dra = value; + X0Y0_Torso4_鱗右_鱗2.Hit = value; } } - public bool 胴4_鱗右_鱗3_表示 + public bool Torso4_鱗右_鱗3_表示 { get { - return X0Y0_胴4_鱗右_鱗3.Dra; + return X0Y0_Torso4_鱗右_鱗3.Dra; } set { - X0Y0_胴4_鱗右_鱗3.Dra = value; - X0Y0_胴4_鱗右_鱗3.Hit = value; + X0Y0_Torso4_鱗右_鱗3.Dra = value; + X0Y0_Torso4_鱗右_鱗3.Hit = value; } } - public bool 胴4_鱗右_鱗4_表示 + public bool Torso4_鱗右_鱗4_表示 { get { - return X0Y0_胴4_鱗右_鱗4.Dra; + return X0Y0_Torso4_鱗右_鱗4.Dra; } set { - X0Y0_胴4_鱗右_鱗4.Dra = value; - X0Y0_胴4_鱗右_鱗4.Hit = value; + X0Y0_Torso4_鱗右_鱗4.Dra = value; + X0Y0_Torso4_鱗右_鱗4.Hit = value; } } - public bool 胴4_胴_表示 + public bool Torso4_Torso_表示 { get { - return X0Y0_胴4_胴.Dra; + return X0Y0_Torso4_Torso.Dra; } set { - X0Y0_胴4_胴.Dra = value; - X0Y0_胴4_胴.Hit = value; + X0Y0_Torso4_Torso.Dra = value; + X0Y0_Torso4_Torso.Hit = value; } } - public bool 胴3_鱗左_鱗1_表示 + public bool Torso3_鱗左_鱗1_表示 { get { - return X0Y0_胴3_鱗左_鱗1.Dra; + return X0Y0_Torso3_鱗左_鱗1.Dra; } set { - X0Y0_胴3_鱗左_鱗1.Dra = value; - X0Y0_胴3_鱗左_鱗1.Hit = value; + X0Y0_Torso3_鱗左_鱗1.Dra = value; + X0Y0_Torso3_鱗左_鱗1.Hit = value; } } - public bool 胴3_鱗左_鱗2_表示 + public bool Torso3_鱗左_鱗2_表示 { get { - return X0Y0_胴3_鱗左_鱗2.Dra; + return X0Y0_Torso3_鱗左_鱗2.Dra; } set { - X0Y0_胴3_鱗左_鱗2.Dra = value; - X0Y0_胴3_鱗左_鱗2.Hit = value; + X0Y0_Torso3_鱗左_鱗2.Dra = value; + X0Y0_Torso3_鱗左_鱗2.Hit = value; } } - public bool 胴3_鱗左_鱗3_表示 + public bool Torso3_鱗左_鱗3_表示 { get { - return X0Y0_胴3_鱗左_鱗3.Dra; + return X0Y0_Torso3_鱗左_鱗3.Dra; } set { - X0Y0_胴3_鱗左_鱗3.Dra = value; - X0Y0_胴3_鱗左_鱗3.Hit = value; + X0Y0_Torso3_鱗左_鱗3.Dra = value; + X0Y0_Torso3_鱗左_鱗3.Hit = value; } } - public bool 胴3_鱗左_鱗4_表示 + public bool Torso3_鱗左_鱗4_表示 { get { - return X0Y0_胴3_鱗左_鱗4.Dra; + return X0Y0_Torso3_鱗左_鱗4.Dra; } set { - X0Y0_胴3_鱗左_鱗4.Dra = value; - X0Y0_胴3_鱗左_鱗4.Hit = value; + X0Y0_Torso3_鱗左_鱗4.Dra = value; + X0Y0_Torso3_鱗左_鱗4.Hit = value; } } - public bool 胴3_鱗右_鱗1_表示 + public bool Torso3_鱗右_鱗1_表示 { get { - return X0Y0_胴3_鱗右_鱗1.Dra; + return X0Y0_Torso3_鱗右_鱗1.Dra; } set { - X0Y0_胴3_鱗右_鱗1.Dra = value; - X0Y0_胴3_鱗右_鱗1.Hit = value; + X0Y0_Torso3_鱗右_鱗1.Dra = value; + X0Y0_Torso3_鱗右_鱗1.Hit = value; } } - public bool 胴3_鱗右_鱗2_表示 + public bool Torso3_鱗右_鱗2_表示 { get { - return X0Y0_胴3_鱗右_鱗2.Dra; + return X0Y0_Torso3_鱗右_鱗2.Dra; } set { - X0Y0_胴3_鱗右_鱗2.Dra = value; - X0Y0_胴3_鱗右_鱗2.Hit = value; + X0Y0_Torso3_鱗右_鱗2.Dra = value; + X0Y0_Torso3_鱗右_鱗2.Hit = value; } } - public bool 胴3_鱗右_鱗3_表示 + public bool Torso3_鱗右_鱗3_表示 { get { - return X0Y0_胴3_鱗右_鱗3.Dra; + return X0Y0_Torso3_鱗右_鱗3.Dra; } set { - X0Y0_胴3_鱗右_鱗3.Dra = value; - X0Y0_胴3_鱗右_鱗3.Hit = value; + X0Y0_Torso3_鱗右_鱗3.Dra = value; + X0Y0_Torso3_鱗右_鱗3.Hit = value; } } - public bool 胴3_鱗右_鱗4_表示 + public bool Torso3_鱗右_鱗4_表示 { get { - return X0Y0_胴3_鱗右_鱗4.Dra; + return X0Y0_Torso3_鱗右_鱗4.Dra; } set { - X0Y0_胴3_鱗右_鱗4.Dra = value; - X0Y0_胴3_鱗右_鱗4.Hit = value; + X0Y0_Torso3_鱗右_鱗4.Dra = value; + X0Y0_Torso3_鱗右_鱗4.Hit = value; } } - public bool 胴3_胴_表示 + public bool Torso3_Torso_表示 { get { - return X0Y0_胴3_胴.Dra; + return X0Y0_Torso3_Torso.Dra; } set { - X0Y0_胴3_胴.Dra = value; - X0Y0_胴3_胴.Hit = value; + X0Y0_Torso3_Torso.Dra = value; + X0Y0_Torso3_Torso.Hit = value; } } - public bool 胴2_鱗左_鱗1_表示 + public bool Torso2_鱗左_鱗1_表示 { get { - return X0Y0_胴2_鱗左_鱗1.Dra; + return X0Y0_Torso2_鱗左_鱗1.Dra; } set { - X0Y0_胴2_鱗左_鱗1.Dra = value; - X0Y0_胴2_鱗左_鱗1.Hit = value; + X0Y0_Torso2_鱗左_鱗1.Dra = value; + X0Y0_Torso2_鱗左_鱗1.Hit = value; } } - public bool 胴2_鱗左_鱗2_表示 + public bool Torso2_鱗左_鱗2_表示 { get { - return X0Y0_胴2_鱗左_鱗2.Dra; + return X0Y0_Torso2_鱗左_鱗2.Dra; } set { - X0Y0_胴2_鱗左_鱗2.Dra = value; - X0Y0_胴2_鱗左_鱗2.Hit = value; + X0Y0_Torso2_鱗左_鱗2.Dra = value; + X0Y0_Torso2_鱗左_鱗2.Hit = value; } } - public bool 胴2_鱗左_鱗3_表示 + public bool Torso2_鱗左_鱗3_表示 { get { - return X0Y0_胴2_鱗左_鱗3.Dra; + return X0Y0_Torso2_鱗左_鱗3.Dra; } set { - X0Y0_胴2_鱗左_鱗3.Dra = value; - X0Y0_胴2_鱗左_鱗3.Hit = value; + X0Y0_Torso2_鱗左_鱗3.Dra = value; + X0Y0_Torso2_鱗左_鱗3.Hit = value; } } - public bool 胴2_鱗左_鱗4_表示 + public bool Torso2_鱗左_鱗4_表示 { get { - return X0Y0_胴2_鱗左_鱗4.Dra; + return X0Y0_Torso2_鱗左_鱗4.Dra; } set { - X0Y0_胴2_鱗左_鱗4.Dra = value; - X0Y0_胴2_鱗左_鱗4.Hit = value; + X0Y0_Torso2_鱗左_鱗4.Dra = value; + X0Y0_Torso2_鱗左_鱗4.Hit = value; } } - public bool 胴2_鱗右_鱗1_表示 + public bool Torso2_鱗右_鱗1_表示 { get { - return X0Y0_胴2_鱗右_鱗1.Dra; + return X0Y0_Torso2_鱗右_鱗1.Dra; } set { - X0Y0_胴2_鱗右_鱗1.Dra = value; - X0Y0_胴2_鱗右_鱗1.Hit = value; + X0Y0_Torso2_鱗右_鱗1.Dra = value; + X0Y0_Torso2_鱗右_鱗1.Hit = value; } } - public bool 胴2_鱗右_鱗2_表示 + public bool Torso2_鱗右_鱗2_表示 { get { - return X0Y0_胴2_鱗右_鱗2.Dra; + return X0Y0_Torso2_鱗右_鱗2.Dra; } set { - X0Y0_胴2_鱗右_鱗2.Dra = value; - X0Y0_胴2_鱗右_鱗2.Hit = value; + X0Y0_Torso2_鱗右_鱗2.Dra = value; + X0Y0_Torso2_鱗右_鱗2.Hit = value; } } - public bool 胴2_鱗右_鱗3_表示 + public bool Torso2_鱗右_鱗3_表示 { get { - return X0Y0_胴2_鱗右_鱗3.Dra; + return X0Y0_Torso2_鱗右_鱗3.Dra; } set { - X0Y0_胴2_鱗右_鱗3.Dra = value; - X0Y0_胴2_鱗右_鱗3.Hit = value; + X0Y0_Torso2_鱗右_鱗3.Dra = value; + X0Y0_Torso2_鱗右_鱗3.Hit = value; } } - public bool 胴2_鱗右_鱗4_表示 + public bool Torso2_鱗右_鱗4_表示 { get { - return X0Y0_胴2_鱗右_鱗4.Dra; + return X0Y0_Torso2_鱗右_鱗4.Dra; } set { - X0Y0_胴2_鱗右_鱗4.Dra = value; - X0Y0_胴2_鱗右_鱗4.Hit = value; + X0Y0_Torso2_鱗右_鱗4.Dra = value; + X0Y0_Torso2_鱗右_鱗4.Hit = value; } } - public bool 胴2_胴_表示 + public bool Torso2_Torso_表示 { get { - return X0Y0_胴2_胴.Dra; + return X0Y0_Torso2_Torso.Dra; } set { - X0Y0_胴2_胴.Dra = value; - X0Y0_胴2_胴.Hit = value; + X0Y0_Torso2_Torso.Dra = value; + X0Y0_Torso2_Torso.Hit = value; } } - public bool 胴1_鱗左2_鱗1_表示 + public bool Torso1_鱗左2_鱗1_表示 { get { - return X0Y0_胴1_鱗左2_鱗1.Dra; + return X0Y0_Torso1_鱗左2_鱗1.Dra; } set { - X0Y0_胴1_鱗左2_鱗1.Dra = value; - X0Y0_胴1_鱗左2_鱗1.Hit = value; + X0Y0_Torso1_鱗左2_鱗1.Dra = value; + X0Y0_Torso1_鱗左2_鱗1.Hit = value; } } - public bool 胴1_鱗左2_鱗2_表示 + public bool Torso1_鱗左2_鱗2_表示 { get { - return X0Y0_胴1_鱗左2_鱗2.Dra; + return X0Y0_Torso1_鱗左2_鱗2.Dra; } set { - X0Y0_胴1_鱗左2_鱗2.Dra = value; - X0Y0_胴1_鱗左2_鱗2.Hit = value; + X0Y0_Torso1_鱗左2_鱗2.Dra = value; + X0Y0_Torso1_鱗左2_鱗2.Hit = value; } } - public bool 胴1_鱗左2_鱗3_表示 + public bool Torso1_鱗左2_鱗3_表示 { get { - return X0Y0_胴1_鱗左2_鱗3.Dra; + return X0Y0_Torso1_鱗左2_鱗3.Dra; } set { - X0Y0_胴1_鱗左2_鱗3.Dra = value; - X0Y0_胴1_鱗左2_鱗3.Hit = value; + X0Y0_Torso1_鱗左2_鱗3.Dra = value; + X0Y0_Torso1_鱗左2_鱗3.Hit = value; } } - public bool 胴1_鱗左2_鱗4_表示 + public bool Torso1_鱗左2_鱗4_表示 { get { - return X0Y0_胴1_鱗左2_鱗4.Dra; + return X0Y0_Torso1_鱗左2_鱗4.Dra; } set { - X0Y0_胴1_鱗左2_鱗4.Dra = value; - X0Y0_胴1_鱗左2_鱗4.Hit = value; + X0Y0_Torso1_鱗左2_鱗4.Dra = value; + X0Y0_Torso1_鱗左2_鱗4.Hit = value; } } - public bool 胴1_鱗右2_鱗1_表示 + public bool Torso1_鱗右2_鱗1_表示 { get { - return X0Y0_胴1_鱗右2_鱗1.Dra; + return X0Y0_Torso1_鱗右2_鱗1.Dra; } set { - X0Y0_胴1_鱗右2_鱗1.Dra = value; - X0Y0_胴1_鱗右2_鱗1.Hit = value; + X0Y0_Torso1_鱗右2_鱗1.Dra = value; + X0Y0_Torso1_鱗右2_鱗1.Hit = value; } } - public bool 胴1_鱗右2_鱗2_表示 + public bool Torso1_鱗右2_鱗2_表示 { get { - return X0Y0_胴1_鱗右2_鱗2.Dra; + return X0Y0_Torso1_鱗右2_鱗2.Dra; } set { - X0Y0_胴1_鱗右2_鱗2.Dra = value; - X0Y0_胴1_鱗右2_鱗2.Hit = value; + X0Y0_Torso1_鱗右2_鱗2.Dra = value; + X0Y0_Torso1_鱗右2_鱗2.Hit = value; } } - public bool 胴1_鱗右2_鱗3_表示 + public bool Torso1_鱗右2_鱗3_表示 { get { - return X0Y0_胴1_鱗右2_鱗3.Dra; + return X0Y0_Torso1_鱗右2_鱗3.Dra; } set { - X0Y0_胴1_鱗右2_鱗3.Dra = value; - X0Y0_胴1_鱗右2_鱗3.Hit = value; + X0Y0_Torso1_鱗右2_鱗3.Dra = value; + X0Y0_Torso1_鱗右2_鱗3.Hit = value; } } - public bool 胴1_鱗右2_鱗4_表示 + public bool Torso1_鱗右2_鱗4_表示 { get { - return X0Y0_胴1_鱗右2_鱗4.Dra; + return X0Y0_Torso1_鱗右2_鱗4.Dra; } set { - X0Y0_胴1_鱗右2_鱗4.Dra = value; - X0Y0_胴1_鱗右2_鱗4.Hit = value; + X0Y0_Torso1_鱗右2_鱗4.Dra = value; + X0Y0_Torso1_鱗右2_鱗4.Hit = value; } } - public bool 胴1_胴2_表示 + public bool Torso1_Torso2_表示 { get { - return X0Y0_胴1_胴2.Dra; + return X0Y0_Torso1_Torso2.Dra; } set { - X0Y0_胴1_胴2.Dra = value; - X0Y0_胴1_胴2.Hit = value; + X0Y0_Torso1_Torso2.Dra = value; + X0Y0_Torso1_Torso2.Hit = value; } } - public bool 胴1_胴1_表示 + public bool Torso1_Torso1_表示 { get { - return X0Y0_胴1_胴1.Dra; + return X0Y0_Torso1_Torso1.Dra; } set { - X0Y0_胴1_胴1.Dra = value; - X0Y0_胴1_胴1.Hit = value; + X0Y0_Torso1_Torso1.Dra = value; + X0Y0_Torso1_Torso1.Hit = value; } } - public bool 胴1_鱗左1_鱗1_表示 + public bool Torso1_鱗左1_鱗1_表示 { get { - return X0Y0_胴1_鱗左1_鱗1.Dra; + return X0Y0_Torso1_鱗左1_鱗1.Dra; } set { - X0Y0_胴1_鱗左1_鱗1.Dra = value; - X0Y0_胴1_鱗左1_鱗1.Hit = value; + X0Y0_Torso1_鱗左1_鱗1.Dra = value; + X0Y0_Torso1_鱗左1_鱗1.Hit = value; } } - public bool 胴1_鱗左1_鱗2_表示 + public bool Torso1_鱗左1_鱗2_表示 { get { - return X0Y0_胴1_鱗左1_鱗2.Dra; + return X0Y0_Torso1_鱗左1_鱗2.Dra; } set { - X0Y0_胴1_鱗左1_鱗2.Dra = value; - X0Y0_胴1_鱗左1_鱗2.Hit = value; + X0Y0_Torso1_鱗左1_鱗2.Dra = value; + X0Y0_Torso1_鱗左1_鱗2.Hit = value; } } - public bool 胴1_鱗左1_鱗3_表示 + public bool Torso1_鱗左1_鱗3_表示 { get { - return X0Y0_胴1_鱗左1_鱗3.Dra; + return X0Y0_Torso1_鱗左1_鱗3.Dra; } set { - X0Y0_胴1_鱗左1_鱗3.Dra = value; - X0Y0_胴1_鱗左1_鱗3.Hit = value; + X0Y0_Torso1_鱗左1_鱗3.Dra = value; + X0Y0_Torso1_鱗左1_鱗3.Hit = value; } } - public bool 胴1_鱗左1_鱗4_表示 + public bool Torso1_鱗左1_鱗4_表示 { get { - return X0Y0_胴1_鱗左1_鱗4.Dra; + return X0Y0_Torso1_鱗左1_鱗4.Dra; } set { - X0Y0_胴1_鱗左1_鱗4.Dra = value; - X0Y0_胴1_鱗左1_鱗4.Hit = value; + X0Y0_Torso1_鱗左1_鱗4.Dra = value; + X0Y0_Torso1_鱗左1_鱗4.Hit = value; } } - public bool 胴1_鱗右1_鱗1_表示 + public bool Torso1_鱗右1_鱗1_表示 { get { - return X0Y0_胴1_鱗右1_鱗1.Dra; + return X0Y0_Torso1_鱗右1_鱗1.Dra; } set { - X0Y0_胴1_鱗右1_鱗1.Dra = value; - X0Y0_胴1_鱗右1_鱗1.Hit = value; + X0Y0_Torso1_鱗右1_鱗1.Dra = value; + X0Y0_Torso1_鱗右1_鱗1.Hit = value; } } - public bool 胴1_鱗右1_鱗2_表示 + public bool Torso1_鱗右1_鱗2_表示 { get { - return X0Y0_胴1_鱗右1_鱗2.Dra; + return X0Y0_Torso1_鱗右1_鱗2.Dra; } set { - X0Y0_胴1_鱗右1_鱗2.Dra = value; - X0Y0_胴1_鱗右1_鱗2.Hit = value; + X0Y0_Torso1_鱗右1_鱗2.Dra = value; + X0Y0_Torso1_鱗右1_鱗2.Hit = value; } } - public bool 胴1_鱗右1_鱗3_表示 + public bool Torso1_鱗右1_鱗3_表示 { get { - return X0Y0_胴1_鱗右1_鱗3.Dra; + return X0Y0_Torso1_鱗右1_鱗3.Dra; } set { - X0Y0_胴1_鱗右1_鱗3.Dra = value; - X0Y0_胴1_鱗右1_鱗3.Hit = value; + X0Y0_Torso1_鱗右1_鱗3.Dra = value; + X0Y0_Torso1_鱗右1_鱗3.Hit = value; } } - public bool 胴1_鱗右1_鱗4_表示 + public bool Torso1_鱗右1_鱗4_表示 { get { - return X0Y0_胴1_鱗右1_鱗4.Dra; + return X0Y0_Torso1_鱗右1_鱗4.Dra; } set { - X0Y0_胴1_鱗右1_鱗4.Dra = value; - X0Y0_胴1_鱗右1_鱗4.Hit = value; + X0Y0_Torso1_鱗右1_鱗4.Dra = value; + X0Y0_Torso1_鱗右1_鱗4.Hit = value; } } @@ -1562,79 +1562,79 @@ namespace SlaveMatrix { get { - return 胴6_鱗左_鱗1_表示; + return Torso6_鱗左_鱗1_表示; } set { - 胴6_鱗左_鱗1_表示 = value; - 胴6_鱗左_鱗2_表示 = value; - 胴6_鱗左_鱗3_表示 = value; - 胴6_鱗左_鱗4_表示 = value; - 胴6_鱗右_鱗1_表示 = value; - 胴6_鱗右_鱗2_表示 = value; - 胴6_鱗右_鱗3_表示 = value; - 胴6_鱗右_鱗4_表示 = value; - 胴6_胴_表示 = value; - 胴5_鱗左_鱗1_表示 = value; - 胴5_鱗左_鱗2_表示 = value; - 胴5_鱗左_鱗3_表示 = value; - 胴5_鱗左_鱗4_表示 = value; - 胴5_鱗右_鱗1_表示 = value; - 胴5_鱗右_鱗2_表示 = value; - 胴5_鱗右_鱗3_表示 = value; - 胴5_鱗右_鱗4_表示 = value; - 胴5_胴_表示 = value; + Torso6_鱗左_鱗1_表示 = value; + Torso6_鱗左_鱗2_表示 = value; + Torso6_鱗左_鱗3_表示 = value; + Torso6_鱗左_鱗4_表示 = value; + Torso6_鱗右_鱗1_表示 = value; + Torso6_鱗右_鱗2_表示 = value; + Torso6_鱗右_鱗3_表示 = value; + Torso6_鱗右_鱗4_表示 = value; + Torso6_Torso_表示 = value; + Torso5_鱗左_鱗1_表示 = value; + Torso5_鱗左_鱗2_表示 = value; + Torso5_鱗左_鱗3_表示 = value; + Torso5_鱗左_鱗4_表示 = value; + Torso5_鱗右_鱗1_表示 = value; + Torso5_鱗右_鱗2_表示 = value; + Torso5_鱗右_鱗3_表示 = value; + Torso5_鱗右_鱗4_表示 = value; + Torso5_Torso_表示 = value; 輪2_革_表示 = value; 輪2_金具1_表示 = value; 輪2_金具2_表示 = value; 輪2_金具3_表示 = value; 輪2_金具左_表示 = value; 輪2_金具右_表示 = value; - 胴4_鱗左_鱗1_表示 = value; - 胴4_鱗左_鱗2_表示 = value; - 胴4_鱗左_鱗3_表示 = value; - 胴4_鱗左_鱗4_表示 = value; - 胴4_鱗右_鱗1_表示 = value; - 胴4_鱗右_鱗2_表示 = value; - 胴4_鱗右_鱗3_表示 = value; - 胴4_鱗右_鱗4_表示 = value; - 胴4_胴_表示 = value; - 胴3_鱗左_鱗1_表示 = value; - 胴3_鱗左_鱗2_表示 = value; - 胴3_鱗左_鱗3_表示 = value; - 胴3_鱗左_鱗4_表示 = value; - 胴3_鱗右_鱗1_表示 = value; - 胴3_鱗右_鱗2_表示 = value; - 胴3_鱗右_鱗3_表示 = value; - 胴3_鱗右_鱗4_表示 = value; - 胴3_胴_表示 = value; - 胴2_鱗左_鱗1_表示 = value; - 胴2_鱗左_鱗2_表示 = value; - 胴2_鱗左_鱗3_表示 = value; - 胴2_鱗左_鱗4_表示 = value; - 胴2_鱗右_鱗1_表示 = value; - 胴2_鱗右_鱗2_表示 = value; - 胴2_鱗右_鱗3_表示 = value; - 胴2_鱗右_鱗4_表示 = value; - 胴2_胴_表示 = value; - 胴1_鱗左2_鱗1_表示 = value; - 胴1_鱗左2_鱗2_表示 = value; - 胴1_鱗左2_鱗3_表示 = value; - 胴1_鱗左2_鱗4_表示 = value; - 胴1_鱗右2_鱗1_表示 = value; - 胴1_鱗右2_鱗2_表示 = value; - 胴1_鱗右2_鱗3_表示 = value; - 胴1_鱗右2_鱗4_表示 = value; - 胴1_胴2_表示 = value; - 胴1_胴1_表示 = value; - 胴1_鱗左1_鱗1_表示 = value; - 胴1_鱗左1_鱗2_表示 = value; - 胴1_鱗左1_鱗3_表示 = value; - 胴1_鱗左1_鱗4_表示 = value; - 胴1_鱗右1_鱗1_表示 = value; - 胴1_鱗右1_鱗2_表示 = value; - 胴1_鱗右1_鱗3_表示 = value; - 胴1_鱗右1_鱗4_表示 = value; + Torso4_鱗左_鱗1_表示 = value; + Torso4_鱗左_鱗2_表示 = value; + Torso4_鱗左_鱗3_表示 = value; + Torso4_鱗左_鱗4_表示 = value; + Torso4_鱗右_鱗1_表示 = value; + Torso4_鱗右_鱗2_表示 = value; + Torso4_鱗右_鱗3_表示 = value; + Torso4_鱗右_鱗4_表示 = value; + Torso4_Torso_表示 = value; + Torso3_鱗左_鱗1_表示 = value; + Torso3_鱗左_鱗2_表示 = value; + Torso3_鱗左_鱗3_表示 = value; + Torso3_鱗左_鱗4_表示 = value; + Torso3_鱗右_鱗1_表示 = value; + Torso3_鱗右_鱗2_表示 = value; + Torso3_鱗右_鱗3_表示 = value; + Torso3_鱗右_鱗4_表示 = value; + Torso3_Torso_表示 = value; + Torso2_鱗左_鱗1_表示 = value; + Torso2_鱗左_鱗2_表示 = value; + Torso2_鱗左_鱗3_表示 = value; + Torso2_鱗左_鱗4_表示 = value; + Torso2_鱗右_鱗1_表示 = value; + Torso2_鱗右_鱗2_表示 = value; + Torso2_鱗右_鱗3_表示 = value; + Torso2_鱗右_鱗4_表示 = value; + Torso2_Torso_表示 = value; + Torso1_鱗左2_鱗1_表示 = value; + Torso1_鱗左2_鱗2_表示 = value; + Torso1_鱗左2_鱗3_表示 = value; + Torso1_鱗左2_鱗4_表示 = value; + Torso1_鱗右2_鱗1_表示 = value; + Torso1_鱗右2_鱗2_表示 = value; + Torso1_鱗右2_鱗3_表示 = value; + Torso1_鱗右2_鱗4_表示 = value; + Torso1_Torso2_表示 = value; + Torso1_Torso1_表示 = value; + Torso1_鱗左1_鱗1_表示 = value; + Torso1_鱗左1_鱗2_表示 = value; + Torso1_鱗左1_鱗3_表示 = value; + Torso1_鱗左1_鱗4_表示 = value; + Torso1_鱗右1_鱗1_表示 = value; + Torso1_鱗右1_鱗2_表示 = value; + Torso1_鱗右1_鱗3_表示 = value; + Torso1_鱗右1_鱗4_表示 = value; 輪1_革_表示 = value; 輪1_金具1_表示 = value; 輪1_金具2_表示 = value; @@ -1652,73 +1652,73 @@ namespace SlaveMatrix { get { - return 胴6_鱗左_鱗1CD.不透明度; + return Torso6_鱗左_鱗1CD.不透明度; } set { - 胴6_鱗左_鱗1CD.不透明度 = value; - 胴6_鱗左_鱗2CD.不透明度 = value; - 胴6_鱗左_鱗3CD.不透明度 = value; - 胴6_鱗左_鱗4CD.不透明度 = value; - 胴6_鱗右_鱗1CD.不透明度 = value; - 胴6_鱗右_鱗2CD.不透明度 = value; - 胴6_鱗右_鱗3CD.不透明度 = value; - 胴6_鱗右_鱗4CD.不透明度 = value; - 胴6_胴CD.不透明度 = value; - 胴5_鱗左_鱗1CD.不透明度 = value; - 胴5_鱗左_鱗2CD.不透明度 = value; - 胴5_鱗左_鱗3CD.不透明度 = value; - 胴5_鱗左_鱗4CD.不透明度 = value; - 胴5_鱗右_鱗1CD.不透明度 = value; - 胴5_鱗右_鱗2CD.不透明度 = value; - 胴5_鱗右_鱗3CD.不透明度 = value; - 胴5_鱗右_鱗4CD.不透明度 = value; - 胴5_胴CD.不透明度 = value; - 胴4_鱗左_鱗1CD.不透明度 = value; - 胴4_鱗左_鱗2CD.不透明度 = value; - 胴4_鱗左_鱗3CD.不透明度 = value; - 胴4_鱗左_鱗4CD.不透明度 = value; - 胴4_鱗右_鱗1CD.不透明度 = value; - 胴4_鱗右_鱗2CD.不透明度 = value; - 胴4_鱗右_鱗3CD.不透明度 = value; - 胴4_鱗右_鱗4CD.不透明度 = value; - 胴4_胴CD.不透明度 = value; - 胴3_鱗左_鱗1CD.不透明度 = value; - 胴3_鱗左_鱗2CD.不透明度 = value; - 胴3_鱗左_鱗3CD.不透明度 = value; - 胴3_鱗左_鱗4CD.不透明度 = value; - 胴3_鱗右_鱗1CD.不透明度 = value; - 胴3_鱗右_鱗2CD.不透明度 = value; - 胴3_鱗右_鱗3CD.不透明度 = value; - 胴3_鱗右_鱗4CD.不透明度 = value; - 胴3_胴CD.不透明度 = value; - 胴2_鱗左_鱗1CD.不透明度 = value; - 胴2_鱗左_鱗2CD.不透明度 = value; - 胴2_鱗左_鱗3CD.不透明度 = value; - 胴2_鱗左_鱗4CD.不透明度 = value; - 胴2_鱗右_鱗1CD.不透明度 = value; - 胴2_鱗右_鱗2CD.不透明度 = value; - 胴2_鱗右_鱗3CD.不透明度 = value; - 胴2_鱗右_鱗4CD.不透明度 = value; - 胴2_胴CD.不透明度 = value; - 胴1_鱗左2_鱗1CD.不透明度 = value; - 胴1_鱗左2_鱗2CD.不透明度 = value; - 胴1_鱗左2_鱗3CD.不透明度 = value; - 胴1_鱗左2_鱗4CD.不透明度 = value; - 胴1_鱗右2_鱗1CD.不透明度 = value; - 胴1_鱗右2_鱗2CD.不透明度 = value; - 胴1_鱗右2_鱗3CD.不透明度 = value; - 胴1_鱗右2_鱗4CD.不透明度 = value; - 胴1_胴2CD.不透明度 = value; - 胴1_胴1CD.不透明度 = value; - 胴1_鱗左1_鱗1CD.不透明度 = value; - 胴1_鱗左1_鱗2CD.不透明度 = value; - 胴1_鱗左1_鱗3CD.不透明度 = value; - 胴1_鱗左1_鱗4CD.不透明度 = value; - 胴1_鱗右1_鱗1CD.不透明度 = value; - 胴1_鱗右1_鱗2CD.不透明度 = value; - 胴1_鱗右1_鱗3CD.不透明度 = value; - 胴1_鱗右1_鱗4CD.不透明度 = value; + Torso6_鱗左_鱗1CD.不透明度 = value; + Torso6_鱗左_鱗2CD.不透明度 = value; + Torso6_鱗左_鱗3CD.不透明度 = value; + Torso6_鱗左_鱗4CD.不透明度 = value; + Torso6_鱗右_鱗1CD.不透明度 = value; + Torso6_鱗右_鱗2CD.不透明度 = value; + Torso6_鱗右_鱗3CD.不透明度 = value; + Torso6_鱗右_鱗4CD.不透明度 = value; + Torso6_TorsoCD.不透明度 = value; + Torso5_鱗左_鱗1CD.不透明度 = value; + Torso5_鱗左_鱗2CD.不透明度 = value; + Torso5_鱗左_鱗3CD.不透明度 = value; + Torso5_鱗左_鱗4CD.不透明度 = value; + Torso5_鱗右_鱗1CD.不透明度 = value; + Torso5_鱗右_鱗2CD.不透明度 = value; + Torso5_鱗右_鱗3CD.不透明度 = value; + Torso5_鱗右_鱗4CD.不透明度 = value; + Torso5_TorsoCD.不透明度 = value; + Torso4_鱗左_鱗1CD.不透明度 = value; + Torso4_鱗左_鱗2CD.不透明度 = value; + Torso4_鱗左_鱗3CD.不透明度 = value; + Torso4_鱗左_鱗4CD.不透明度 = value; + Torso4_鱗右_鱗1CD.不透明度 = value; + Torso4_鱗右_鱗2CD.不透明度 = value; + Torso4_鱗右_鱗3CD.不透明度 = value; + Torso4_鱗右_鱗4CD.不透明度 = value; + Torso4_TorsoCD.不透明度 = value; + Torso3_鱗左_鱗1CD.不透明度 = value; + Torso3_鱗左_鱗2CD.不透明度 = value; + Torso3_鱗左_鱗3CD.不透明度 = value; + Torso3_鱗左_鱗4CD.不透明度 = value; + Torso3_鱗右_鱗1CD.不透明度 = value; + Torso3_鱗右_鱗2CD.不透明度 = value; + Torso3_鱗右_鱗3CD.不透明度 = value; + Torso3_鱗右_鱗4CD.不透明度 = value; + Torso3_TorsoCD.不透明度 = value; + Torso2_鱗左_鱗1CD.不透明度 = value; + Torso2_鱗左_鱗2CD.不透明度 = value; + Torso2_鱗左_鱗3CD.不透明度 = value; + Torso2_鱗左_鱗4CD.不透明度 = value; + Torso2_鱗右_鱗1CD.不透明度 = value; + Torso2_鱗右_鱗2CD.不透明度 = value; + Torso2_鱗右_鱗3CD.不透明度 = value; + Torso2_鱗右_鱗4CD.不透明度 = value; + Torso2_TorsoCD.不透明度 = value; + Torso1_鱗左2_鱗1CD.不透明度 = value; + Torso1_鱗左2_鱗2CD.不透明度 = value; + Torso1_鱗左2_鱗3CD.不透明度 = value; + Torso1_鱗左2_鱗4CD.不透明度 = value; + Torso1_鱗右2_鱗1CD.不透明度 = value; + Torso1_鱗右2_鱗2CD.不透明度 = value; + Torso1_鱗右2_鱗3CD.不透明度 = value; + Torso1_鱗右2_鱗4CD.不透明度 = value; + Torso1_Torso2CD.不透明度 = value; + Torso1_Torso1CD.不透明度 = value; + Torso1_鱗左1_鱗1CD.不透明度 = value; + Torso1_鱗左1_鱗2CD.不透明度 = value; + Torso1_鱗左1_鱗3CD.不透明度 = value; + Torso1_鱗左1_鱗4CD.不透明度 = value; + Torso1_鱗右1_鱗1CD.不透明度 = value; + Torso1_鱗右1_鱗2CD.不透明度 = value; + Torso1_鱗右1_鱗3CD.不透明度 = value; + Torso1_鱗右1_鱗4CD.不透明度 = value; 輪1_革CD.不透明度 = value; 輪1_金具1CD.不透明度 = value; 輪1_金具2CD.不透明度 = value; @@ -1734,23 +1734,23 @@ namespace SlaveMatrix } } - public bool 胴_外線 + public bool Torso_外線 { get { - return X0Y0_胴6_胴.OP[右 ? 2 : 3].Outline; + return X0Y0_Torso6_Torso.OP[右 ? 2 : 3].Outline; } set { - X0Y0_胴6_胴.OP[右 ? 2 : 3].Outline = value; - X0Y0_胴5_胴.OP[右 ? 2 : 3].Outline = value; - X0Y0_胴4_胴.OP[右 ? 2 : 3].Outline = value; - X0Y0_胴3_胴.OP[右 ? 2 : 3].Outline = value; - X0Y0_胴2_胴.OP[右 ? 2 : 3].Outline = value; - X0Y0_胴1_胴2.OP[右 ? 2 : 3].Outline = value; - X0Y0_胴1_胴1.OP[(!右) ? 1 : 2].Outline = value; - X0Y0_胴1_胴1.OP[右 ? 1 : 2].Outline = value; - X0Y0_胴1_胴1.OP[(!右) ? 3 : 0].Outline = value; + X0Y0_Torso6_Torso.OP[右 ? 2 : 3].Outline = value; + X0Y0_Torso5_Torso.OP[右 ? 2 : 3].Outline = value; + X0Y0_Torso4_Torso.OP[右 ? 2 : 3].Outline = value; + X0Y0_Torso3_Torso.OP[右 ? 2 : 3].Outline = value; + X0Y0_Torso2_Torso.OP[右 ? 2 : 3].Outline = value; + X0Y0_Torso1_Torso2.OP[右 ? 2 : 3].Outline = value; + X0Y0_Torso1_Torso1.OP[(!右) ? 1 : 2].Outline = value; + X0Y0_Torso1_Torso1.OP[右 ? 1 : 2].Outline = value; + X0Y0_Torso1_Torso1.OP[(!右) ? 3 : 0].Outline = value; } } @@ -1758,24 +1758,24 @@ namespace SlaveMatrix { get { - return 胴6_鱗左_鱗1_表示; + return Torso6_鱗左_鱗1_表示; } set { - 胴6_鱗左_鱗1_表示 = value; - 胴6_鱗右_鱗1_表示 = value; - 胴5_鱗左_鱗1_表示 = value; - 胴5_鱗右_鱗1_表示 = value; - 胴4_鱗左_鱗1_表示 = value; - 胴4_鱗右_鱗1_表示 = value; - 胴3_鱗左_鱗1_表示 = value; - 胴3_鱗右_鱗1_表示 = value; - 胴2_鱗左_鱗1_表示 = value; - 胴2_鱗右_鱗1_表示 = value; - 胴1_鱗左2_鱗1_表示 = value; - 胴1_鱗右2_鱗1_表示 = value; - 胴1_鱗左1_鱗1_表示 = value; - 胴1_鱗右1_鱗1_表示 = value; + Torso6_鱗左_鱗1_表示 = value; + Torso6_鱗右_鱗1_表示 = value; + Torso5_鱗左_鱗1_表示 = value; + Torso5_鱗右_鱗1_表示 = value; + Torso4_鱗左_鱗1_表示 = value; + Torso4_鱗右_鱗1_表示 = value; + Torso3_鱗左_鱗1_表示 = value; + Torso3_鱗右_鱗1_表示 = value; + Torso2_鱗左_鱗1_表示 = value; + Torso2_鱗右_鱗1_表示 = value; + Torso1_鱗左2_鱗1_表示 = value; + Torso1_鱗右2_鱗1_表示 = value; + Torso1_鱗左1_鱗1_表示 = value; + Torso1_鱗右1_鱗1_表示 = value; } } @@ -1783,24 +1783,24 @@ namespace SlaveMatrix { get { - return 胴6_鱗左_鱗2_表示; + return Torso6_鱗左_鱗2_表示; } set { - 胴6_鱗左_鱗2_表示 = value; - 胴6_鱗右_鱗2_表示 = value; - 胴5_鱗左_鱗2_表示 = value; - 胴5_鱗右_鱗2_表示 = value; - 胴4_鱗左_鱗2_表示 = value; - 胴4_鱗右_鱗2_表示 = value; - 胴3_鱗左_鱗2_表示 = value; - 胴3_鱗右_鱗2_表示 = value; - 胴2_鱗左_鱗2_表示 = value; - 胴2_鱗右_鱗2_表示 = value; - 胴1_鱗左2_鱗2_表示 = value; - 胴1_鱗右2_鱗2_表示 = value; - 胴1_鱗左1_鱗2_表示 = value; - 胴1_鱗右1_鱗2_表示 = value; + Torso6_鱗左_鱗2_表示 = value; + Torso6_鱗右_鱗2_表示 = value; + Torso5_鱗左_鱗2_表示 = value; + Torso5_鱗右_鱗2_表示 = value; + Torso4_鱗左_鱗2_表示 = value; + Torso4_鱗右_鱗2_表示 = value; + Torso3_鱗左_鱗2_表示 = value; + Torso3_鱗右_鱗2_表示 = value; + Torso2_鱗左_鱗2_表示 = value; + Torso2_鱗右_鱗2_表示 = value; + Torso1_鱗左2_鱗2_表示 = value; + Torso1_鱗右2_鱗2_表示 = value; + Torso1_鱗左1_鱗2_表示 = value; + Torso1_鱗右1_鱗2_表示 = value; } } @@ -1808,24 +1808,24 @@ namespace SlaveMatrix { get { - return 胴6_鱗左_鱗3_表示; + return Torso6_鱗左_鱗3_表示; } set { - 胴6_鱗左_鱗3_表示 = value; - 胴6_鱗右_鱗3_表示 = value; - 胴5_鱗左_鱗3_表示 = value; - 胴5_鱗右_鱗3_表示 = value; - 胴4_鱗左_鱗3_表示 = value; - 胴4_鱗右_鱗3_表示 = value; - 胴3_鱗左_鱗3_表示 = value; - 胴3_鱗右_鱗3_表示 = value; - 胴2_鱗左_鱗3_表示 = value; - 胴2_鱗右_鱗3_表示 = value; - 胴1_鱗左2_鱗3_表示 = value; - 胴1_鱗右2_鱗3_表示 = value; - 胴1_鱗左1_鱗3_表示 = value; - 胴1_鱗右1_鱗3_表示 = value; + Torso6_鱗左_鱗3_表示 = value; + Torso6_鱗右_鱗3_表示 = value; + Torso5_鱗左_鱗3_表示 = value; + Torso5_鱗右_鱗3_表示 = value; + Torso4_鱗左_鱗3_表示 = value; + Torso4_鱗右_鱗3_表示 = value; + Torso3_鱗左_鱗3_表示 = value; + Torso3_鱗右_鱗3_表示 = value; + Torso2_鱗左_鱗3_表示 = value; + Torso2_鱗右_鱗3_表示 = value; + Torso1_鱗左2_鱗3_表示 = value; + Torso1_鱗右2_鱗3_表示 = value; + Torso1_鱗左1_鱗3_表示 = value; + Torso1_鱗右1_鱗3_表示 = value; } } @@ -1833,56 +1833,56 @@ namespace SlaveMatrix { get { - return 胴6_鱗左_鱗4_表示; + return Torso6_鱗左_鱗4_表示; } set { - 胴6_鱗左_鱗4_表示 = value; - 胴6_鱗右_鱗4_表示 = value; - 胴5_鱗左_鱗4_表示 = value; - 胴5_鱗右_鱗4_表示 = value; - 胴4_鱗左_鱗4_表示 = value; - 胴4_鱗右_鱗4_表示 = value; - 胴3_鱗左_鱗4_表示 = value; - 胴3_鱗右_鱗4_表示 = value; - 胴2_鱗左_鱗4_表示 = value; - 胴2_鱗右_鱗4_表示 = value; - 胴1_鱗左2_鱗4_表示 = value; - 胴1_鱗右2_鱗4_表示 = value; - 胴1_鱗左1_鱗4_表示 = value; - 胴1_鱗右1_鱗4_表示 = value; + Torso6_鱗左_鱗4_表示 = value; + Torso6_鱗右_鱗4_表示 = value; + Torso5_鱗左_鱗4_表示 = value; + Torso5_鱗右_鱗4_表示 = value; + Torso4_鱗左_鱗4_表示 = value; + Torso4_鱗右_鱗4_表示 = value; + Torso3_鱗左_鱗4_表示 = value; + Torso3_鱗右_鱗4_表示 = value; + Torso2_鱗左_鱗4_表示 = value; + Torso2_鱗右_鱗4_表示 = value; + Torso1_鱗左2_鱗4_表示 = value; + Torso1_鱗右2_鱗4_表示 = value; + Torso1_鱗左1_鱗4_表示 = value; + Torso1_鱗右1_鱗4_表示 = value; } } - public JointS 左0_接続点 => new JointS(本体, X0Y0_胴1_胴2, 3); + public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 3); - public JointS 右0_接続点 => new JointS(本体, X0Y0_胴1_胴2, 4); + public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 4); - public JointS 左1_接続点 => new JointS(本体, X0Y0_胴1_胴2, 0); + public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 0); - public JointS 右1_接続点 => new JointS(本体, X0Y0_胴1_胴2, 1); + public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 1); - public JointS 左2_接続点 => new JointS(本体, X0Y0_胴2_胴, 0); + public JointS 左2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 0); - public JointS 右2_接続点 => new JointS(本体, X0Y0_胴2_胴, 1); + public JointS 右2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 1); - public JointS 左3_接続点 => new JointS(本体, X0Y0_胴3_胴, 0); + public JointS 左3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 0); - public JointS 右3_接続点 => new JointS(本体, X0Y0_胴3_胴, 1); + public JointS 右3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 1); - public JointS 左4_接続点 => new JointS(本体, X0Y0_胴4_胴, 0); + public JointS 左4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 0); - public JointS 右4_接続点 => new JointS(本体, X0Y0_胴4_胴, 1); + public JointS 右4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 1); - public JointS 左5_接続点 => new JointS(本体, X0Y0_胴5_胴, 0); + public JointS 左5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 0); - public JointS 右5_接続点 => new JointS(本体, X0Y0_胴5_胴, 1); + public JointS 右5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 1); - public JointS 左6_接続点 => new JointS(本体, X0Y0_胴6_胴, 0); + public JointS 左6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 0); - public JointS 右6_接続点 => new JointS(本体, X0Y0_胴6_胴, 1); + public JointS 右6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 1); - public JointS 尾_接続点 => new JointS(本体, X0Y0_胴6_胴, 2); + public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 2); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); @@ -1905,28 +1905,28 @@ namespace SlaveMatrix Pars pars = 本体[0][0]; Pars pars2 = pars["胴6"].ToPars(); Pars pars3 = pars2["鱗左"].ToPars(); - X0Y0_胴6_鱗左_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴6_鱗左_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴6_鱗左_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴6_鱗左_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso6_鱗左_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso6_鱗左_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso6_鱗左_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso6_鱗左_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右"].ToPars(); - X0Y0_胴6_鱗右_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴6_鱗右_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴6_鱗右_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴6_鱗右_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_胴6_胴 = pars2["胴"].ToPar(); + X0Y0_Torso6_鱗右_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso6_鱗右_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso6_鱗右_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso6_鱗右_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso6_Torso = pars2["胴"].ToPar(); pars2 = pars["胴5"].ToPars(); pars3 = pars2["鱗左"].ToPars(); - X0Y0_胴5_鱗左_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴5_鱗左_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴5_鱗左_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴5_鱗左_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso5_鱗左_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso5_鱗左_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso5_鱗左_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso5_鱗左_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右"].ToPars(); - X0Y0_胴5_鱗右_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴5_鱗右_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴5_鱗右_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴5_鱗右_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_胴5_胴 = pars2["胴"].ToPar(); + X0Y0_Torso5_鱗右_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso5_鱗右_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso5_鱗右_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso5_鱗右_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso5_Torso = pars2["胴"].ToPar(); pars2 = pars["輪2"].ToPars(); X0Y0_輪2_革 = pars2["革"].ToPar(); X0Y0_輪2_金具1 = pars2["金具1"].ToPar(); @@ -1936,63 +1936,63 @@ namespace SlaveMatrix X0Y0_輪2_金具右 = pars2["金具右"].ToPar(); pars2 = pars["胴4"].ToPars(); pars3 = pars2["鱗左"].ToPars(); - X0Y0_胴4_鱗左_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴4_鱗左_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴4_鱗左_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴4_鱗左_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso4_鱗左_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso4_鱗左_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso4_鱗左_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso4_鱗左_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右"].ToPars(); - X0Y0_胴4_鱗右_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴4_鱗右_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴4_鱗右_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴4_鱗右_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_胴4_胴 = pars2["胴"].ToPar(); + X0Y0_Torso4_鱗右_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso4_鱗右_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso4_鱗右_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso4_鱗右_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso4_Torso = pars2["胴"].ToPar(); pars2 = pars["胴3"].ToPars(); pars3 = pars2["鱗左"].ToPars(); - X0Y0_胴3_鱗左_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴3_鱗左_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴3_鱗左_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴3_鱗左_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso3_鱗左_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso3_鱗左_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso3_鱗左_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso3_鱗左_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右"].ToPars(); - X0Y0_胴3_鱗右_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴3_鱗右_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴3_鱗右_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴3_鱗右_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_胴3_胴 = pars2["胴"].ToPar(); + X0Y0_Torso3_鱗右_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso3_鱗右_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso3_鱗右_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso3_鱗右_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso3_Torso = pars2["胴"].ToPar(); pars2 = pars["胴2"].ToPars(); pars3 = pars2["鱗左"].ToPars(); - X0Y0_胴2_鱗左_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴2_鱗左_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴2_鱗左_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴2_鱗左_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso2_鱗左_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso2_鱗左_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso2_鱗左_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso2_鱗左_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右"].ToPars(); - X0Y0_胴2_鱗右_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴2_鱗右_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴2_鱗右_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴2_鱗右_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_胴2_胴 = pars2["胴"].ToPar(); + X0Y0_Torso2_鱗右_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso2_鱗右_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso2_鱗右_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso2_鱗右_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso2_Torso = pars2["胴"].ToPar(); pars2 = pars["胴1"].ToPars(); pars3 = pars2["鱗左2"].ToPars(); - X0Y0_胴1_鱗左2_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴1_鱗左2_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴1_鱗左2_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴1_鱗左2_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso1_鱗左2_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso1_鱗左2_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso1_鱗左2_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso1_鱗左2_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右2"].ToPars(); - X0Y0_胴1_鱗右2_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴1_鱗右2_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴1_鱗右2_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴1_鱗右2_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_胴1_胴2 = pars2["胴2"].ToPar(); - X0Y0_胴1_胴1 = pars2["胴1"].ToPar(); + X0Y0_Torso1_鱗右2_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso1_鱗右2_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso1_鱗右2_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso1_鱗右2_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso1_Torso2 = pars2["胴2"].ToPar(); + X0Y0_Torso1_Torso1 = pars2["胴1"].ToPar(); pars3 = pars2["鱗左1"].ToPars(); - X0Y0_胴1_鱗左1_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴1_鱗左1_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴1_鱗左1_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴1_鱗左1_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso1_鱗左1_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso1_鱗左1_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso1_鱗左1_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso1_鱗左1_鱗4 = pars3["鱗4"].ToPar(); pars3 = pars2["鱗右1"].ToPars(); - X0Y0_胴1_鱗右1_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_胴1_鱗右1_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_胴1_鱗右1_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_胴1_鱗右1_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Torso1_鱗右1_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Torso1_鱗右1_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Torso1_鱗右1_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Torso1_鱗右1_鱗4 = pars3["鱗4"].ToPar(); pars2 = pars["輪1"].ToPars(); X0Y0_輪1_革 = pars2["革"].ToPar(); X0Y0_輪1_金具1 = pars2["金具1"].ToPar(); @@ -2024,75 +2024,75 @@ 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; - 胴6_鱗左_鱗1_表示 = e.胴6_鱗左_鱗1_表示; - 胴6_鱗左_鱗2_表示 = e.胴6_鱗左_鱗2_表示; - 胴6_鱗左_鱗3_表示 = e.胴6_鱗左_鱗3_表示; - 胴6_鱗左_鱗4_表示 = e.胴6_鱗左_鱗4_表示; - 胴6_鱗右_鱗1_表示 = e.胴6_鱗右_鱗1_表示; - 胴6_鱗右_鱗2_表示 = e.胴6_鱗右_鱗2_表示; - 胴6_鱗右_鱗3_表示 = e.胴6_鱗右_鱗3_表示; - 胴6_鱗右_鱗4_表示 = e.胴6_鱗右_鱗4_表示; - 胴6_胴_表示 = e.胴6_胴_表示; - 胴5_鱗左_鱗1_表示 = e.胴5_鱗左_鱗1_表示; - 胴5_鱗左_鱗2_表示 = e.胴5_鱗左_鱗2_表示; - 胴5_鱗左_鱗3_表示 = e.胴5_鱗左_鱗3_表示; - 胴5_鱗左_鱗4_表示 = e.胴5_鱗左_鱗4_表示; - 胴5_鱗右_鱗1_表示 = e.胴5_鱗右_鱗1_表示; - 胴5_鱗右_鱗2_表示 = e.胴5_鱗右_鱗2_表示; - 胴5_鱗右_鱗3_表示 = e.胴5_鱗右_鱗3_表示; - 胴5_鱗右_鱗4_表示 = e.胴5_鱗右_鱗4_表示; - 胴5_胴_表示 = e.胴5_胴_表示; + Torso6_鱗左_鱗1_表示 = e.Torso6_鱗左_鱗1_表示; + Torso6_鱗左_鱗2_表示 = e.Torso6_鱗左_鱗2_表示; + Torso6_鱗左_鱗3_表示 = e.Torso6_鱗左_鱗3_表示; + Torso6_鱗左_鱗4_表示 = e.Torso6_鱗左_鱗4_表示; + Torso6_鱗右_鱗1_表示 = e.Torso6_鱗右_鱗1_表示; + Torso6_鱗右_鱗2_表示 = e.Torso6_鱗右_鱗2_表示; + Torso6_鱗右_鱗3_表示 = e.Torso6_鱗右_鱗3_表示; + Torso6_鱗右_鱗4_表示 = e.Torso6_鱗右_鱗4_表示; + Torso6_Torso_表示 = e.Torso6_Torso_表示; + Torso5_鱗左_鱗1_表示 = e.Torso5_鱗左_鱗1_表示; + Torso5_鱗左_鱗2_表示 = e.Torso5_鱗左_鱗2_表示; + Torso5_鱗左_鱗3_表示 = e.Torso5_鱗左_鱗3_表示; + Torso5_鱗左_鱗4_表示 = e.Torso5_鱗左_鱗4_表示; + Torso5_鱗右_鱗1_表示 = e.Torso5_鱗右_鱗1_表示; + Torso5_鱗右_鱗2_表示 = e.Torso5_鱗右_鱗2_表示; + Torso5_鱗右_鱗3_表示 = e.Torso5_鱗右_鱗3_表示; + Torso5_鱗右_鱗4_表示 = e.Torso5_鱗右_鱗4_表示; + Torso5_Torso_表示 = e.Torso5_Torso_表示; 輪2_革_表示 = e.輪2_革_表示; 輪2_金具1_表示 = e.輪2_金具1_表示; 輪2_金具2_表示 = e.輪2_金具2_表示; 輪2_金具3_表示 = e.輪2_金具3_表示; 輪2_金具左_表示 = e.輪2_金具左_表示; 輪2_金具右_表示 = e.輪2_金具右_表示; - 胴4_鱗左_鱗1_表示 = e.胴4_鱗左_鱗1_表示; - 胴4_鱗左_鱗2_表示 = e.胴4_鱗左_鱗2_表示; - 胴4_鱗左_鱗3_表示 = e.胴4_鱗左_鱗3_表示; - 胴4_鱗左_鱗4_表示 = e.胴4_鱗左_鱗4_表示; - 胴4_鱗右_鱗1_表示 = e.胴4_鱗右_鱗1_表示; - 胴4_鱗右_鱗2_表示 = e.胴4_鱗右_鱗2_表示; - 胴4_鱗右_鱗3_表示 = e.胴4_鱗右_鱗3_表示; - 胴4_鱗右_鱗4_表示 = e.胴4_鱗右_鱗4_表示; - 胴4_胴_表示 = e.胴4_胴_表示; - 胴3_鱗左_鱗1_表示 = e.胴3_鱗左_鱗1_表示; - 胴3_鱗左_鱗2_表示 = e.胴3_鱗左_鱗2_表示; - 胴3_鱗左_鱗3_表示 = e.胴3_鱗左_鱗3_表示; - 胴3_鱗左_鱗4_表示 = e.胴3_鱗左_鱗4_表示; - 胴3_鱗右_鱗1_表示 = e.胴3_鱗右_鱗1_表示; - 胴3_鱗右_鱗2_表示 = e.胴3_鱗右_鱗2_表示; - 胴3_鱗右_鱗3_表示 = e.胴3_鱗右_鱗3_表示; - 胴3_鱗右_鱗4_表示 = e.胴3_鱗右_鱗4_表示; - 胴3_胴_表示 = e.胴3_胴_表示; - 胴2_鱗左_鱗1_表示 = e.胴2_鱗左_鱗1_表示; - 胴2_鱗左_鱗2_表示 = e.胴2_鱗左_鱗2_表示; - 胴2_鱗左_鱗3_表示 = e.胴2_鱗左_鱗3_表示; - 胴2_鱗左_鱗4_表示 = e.胴2_鱗左_鱗4_表示; - 胴2_鱗右_鱗1_表示 = e.胴2_鱗右_鱗1_表示; - 胴2_鱗右_鱗2_表示 = e.胴2_鱗右_鱗2_表示; - 胴2_鱗右_鱗3_表示 = e.胴2_鱗右_鱗3_表示; - 胴2_鱗右_鱗4_表示 = e.胴2_鱗右_鱗4_表示; - 胴2_胴_表示 = e.胴2_胴_表示; - 胴1_鱗左2_鱗1_表示 = e.胴1_鱗左2_鱗1_表示; - 胴1_鱗左2_鱗2_表示 = e.胴1_鱗左2_鱗2_表示; - 胴1_鱗左2_鱗3_表示 = e.胴1_鱗左2_鱗3_表示; - 胴1_鱗左2_鱗4_表示 = e.胴1_鱗左2_鱗4_表示; - 胴1_鱗右2_鱗1_表示 = e.胴1_鱗右2_鱗1_表示; - 胴1_鱗右2_鱗2_表示 = e.胴1_鱗右2_鱗2_表示; - 胴1_鱗右2_鱗3_表示 = e.胴1_鱗右2_鱗3_表示; - 胴1_鱗右2_鱗4_表示 = e.胴1_鱗右2_鱗4_表示; - 胴1_胴2_表示 = e.胴1_胴2_表示; - 胴1_胴1_表示 = e.胴1_胴1_表示; - 胴1_鱗左1_鱗1_表示 = e.胴1_鱗左1_鱗1_表示; - 胴1_鱗左1_鱗2_表示 = e.胴1_鱗左1_鱗2_表示; - 胴1_鱗左1_鱗3_表示 = e.胴1_鱗左1_鱗3_表示; - 胴1_鱗左1_鱗4_表示 = e.胴1_鱗左1_鱗4_表示; - 胴1_鱗右1_鱗1_表示 = e.胴1_鱗右1_鱗1_表示; - 胴1_鱗右1_鱗2_表示 = e.胴1_鱗右1_鱗2_表示; - 胴1_鱗右1_鱗3_表示 = e.胴1_鱗右1_鱗3_表示; - 胴1_鱗右1_鱗4_表示 = e.胴1_鱗右1_鱗4_表示; + Torso4_鱗左_鱗1_表示 = e.Torso4_鱗左_鱗1_表示; + Torso4_鱗左_鱗2_表示 = e.Torso4_鱗左_鱗2_表示; + Torso4_鱗左_鱗3_表示 = e.Torso4_鱗左_鱗3_表示; + Torso4_鱗左_鱗4_表示 = e.Torso4_鱗左_鱗4_表示; + Torso4_鱗右_鱗1_表示 = e.Torso4_鱗右_鱗1_表示; + Torso4_鱗右_鱗2_表示 = e.Torso4_鱗右_鱗2_表示; + Torso4_鱗右_鱗3_表示 = e.Torso4_鱗右_鱗3_表示; + Torso4_鱗右_鱗4_表示 = e.Torso4_鱗右_鱗4_表示; + Torso4_Torso_表示 = e.Torso4_Torso_表示; + Torso3_鱗左_鱗1_表示 = e.Torso3_鱗左_鱗1_表示; + Torso3_鱗左_鱗2_表示 = e.Torso3_鱗左_鱗2_表示; + Torso3_鱗左_鱗3_表示 = e.Torso3_鱗左_鱗3_表示; + Torso3_鱗左_鱗4_表示 = e.Torso3_鱗左_鱗4_表示; + Torso3_鱗右_鱗1_表示 = e.Torso3_鱗右_鱗1_表示; + Torso3_鱗右_鱗2_表示 = e.Torso3_鱗右_鱗2_表示; + Torso3_鱗右_鱗3_表示 = e.Torso3_鱗右_鱗3_表示; + Torso3_鱗右_鱗4_表示 = e.Torso3_鱗右_鱗4_表示; + Torso3_Torso_表示 = e.Torso3_Torso_表示; + Torso2_鱗左_鱗1_表示 = e.Torso2_鱗左_鱗1_表示; + Torso2_鱗左_鱗2_表示 = e.Torso2_鱗左_鱗2_表示; + Torso2_鱗左_鱗3_表示 = e.Torso2_鱗左_鱗3_表示; + Torso2_鱗左_鱗4_表示 = e.Torso2_鱗左_鱗4_表示; + Torso2_鱗右_鱗1_表示 = e.Torso2_鱗右_鱗1_表示; + Torso2_鱗右_鱗2_表示 = e.Torso2_鱗右_鱗2_表示; + Torso2_鱗右_鱗3_表示 = e.Torso2_鱗右_鱗3_表示; + Torso2_鱗右_鱗4_表示 = e.Torso2_鱗右_鱗4_表示; + Torso2_Torso_表示 = e.Torso2_Torso_表示; + Torso1_鱗左2_鱗1_表示 = e.Torso1_鱗左2_鱗1_表示; + Torso1_鱗左2_鱗2_表示 = e.Torso1_鱗左2_鱗2_表示; + Torso1_鱗左2_鱗3_表示 = e.Torso1_鱗左2_鱗3_表示; + Torso1_鱗左2_鱗4_表示 = e.Torso1_鱗左2_鱗4_表示; + Torso1_鱗右2_鱗1_表示 = e.Torso1_鱗右2_鱗1_表示; + Torso1_鱗右2_鱗2_表示 = e.Torso1_鱗右2_鱗2_表示; + Torso1_鱗右2_鱗3_表示 = e.Torso1_鱗右2_鱗3_表示; + Torso1_鱗右2_鱗4_表示 = e.Torso1_鱗右2_鱗4_表示; + Torso1_Torso2_表示 = e.Torso1_Torso2_表示; + Torso1_Torso1_表示 = e.Torso1_Torso1_表示; + Torso1_鱗左1_鱗1_表示 = e.Torso1_鱗左1_鱗1_表示; + Torso1_鱗左1_鱗2_表示 = e.Torso1_鱗左1_鱗2_表示; + Torso1_鱗左1_鱗3_表示 = e.Torso1_鱗左1_鱗3_表示; + Torso1_鱗左1_鱗4_表示 = e.Torso1_鱗左1_鱗4_表示; + Torso1_鱗右1_鱗1_表示 = e.Torso1_鱗右1_鱗1_表示; + Torso1_鱗右1_鱗2_表示 = e.Torso1_鱗右1_鱗2_表示; + Torso1_鱗右1_鱗3_表示 = e.Torso1_鱗右1_鱗3_表示; + Torso1_鱗右1_鱗4_表示 = e.Torso1_鱗右1_鱗4_表示; 輪1_革_表示 = e.輪1_革_表示; 輪1_金具1_表示 = e.輪1_金具1_表示; 輪1_金具2_表示 = e.輪1_金具2_表示; @@ -2101,7 +2101,7 @@ namespace SlaveMatrix 輪1_金具右_表示 = e.輪1_金具右_表示; 輪1表示 = e.輪1表示; 輪2表示 = e.輪2表示; - 胴_外線 = e.胴_外線; + Torso_外線 = e.Torso_外線; Rパターン = e.Rパターン; 鱗1 = e.鱗1; 鱗2 = e.鱗2; @@ -2282,75 +2282,75 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - X0Y0_胴6_鱗左_鱗1CP = new ColorP(X0Y0_胴6_鱗左_鱗1, 胴6_鱗左_鱗1CD, DisUnit, abj: true); - X0Y0_胴6_鱗左_鱗2CP = new ColorP(X0Y0_胴6_鱗左_鱗2, 胴6_鱗左_鱗2CD, DisUnit, abj: true); - X0Y0_胴6_鱗左_鱗3CP = new ColorP(X0Y0_胴6_鱗左_鱗3, 胴6_鱗左_鱗3CD, DisUnit, abj: true); - X0Y0_胴6_鱗左_鱗4CP = new ColorP(X0Y0_胴6_鱗左_鱗4, 胴6_鱗左_鱗4CD, DisUnit, abj: true); - X0Y0_胴6_鱗右_鱗1CP = new ColorP(X0Y0_胴6_鱗右_鱗1, 胴6_鱗右_鱗1CD, DisUnit, abj: true); - X0Y0_胴6_鱗右_鱗2CP = new ColorP(X0Y0_胴6_鱗右_鱗2, 胴6_鱗右_鱗2CD, DisUnit, abj: true); - X0Y0_胴6_鱗右_鱗3CP = new ColorP(X0Y0_胴6_鱗右_鱗3, 胴6_鱗右_鱗3CD, DisUnit, abj: true); - X0Y0_胴6_鱗右_鱗4CP = new ColorP(X0Y0_胴6_鱗右_鱗4, 胴6_鱗右_鱗4CD, DisUnit, abj: true); - X0Y0_胴6_胴CP = new ColorP(X0Y0_胴6_胴, 胴6_胴CD, DisUnit, abj: true); - X0Y0_胴5_鱗左_鱗1CP = new ColorP(X0Y0_胴5_鱗左_鱗1, 胴5_鱗左_鱗1CD, DisUnit, abj: true); - X0Y0_胴5_鱗左_鱗2CP = new ColorP(X0Y0_胴5_鱗左_鱗2, 胴5_鱗左_鱗2CD, DisUnit, abj: true); - X0Y0_胴5_鱗左_鱗3CP = new ColorP(X0Y0_胴5_鱗左_鱗3, 胴5_鱗左_鱗3CD, DisUnit, abj: true); - X0Y0_胴5_鱗左_鱗4CP = new ColorP(X0Y0_胴5_鱗左_鱗4, 胴5_鱗左_鱗4CD, DisUnit, abj: true); - X0Y0_胴5_鱗右_鱗1CP = new ColorP(X0Y0_胴5_鱗右_鱗1, 胴5_鱗右_鱗1CD, DisUnit, abj: true); - X0Y0_胴5_鱗右_鱗2CP = new ColorP(X0Y0_胴5_鱗右_鱗2, 胴5_鱗右_鱗2CD, DisUnit, abj: true); - X0Y0_胴5_鱗右_鱗3CP = new ColorP(X0Y0_胴5_鱗右_鱗3, 胴5_鱗右_鱗3CD, DisUnit, abj: true); - X0Y0_胴5_鱗右_鱗4CP = new ColorP(X0Y0_胴5_鱗右_鱗4, 胴5_鱗右_鱗4CD, DisUnit, abj: true); - X0Y0_胴5_胴CP = new ColorP(X0Y0_胴5_胴, 胴5_胴CD, DisUnit, abj: true); + X0Y0_Torso6_鱗左_鱗1CP = new ColorP(X0Y0_Torso6_鱗左_鱗1, Torso6_鱗左_鱗1CD, DisUnit, abj: true); + X0Y0_Torso6_鱗左_鱗2CP = new ColorP(X0Y0_Torso6_鱗左_鱗2, Torso6_鱗左_鱗2CD, DisUnit, abj: true); + X0Y0_Torso6_鱗左_鱗3CP = new ColorP(X0Y0_Torso6_鱗左_鱗3, Torso6_鱗左_鱗3CD, DisUnit, abj: true); + X0Y0_Torso6_鱗左_鱗4CP = new ColorP(X0Y0_Torso6_鱗左_鱗4, Torso6_鱗左_鱗4CD, DisUnit, abj: true); + X0Y0_Torso6_鱗右_鱗1CP = new ColorP(X0Y0_Torso6_鱗右_鱗1, Torso6_鱗右_鱗1CD, DisUnit, abj: true); + X0Y0_Torso6_鱗右_鱗2CP = new ColorP(X0Y0_Torso6_鱗右_鱗2, Torso6_鱗右_鱗2CD, DisUnit, abj: true); + X0Y0_Torso6_鱗右_鱗3CP = new ColorP(X0Y0_Torso6_鱗右_鱗3, Torso6_鱗右_鱗3CD, DisUnit, abj: true); + X0Y0_Torso6_鱗右_鱗4CP = new ColorP(X0Y0_Torso6_鱗右_鱗4, Torso6_鱗右_鱗4CD, DisUnit, abj: true); + X0Y0_Torso6_TorsoCP = new ColorP(X0Y0_Torso6_Torso, Torso6_TorsoCD, DisUnit, abj: true); + X0Y0_Torso5_鱗左_鱗1CP = new ColorP(X0Y0_Torso5_鱗左_鱗1, Torso5_鱗左_鱗1CD, DisUnit, abj: true); + X0Y0_Torso5_鱗左_鱗2CP = new ColorP(X0Y0_Torso5_鱗左_鱗2, Torso5_鱗左_鱗2CD, DisUnit, abj: true); + X0Y0_Torso5_鱗左_鱗3CP = new ColorP(X0Y0_Torso5_鱗左_鱗3, Torso5_鱗左_鱗3CD, DisUnit, abj: true); + X0Y0_Torso5_鱗左_鱗4CP = new ColorP(X0Y0_Torso5_鱗左_鱗4, Torso5_鱗左_鱗4CD, DisUnit, abj: true); + X0Y0_Torso5_鱗右_鱗1CP = new ColorP(X0Y0_Torso5_鱗右_鱗1, Torso5_鱗右_鱗1CD, DisUnit, abj: true); + X0Y0_Torso5_鱗右_鱗2CP = new ColorP(X0Y0_Torso5_鱗右_鱗2, Torso5_鱗右_鱗2CD, DisUnit, abj: true); + X0Y0_Torso5_鱗右_鱗3CP = new ColorP(X0Y0_Torso5_鱗右_鱗3, Torso5_鱗右_鱗3CD, DisUnit, abj: true); + X0Y0_Torso5_鱗右_鱗4CP = new ColorP(X0Y0_Torso5_鱗右_鱗4, Torso5_鱗右_鱗4CD, DisUnit, abj: true); + X0Y0_Torso5_TorsoCP = new ColorP(X0Y0_Torso5_Torso, Torso5_TorsoCD, DisUnit, abj: true); X0Y0_輪2_革CP = new ColorP(X0Y0_輪2_革, 輪2_革CD, DisUnit, abj: true); X0Y0_輪2_金具1CP = new ColorP(X0Y0_輪2_金具1, 輪2_金具1CD, DisUnit, abj: true); X0Y0_輪2_金具2CP = new ColorP(X0Y0_輪2_金具2, 輪2_金具2CD, DisUnit, abj: true); X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_金具右CD, DisUnit, abj: true); - X0Y0_胴4_鱗左_鱗1CP = new ColorP(X0Y0_胴4_鱗左_鱗1, 胴4_鱗左_鱗1CD, DisUnit, abj: true); - X0Y0_胴4_鱗左_鱗2CP = new ColorP(X0Y0_胴4_鱗左_鱗2, 胴4_鱗左_鱗2CD, DisUnit, abj: true); - X0Y0_胴4_鱗左_鱗3CP = new ColorP(X0Y0_胴4_鱗左_鱗3, 胴4_鱗左_鱗3CD, DisUnit, abj: true); - X0Y0_胴4_鱗左_鱗4CP = new ColorP(X0Y0_胴4_鱗左_鱗4, 胴4_鱗左_鱗4CD, DisUnit, abj: true); - X0Y0_胴4_鱗右_鱗1CP = new ColorP(X0Y0_胴4_鱗右_鱗1, 胴4_鱗右_鱗1CD, DisUnit, abj: true); - X0Y0_胴4_鱗右_鱗2CP = new ColorP(X0Y0_胴4_鱗右_鱗2, 胴4_鱗右_鱗2CD, DisUnit, abj: true); - X0Y0_胴4_鱗右_鱗3CP = new ColorP(X0Y0_胴4_鱗右_鱗3, 胴4_鱗右_鱗3CD, DisUnit, abj: true); - X0Y0_胴4_鱗右_鱗4CP = new ColorP(X0Y0_胴4_鱗右_鱗4, 胴4_鱗右_鱗4CD, DisUnit, abj: true); - X0Y0_胴4_胴CP = new ColorP(X0Y0_胴4_胴, 胴4_胴CD, DisUnit, abj: true); - X0Y0_胴3_鱗左_鱗1CP = new ColorP(X0Y0_胴3_鱗左_鱗1, 胴3_鱗左_鱗1CD, DisUnit, abj: true); - X0Y0_胴3_鱗左_鱗2CP = new ColorP(X0Y0_胴3_鱗左_鱗2, 胴3_鱗左_鱗2CD, DisUnit, abj: true); - X0Y0_胴3_鱗左_鱗3CP = new ColorP(X0Y0_胴3_鱗左_鱗3, 胴3_鱗左_鱗3CD, DisUnit, abj: true); - X0Y0_胴3_鱗左_鱗4CP = new ColorP(X0Y0_胴3_鱗左_鱗4, 胴3_鱗左_鱗4CD, DisUnit, abj: true); - X0Y0_胴3_鱗右_鱗1CP = new ColorP(X0Y0_胴3_鱗右_鱗1, 胴3_鱗右_鱗1CD, DisUnit, abj: true); - X0Y0_胴3_鱗右_鱗2CP = new ColorP(X0Y0_胴3_鱗右_鱗2, 胴3_鱗右_鱗2CD, DisUnit, abj: true); - X0Y0_胴3_鱗右_鱗3CP = new ColorP(X0Y0_胴3_鱗右_鱗3, 胴3_鱗右_鱗3CD, DisUnit, abj: true); - X0Y0_胴3_鱗右_鱗4CP = new ColorP(X0Y0_胴3_鱗右_鱗4, 胴3_鱗右_鱗4CD, DisUnit, abj: true); - X0Y0_胴3_胴CP = new ColorP(X0Y0_胴3_胴, 胴3_胴CD, DisUnit, abj: true); - X0Y0_胴2_鱗左_鱗1CP = new ColorP(X0Y0_胴2_鱗左_鱗1, 胴2_鱗左_鱗1CD, DisUnit, abj: true); - X0Y0_胴2_鱗左_鱗2CP = new ColorP(X0Y0_胴2_鱗左_鱗2, 胴2_鱗左_鱗2CD, DisUnit, abj: true); - X0Y0_胴2_鱗左_鱗3CP = new ColorP(X0Y0_胴2_鱗左_鱗3, 胴2_鱗左_鱗3CD, DisUnit, abj: true); - X0Y0_胴2_鱗左_鱗4CP = new ColorP(X0Y0_胴2_鱗左_鱗4, 胴2_鱗左_鱗4CD, DisUnit, abj: true); - X0Y0_胴2_鱗右_鱗1CP = new ColorP(X0Y0_胴2_鱗右_鱗1, 胴2_鱗右_鱗1CD, DisUnit, abj: true); - X0Y0_胴2_鱗右_鱗2CP = new ColorP(X0Y0_胴2_鱗右_鱗2, 胴2_鱗右_鱗2CD, DisUnit, abj: true); - X0Y0_胴2_鱗右_鱗3CP = new ColorP(X0Y0_胴2_鱗右_鱗3, 胴2_鱗右_鱗3CD, DisUnit, abj: true); - X0Y0_胴2_鱗右_鱗4CP = new ColorP(X0Y0_胴2_鱗右_鱗4, 胴2_鱗右_鱗4CD, DisUnit, abj: true); - X0Y0_胴2_胴CP = new ColorP(X0Y0_胴2_胴, 胴2_胴CD, DisUnit, abj: true); - X0Y0_胴1_鱗左2_鱗1CP = new ColorP(X0Y0_胴1_鱗左2_鱗1, 胴1_鱗左2_鱗1CD, DisUnit, abj: true); - X0Y0_胴1_鱗左2_鱗2CP = new ColorP(X0Y0_胴1_鱗左2_鱗2, 胴1_鱗左2_鱗2CD, DisUnit, abj: true); - X0Y0_胴1_鱗左2_鱗3CP = new ColorP(X0Y0_胴1_鱗左2_鱗3, 胴1_鱗左2_鱗3CD, DisUnit, abj: true); - X0Y0_胴1_鱗左2_鱗4CP = new ColorP(X0Y0_胴1_鱗左2_鱗4, 胴1_鱗左2_鱗4CD, DisUnit, abj: true); - X0Y0_胴1_鱗右2_鱗1CP = new ColorP(X0Y0_胴1_鱗右2_鱗1, 胴1_鱗右2_鱗1CD, DisUnit, abj: true); - X0Y0_胴1_鱗右2_鱗2CP = new ColorP(X0Y0_胴1_鱗右2_鱗2, 胴1_鱗右2_鱗2CD, DisUnit, abj: true); - X0Y0_胴1_鱗右2_鱗3CP = new ColorP(X0Y0_胴1_鱗右2_鱗3, 胴1_鱗右2_鱗3CD, DisUnit, abj: true); - X0Y0_胴1_鱗右2_鱗4CP = new ColorP(X0Y0_胴1_鱗右2_鱗4, 胴1_鱗右2_鱗4CD, DisUnit, abj: true); - X0Y0_胴1_胴2CP = new ColorP(X0Y0_胴1_胴2, 胴1_胴2CD, DisUnit, abj: true); - X0Y0_胴1_胴1CP = new ColorP(X0Y0_胴1_胴1, 胴1_胴1CD, DisUnit, abj: true); - X0Y0_胴1_鱗左1_鱗1CP = new ColorP(X0Y0_胴1_鱗左1_鱗1, 胴1_鱗左1_鱗1CD, DisUnit, abj: true); - X0Y0_胴1_鱗左1_鱗2CP = new ColorP(X0Y0_胴1_鱗左1_鱗2, 胴1_鱗左1_鱗2CD, DisUnit, abj: true); - X0Y0_胴1_鱗左1_鱗3CP = new ColorP(X0Y0_胴1_鱗左1_鱗3, 胴1_鱗左1_鱗3CD, DisUnit, abj: true); - X0Y0_胴1_鱗左1_鱗4CP = new ColorP(X0Y0_胴1_鱗左1_鱗4, 胴1_鱗左1_鱗4CD, DisUnit, abj: true); - X0Y0_胴1_鱗右1_鱗1CP = new ColorP(X0Y0_胴1_鱗右1_鱗1, 胴1_鱗右1_鱗1CD, DisUnit, abj: true); - X0Y0_胴1_鱗右1_鱗2CP = new ColorP(X0Y0_胴1_鱗右1_鱗2, 胴1_鱗右1_鱗2CD, DisUnit, abj: true); - X0Y0_胴1_鱗右1_鱗3CP = new ColorP(X0Y0_胴1_鱗右1_鱗3, 胴1_鱗右1_鱗3CD, DisUnit, abj: true); - X0Y0_胴1_鱗右1_鱗4CP = new ColorP(X0Y0_胴1_鱗右1_鱗4, 胴1_鱗右1_鱗4CD, DisUnit, abj: true); + X0Y0_Torso4_鱗左_鱗1CP = new ColorP(X0Y0_Torso4_鱗左_鱗1, Torso4_鱗左_鱗1CD, DisUnit, abj: true); + X0Y0_Torso4_鱗左_鱗2CP = new ColorP(X0Y0_Torso4_鱗左_鱗2, Torso4_鱗左_鱗2CD, DisUnit, abj: true); + X0Y0_Torso4_鱗左_鱗3CP = new ColorP(X0Y0_Torso4_鱗左_鱗3, Torso4_鱗左_鱗3CD, DisUnit, abj: true); + X0Y0_Torso4_鱗左_鱗4CP = new ColorP(X0Y0_Torso4_鱗左_鱗4, Torso4_鱗左_鱗4CD, DisUnit, abj: true); + X0Y0_Torso4_鱗右_鱗1CP = new ColorP(X0Y0_Torso4_鱗右_鱗1, Torso4_鱗右_鱗1CD, DisUnit, abj: true); + X0Y0_Torso4_鱗右_鱗2CP = new ColorP(X0Y0_Torso4_鱗右_鱗2, Torso4_鱗右_鱗2CD, DisUnit, abj: true); + X0Y0_Torso4_鱗右_鱗3CP = new ColorP(X0Y0_Torso4_鱗右_鱗3, Torso4_鱗右_鱗3CD, DisUnit, abj: true); + X0Y0_Torso4_鱗右_鱗4CP = new ColorP(X0Y0_Torso4_鱗右_鱗4, Torso4_鱗右_鱗4CD, DisUnit, abj: true); + X0Y0_Torso4_TorsoCP = new ColorP(X0Y0_Torso4_Torso, Torso4_TorsoCD, DisUnit, abj: true); + X0Y0_Torso3_鱗左_鱗1CP = new ColorP(X0Y0_Torso3_鱗左_鱗1, Torso3_鱗左_鱗1CD, DisUnit, abj: true); + X0Y0_Torso3_鱗左_鱗2CP = new ColorP(X0Y0_Torso3_鱗左_鱗2, Torso3_鱗左_鱗2CD, DisUnit, abj: true); + X0Y0_Torso3_鱗左_鱗3CP = new ColorP(X0Y0_Torso3_鱗左_鱗3, Torso3_鱗左_鱗3CD, DisUnit, abj: true); + X0Y0_Torso3_鱗左_鱗4CP = new ColorP(X0Y0_Torso3_鱗左_鱗4, Torso3_鱗左_鱗4CD, DisUnit, abj: true); + X0Y0_Torso3_鱗右_鱗1CP = new ColorP(X0Y0_Torso3_鱗右_鱗1, Torso3_鱗右_鱗1CD, DisUnit, abj: true); + X0Y0_Torso3_鱗右_鱗2CP = new ColorP(X0Y0_Torso3_鱗右_鱗2, Torso3_鱗右_鱗2CD, DisUnit, abj: true); + X0Y0_Torso3_鱗右_鱗3CP = new ColorP(X0Y0_Torso3_鱗右_鱗3, Torso3_鱗右_鱗3CD, DisUnit, abj: true); + X0Y0_Torso3_鱗右_鱗4CP = new ColorP(X0Y0_Torso3_鱗右_鱗4, Torso3_鱗右_鱗4CD, DisUnit, abj: true); + X0Y0_Torso3_TorsoCP = new ColorP(X0Y0_Torso3_Torso, Torso3_TorsoCD, DisUnit, abj: true); + X0Y0_Torso2_鱗左_鱗1CP = new ColorP(X0Y0_Torso2_鱗左_鱗1, Torso2_鱗左_鱗1CD, DisUnit, abj: true); + X0Y0_Torso2_鱗左_鱗2CP = new ColorP(X0Y0_Torso2_鱗左_鱗2, Torso2_鱗左_鱗2CD, DisUnit, abj: true); + X0Y0_Torso2_鱗左_鱗3CP = new ColorP(X0Y0_Torso2_鱗左_鱗3, Torso2_鱗左_鱗3CD, DisUnit, abj: true); + X0Y0_Torso2_鱗左_鱗4CP = new ColorP(X0Y0_Torso2_鱗左_鱗4, Torso2_鱗左_鱗4CD, DisUnit, abj: true); + X0Y0_Torso2_鱗右_鱗1CP = new ColorP(X0Y0_Torso2_鱗右_鱗1, Torso2_鱗右_鱗1CD, DisUnit, abj: true); + X0Y0_Torso2_鱗右_鱗2CP = new ColorP(X0Y0_Torso2_鱗右_鱗2, Torso2_鱗右_鱗2CD, DisUnit, abj: true); + X0Y0_Torso2_鱗右_鱗3CP = new ColorP(X0Y0_Torso2_鱗右_鱗3, Torso2_鱗右_鱗3CD, DisUnit, abj: true); + X0Y0_Torso2_鱗右_鱗4CP = new ColorP(X0Y0_Torso2_鱗右_鱗4, Torso2_鱗右_鱗4CD, DisUnit, abj: true); + X0Y0_Torso2_TorsoCP = new ColorP(X0Y0_Torso2_Torso, Torso2_TorsoCD, DisUnit, abj: true); + X0Y0_Torso1_鱗左2_鱗1CP = new ColorP(X0Y0_Torso1_鱗左2_鱗1, Torso1_鱗左2_鱗1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左2_鱗2CP = new ColorP(X0Y0_Torso1_鱗左2_鱗2, Torso1_鱗左2_鱗2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左2_鱗3CP = new ColorP(X0Y0_Torso1_鱗左2_鱗3, Torso1_鱗左2_鱗3CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左2_鱗4CP = new ColorP(X0Y0_Torso1_鱗左2_鱗4, Torso1_鱗左2_鱗4CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右2_鱗1CP = new ColorP(X0Y0_Torso1_鱗右2_鱗1, Torso1_鱗右2_鱗1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右2_鱗2CP = new ColorP(X0Y0_Torso1_鱗右2_鱗2, Torso1_鱗右2_鱗2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右2_鱗3CP = new ColorP(X0Y0_Torso1_鱗右2_鱗3, Torso1_鱗右2_鱗3CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右2_鱗4CP = new ColorP(X0Y0_Torso1_鱗右2_鱗4, Torso1_鱗右2_鱗4CD, DisUnit, abj: true); + X0Y0_Torso1_Torso2CP = new ColorP(X0Y0_Torso1_Torso2, Torso1_Torso2CD, DisUnit, abj: true); + X0Y0_Torso1_Torso1CP = new ColorP(X0Y0_Torso1_Torso1, Torso1_Torso1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左1_鱗1CP = new ColorP(X0Y0_Torso1_鱗左1_鱗1, Torso1_鱗左1_鱗1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左1_鱗2CP = new ColorP(X0Y0_Torso1_鱗左1_鱗2, Torso1_鱗左1_鱗2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左1_鱗3CP = new ColorP(X0Y0_Torso1_鱗左1_鱗3, Torso1_鱗左1_鱗3CD, DisUnit, abj: true); + X0Y0_Torso1_鱗左1_鱗4CP = new ColorP(X0Y0_Torso1_鱗左1_鱗4, Torso1_鱗左1_鱗4CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右1_鱗1CP = new ColorP(X0Y0_Torso1_鱗右1_鱗1, Torso1_鱗右1_鱗1CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右1_鱗2CP = new ColorP(X0Y0_Torso1_鱗右1_鱗2, Torso1_鱗右1_鱗2CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右1_鱗3CP = new ColorP(X0Y0_Torso1_鱗右1_鱗3, Torso1_鱗右1_鱗3CD, DisUnit, abj: true); + X0Y0_Torso1_鱗右1_鱗4CP = new ColorP(X0Y0_Torso1_鱗右1_鱗4, Torso1_鱗右1_鱗4CD, DisUnit, abj: true); X0Y0_輪1_革CP = new ColorP(X0Y0_輪1_革, 輪1_革CD, DisUnit, abj: true); X0Y0_輪1_金具1CP = new ColorP(X0Y0_輪1_金具1, 輪1_金具1CD, DisUnit, abj: true); X0Y0_輪1_金具2CP = new ColorP(X0Y0_輪1_金具2, 輪1_金具2CD, DisUnit, abj: true); @@ -2378,69 +2378,69 @@ namespace SlaveMatrix { if (Rパターン) { - Are.Draw(X0Y0_胴6_胴); - Are.Draw(X0Y0_胴6_鱗右_鱗4); - Are.Draw(X0Y0_胴6_鱗右_鱗3); - Are.Draw(X0Y0_胴6_鱗右_鱗2); - Are.Draw(X0Y0_胴6_鱗右_鱗1); - Are.Draw(X0Y0_胴6_鱗左_鱗4); - Are.Draw(X0Y0_胴6_鱗左_鱗3); - Are.Draw(X0Y0_胴6_鱗左_鱗2); - Are.Draw(X0Y0_胴6_鱗左_鱗1); - Are.Draw(X0Y0_胴5_胴); - Are.Draw(X0Y0_胴5_鱗右_鱗4); - Are.Draw(X0Y0_胴5_鱗右_鱗3); - Are.Draw(X0Y0_胴5_鱗右_鱗2); - Are.Draw(X0Y0_胴5_鱗右_鱗1); - Are.Draw(X0Y0_胴5_鱗左_鱗4); - Are.Draw(X0Y0_胴5_鱗左_鱗3); - Are.Draw(X0Y0_胴5_鱗左_鱗2); - Are.Draw(X0Y0_胴5_鱗左_鱗1); - Are.Draw(X0Y0_胴4_胴); - Are.Draw(X0Y0_胴4_鱗右_鱗4); - Are.Draw(X0Y0_胴4_鱗右_鱗3); - Are.Draw(X0Y0_胴4_鱗右_鱗2); - Are.Draw(X0Y0_胴4_鱗右_鱗1); - Are.Draw(X0Y0_胴4_鱗左_鱗4); - Are.Draw(X0Y0_胴4_鱗左_鱗3); - Are.Draw(X0Y0_胴4_鱗左_鱗2); - Are.Draw(X0Y0_胴4_鱗左_鱗1); - Are.Draw(X0Y0_胴3_胴); - Are.Draw(X0Y0_胴3_鱗右_鱗4); - Are.Draw(X0Y0_胴3_鱗右_鱗3); - Are.Draw(X0Y0_胴3_鱗右_鱗2); - Are.Draw(X0Y0_胴3_鱗右_鱗1); - Are.Draw(X0Y0_胴3_鱗左_鱗4); - Are.Draw(X0Y0_胴3_鱗左_鱗3); - Are.Draw(X0Y0_胴3_鱗左_鱗2); - Are.Draw(X0Y0_胴3_鱗左_鱗1); - Are.Draw(X0Y0_胴2_胴); - Are.Draw(X0Y0_胴2_鱗右_鱗4); - Are.Draw(X0Y0_胴2_鱗右_鱗3); - Are.Draw(X0Y0_胴2_鱗右_鱗2); - Are.Draw(X0Y0_胴2_鱗右_鱗1); - Are.Draw(X0Y0_胴2_鱗左_鱗4); - Are.Draw(X0Y0_胴2_鱗左_鱗3); - Are.Draw(X0Y0_胴2_鱗左_鱗2); - Are.Draw(X0Y0_胴2_鱗左_鱗1); - Are.Draw(X0Y0_胴1_胴2); - Are.Draw(X0Y0_胴1_胴1); - Are.Draw(X0Y0_胴1_鱗右1_鱗4); - Are.Draw(X0Y0_胴1_鱗右1_鱗3); - Are.Draw(X0Y0_胴1_鱗右1_鱗2); - Are.Draw(X0Y0_胴1_鱗右1_鱗1); - Are.Draw(X0Y0_胴1_鱗左1_鱗4); - Are.Draw(X0Y0_胴1_鱗左1_鱗3); - Are.Draw(X0Y0_胴1_鱗左1_鱗2); - Are.Draw(X0Y0_胴1_鱗左1_鱗1); - Are.Draw(X0Y0_胴1_鱗右2_鱗4); - Are.Draw(X0Y0_胴1_鱗右2_鱗3); - Are.Draw(X0Y0_胴1_鱗右2_鱗2); - Are.Draw(X0Y0_胴1_鱗右2_鱗1); - Are.Draw(X0Y0_胴1_鱗左2_鱗4); - Are.Draw(X0Y0_胴1_鱗左2_鱗3); - Are.Draw(X0Y0_胴1_鱗左2_鱗2); - Are.Draw(X0Y0_胴1_鱗左2_鱗1); + Are.Draw(X0Y0_Torso6_Torso); + Are.Draw(X0Y0_Torso6_鱗右_鱗4); + Are.Draw(X0Y0_Torso6_鱗右_鱗3); + Are.Draw(X0Y0_Torso6_鱗右_鱗2); + Are.Draw(X0Y0_Torso6_鱗右_鱗1); + Are.Draw(X0Y0_Torso6_鱗左_鱗4); + Are.Draw(X0Y0_Torso6_鱗左_鱗3); + Are.Draw(X0Y0_Torso6_鱗左_鱗2); + Are.Draw(X0Y0_Torso6_鱗左_鱗1); + Are.Draw(X0Y0_Torso5_Torso); + Are.Draw(X0Y0_Torso5_鱗右_鱗4); + Are.Draw(X0Y0_Torso5_鱗右_鱗3); + Are.Draw(X0Y0_Torso5_鱗右_鱗2); + Are.Draw(X0Y0_Torso5_鱗右_鱗1); + Are.Draw(X0Y0_Torso5_鱗左_鱗4); + Are.Draw(X0Y0_Torso5_鱗左_鱗3); + Are.Draw(X0Y0_Torso5_鱗左_鱗2); + Are.Draw(X0Y0_Torso5_鱗左_鱗1); + Are.Draw(X0Y0_Torso4_Torso); + Are.Draw(X0Y0_Torso4_鱗右_鱗4); + Are.Draw(X0Y0_Torso4_鱗右_鱗3); + Are.Draw(X0Y0_Torso4_鱗右_鱗2); + Are.Draw(X0Y0_Torso4_鱗右_鱗1); + Are.Draw(X0Y0_Torso4_鱗左_鱗4); + Are.Draw(X0Y0_Torso4_鱗左_鱗3); + Are.Draw(X0Y0_Torso4_鱗左_鱗2); + Are.Draw(X0Y0_Torso4_鱗左_鱗1); + Are.Draw(X0Y0_Torso3_Torso); + Are.Draw(X0Y0_Torso3_鱗右_鱗4); + Are.Draw(X0Y0_Torso3_鱗右_鱗3); + Are.Draw(X0Y0_Torso3_鱗右_鱗2); + Are.Draw(X0Y0_Torso3_鱗右_鱗1); + Are.Draw(X0Y0_Torso3_鱗左_鱗4); + Are.Draw(X0Y0_Torso3_鱗左_鱗3); + Are.Draw(X0Y0_Torso3_鱗左_鱗2); + Are.Draw(X0Y0_Torso3_鱗左_鱗1); + Are.Draw(X0Y0_Torso2_Torso); + Are.Draw(X0Y0_Torso2_鱗右_鱗4); + Are.Draw(X0Y0_Torso2_鱗右_鱗3); + Are.Draw(X0Y0_Torso2_鱗右_鱗2); + Are.Draw(X0Y0_Torso2_鱗右_鱗1); + Are.Draw(X0Y0_Torso2_鱗左_鱗4); + Are.Draw(X0Y0_Torso2_鱗左_鱗3); + Are.Draw(X0Y0_Torso2_鱗左_鱗2); + Are.Draw(X0Y0_Torso2_鱗左_鱗1); + Are.Draw(X0Y0_Torso1_Torso2); + Are.Draw(X0Y0_Torso1_Torso1); + Are.Draw(X0Y0_Torso1_鱗右1_鱗4); + Are.Draw(X0Y0_Torso1_鱗右1_鱗3); + Are.Draw(X0Y0_Torso1_鱗右1_鱗2); + Are.Draw(X0Y0_Torso1_鱗右1_鱗1); + Are.Draw(X0Y0_Torso1_鱗左1_鱗4); + Are.Draw(X0Y0_Torso1_鱗左1_鱗3); + Are.Draw(X0Y0_Torso1_鱗左1_鱗2); + Are.Draw(X0Y0_Torso1_鱗左1_鱗1); + Are.Draw(X0Y0_Torso1_鱗右2_鱗4); + Are.Draw(X0Y0_Torso1_鱗右2_鱗3); + Are.Draw(X0Y0_Torso1_鱗右2_鱗2); + Are.Draw(X0Y0_Torso1_鱗右2_鱗1); + Are.Draw(X0Y0_Torso1_鱗左2_鱗4); + Are.Draw(X0Y0_Torso1_鱗左2_鱗3); + Are.Draw(X0Y0_Torso1_鱗左2_鱗2); + Are.Draw(X0Y0_Torso1_鱗左2_鱗1); Are.Draw(X0Y0_輪1_革); Are.Draw(X0Y0_輪1_金具1); Are.Draw(X0Y0_輪1_金具2); @@ -2450,69 +2450,69 @@ namespace SlaveMatrix } else { - Are.Draw(X0Y0_胴6_鱗左_鱗1); - Are.Draw(X0Y0_胴6_鱗左_鱗2); - Are.Draw(X0Y0_胴6_鱗左_鱗3); - Are.Draw(X0Y0_胴6_鱗左_鱗4); - Are.Draw(X0Y0_胴6_鱗右_鱗1); - Are.Draw(X0Y0_胴6_鱗右_鱗2); - Are.Draw(X0Y0_胴6_鱗右_鱗3); - Are.Draw(X0Y0_胴6_鱗右_鱗4); - Are.Draw(X0Y0_胴6_胴); - Are.Draw(X0Y0_胴5_鱗左_鱗1); - Are.Draw(X0Y0_胴5_鱗左_鱗2); - Are.Draw(X0Y0_胴5_鱗左_鱗3); - Are.Draw(X0Y0_胴5_鱗左_鱗4); - Are.Draw(X0Y0_胴5_鱗右_鱗1); - Are.Draw(X0Y0_胴5_鱗右_鱗2); - Are.Draw(X0Y0_胴5_鱗右_鱗3); - Are.Draw(X0Y0_胴5_鱗右_鱗4); - Are.Draw(X0Y0_胴5_胴); - Are.Draw(X0Y0_胴4_鱗左_鱗1); - Are.Draw(X0Y0_胴4_鱗左_鱗2); - Are.Draw(X0Y0_胴4_鱗左_鱗3); - Are.Draw(X0Y0_胴4_鱗左_鱗4); - Are.Draw(X0Y0_胴4_鱗右_鱗1); - Are.Draw(X0Y0_胴4_鱗右_鱗2); - Are.Draw(X0Y0_胴4_鱗右_鱗3); - Are.Draw(X0Y0_胴4_鱗右_鱗4); - Are.Draw(X0Y0_胴4_胴); - Are.Draw(X0Y0_胴3_鱗左_鱗1); - Are.Draw(X0Y0_胴3_鱗左_鱗2); - Are.Draw(X0Y0_胴3_鱗左_鱗3); - Are.Draw(X0Y0_胴3_鱗左_鱗4); - Are.Draw(X0Y0_胴3_鱗右_鱗1); - Are.Draw(X0Y0_胴3_鱗右_鱗2); - Are.Draw(X0Y0_胴3_鱗右_鱗3); - Are.Draw(X0Y0_胴3_鱗右_鱗4); - Are.Draw(X0Y0_胴3_胴); - Are.Draw(X0Y0_胴2_鱗左_鱗1); - Are.Draw(X0Y0_胴2_鱗左_鱗2); - Are.Draw(X0Y0_胴2_鱗左_鱗3); - Are.Draw(X0Y0_胴2_鱗左_鱗4); - Are.Draw(X0Y0_胴2_鱗右_鱗1); - Are.Draw(X0Y0_胴2_鱗右_鱗2); - Are.Draw(X0Y0_胴2_鱗右_鱗3); - Are.Draw(X0Y0_胴2_鱗右_鱗4); - Are.Draw(X0Y0_胴2_胴); - Are.Draw(X0Y0_胴1_鱗左2_鱗1); - Are.Draw(X0Y0_胴1_鱗左2_鱗2); - Are.Draw(X0Y0_胴1_鱗左2_鱗3); - Are.Draw(X0Y0_胴1_鱗左2_鱗4); - Are.Draw(X0Y0_胴1_鱗右2_鱗1); - Are.Draw(X0Y0_胴1_鱗右2_鱗2); - Are.Draw(X0Y0_胴1_鱗右2_鱗3); - Are.Draw(X0Y0_胴1_鱗右2_鱗4); - Are.Draw(X0Y0_胴1_胴2); - Are.Draw(X0Y0_胴1_胴1); - Are.Draw(X0Y0_胴1_鱗左1_鱗1); - Are.Draw(X0Y0_胴1_鱗左1_鱗2); - Are.Draw(X0Y0_胴1_鱗左1_鱗3); - Are.Draw(X0Y0_胴1_鱗左1_鱗4); - Are.Draw(X0Y0_胴1_鱗右1_鱗1); - Are.Draw(X0Y0_胴1_鱗右1_鱗2); - Are.Draw(X0Y0_胴1_鱗右1_鱗3); - Are.Draw(X0Y0_胴1_鱗右1_鱗4); + Are.Draw(X0Y0_Torso6_鱗左_鱗1); + Are.Draw(X0Y0_Torso6_鱗左_鱗2); + Are.Draw(X0Y0_Torso6_鱗左_鱗3); + Are.Draw(X0Y0_Torso6_鱗左_鱗4); + Are.Draw(X0Y0_Torso6_鱗右_鱗1); + Are.Draw(X0Y0_Torso6_鱗右_鱗2); + Are.Draw(X0Y0_Torso6_鱗右_鱗3); + Are.Draw(X0Y0_Torso6_鱗右_鱗4); + Are.Draw(X0Y0_Torso6_Torso); + Are.Draw(X0Y0_Torso5_鱗左_鱗1); + Are.Draw(X0Y0_Torso5_鱗左_鱗2); + Are.Draw(X0Y0_Torso5_鱗左_鱗3); + Are.Draw(X0Y0_Torso5_鱗左_鱗4); + Are.Draw(X0Y0_Torso5_鱗右_鱗1); + Are.Draw(X0Y0_Torso5_鱗右_鱗2); + Are.Draw(X0Y0_Torso5_鱗右_鱗3); + Are.Draw(X0Y0_Torso5_鱗右_鱗4); + Are.Draw(X0Y0_Torso5_Torso); + Are.Draw(X0Y0_Torso4_鱗左_鱗1); + Are.Draw(X0Y0_Torso4_鱗左_鱗2); + Are.Draw(X0Y0_Torso4_鱗左_鱗3); + Are.Draw(X0Y0_Torso4_鱗左_鱗4); + Are.Draw(X0Y0_Torso4_鱗右_鱗1); + Are.Draw(X0Y0_Torso4_鱗右_鱗2); + Are.Draw(X0Y0_Torso4_鱗右_鱗3); + Are.Draw(X0Y0_Torso4_鱗右_鱗4); + Are.Draw(X0Y0_Torso4_Torso); + Are.Draw(X0Y0_Torso3_鱗左_鱗1); + Are.Draw(X0Y0_Torso3_鱗左_鱗2); + Are.Draw(X0Y0_Torso3_鱗左_鱗3); + Are.Draw(X0Y0_Torso3_鱗左_鱗4); + Are.Draw(X0Y0_Torso3_鱗右_鱗1); + Are.Draw(X0Y0_Torso3_鱗右_鱗2); + Are.Draw(X0Y0_Torso3_鱗右_鱗3); + Are.Draw(X0Y0_Torso3_鱗右_鱗4); + Are.Draw(X0Y0_Torso3_Torso); + Are.Draw(X0Y0_Torso2_鱗左_鱗1); + Are.Draw(X0Y0_Torso2_鱗左_鱗2); + Are.Draw(X0Y0_Torso2_鱗左_鱗3); + Are.Draw(X0Y0_Torso2_鱗左_鱗4); + Are.Draw(X0Y0_Torso2_鱗右_鱗1); + Are.Draw(X0Y0_Torso2_鱗右_鱗2); + Are.Draw(X0Y0_Torso2_鱗右_鱗3); + Are.Draw(X0Y0_Torso2_鱗右_鱗4); + Are.Draw(X0Y0_Torso2_Torso); + Are.Draw(X0Y0_Torso1_鱗左2_鱗1); + Are.Draw(X0Y0_Torso1_鱗左2_鱗2); + Are.Draw(X0Y0_Torso1_鱗左2_鱗3); + Are.Draw(X0Y0_Torso1_鱗左2_鱗4); + Are.Draw(X0Y0_Torso1_鱗右2_鱗1); + Are.Draw(X0Y0_Torso1_鱗右2_鱗2); + Are.Draw(X0Y0_Torso1_鱗右2_鱗3); + Are.Draw(X0Y0_Torso1_鱗右2_鱗4); + Are.Draw(X0Y0_Torso1_Torso2); + Are.Draw(X0Y0_Torso1_Torso1); + Are.Draw(X0Y0_Torso1_鱗左1_鱗1); + Are.Draw(X0Y0_Torso1_鱗左1_鱗2); + Are.Draw(X0Y0_Torso1_鱗左1_鱗3); + Are.Draw(X0Y0_Torso1_鱗左1_鱗4); + Are.Draw(X0Y0_Torso1_鱗右1_鱗1); + Are.Draw(X0Y0_Torso1_鱗右1_鱗2); + Are.Draw(X0Y0_Torso1_鱗右1_鱗3); + Are.Draw(X0Y0_Torso1_鱗右1_鱗4); Are.Draw(X0Y0_輪1_革); Are.Draw(X0Y0_輪1_金具1); Are.Draw(X0Y0_輪1_金具2); @@ -2537,19 +2537,19 @@ namespace SlaveMatrix { _ = 右; double maxAngle = 25.0; - X0Y0_胴6_胴.AngleBase = maxAngle.GetRanAngle(); - X0Y0_胴5_胴.AngleBase = maxAngle.GetRanAngle(); - X0Y0_胴4_胴.AngleBase = maxAngle.GetRanAngle(); - X0Y0_胴3_胴.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso6_Torso.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso5_Torso.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso4_Torso.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso3_Torso.AngleBase = maxAngle.GetRanAngle(); 本体.JoinPAall(); } public IEnumerable 軸列挙() { - yield return X0Y0_胴3_胴; - yield return X0Y0_胴4_胴; - yield return X0Y0_胴5_胴; - yield return X0Y0_胴6_胴; + yield return X0Y0_Torso3_Torso; + yield return X0Y0_Torso4_Torso; + yield return X0Y0_Torso5_Torso; + yield return X0Y0_Torso6_Torso; } public override bool Is革(Par p) @@ -2563,75 +2563,75 @@ namespace SlaveMatrix public override void 色更新() { - X0Y0_胴6_鱗左_鱗1CP.Update(); - X0Y0_胴6_鱗左_鱗2CP.Update(); - X0Y0_胴6_鱗左_鱗3CP.Update(); - X0Y0_胴6_鱗左_鱗4CP.Update(); - X0Y0_胴6_鱗右_鱗1CP.Update(); - X0Y0_胴6_鱗右_鱗2CP.Update(); - X0Y0_胴6_鱗右_鱗3CP.Update(); - X0Y0_胴6_鱗右_鱗4CP.Update(); - X0Y0_胴6_胴CP.Update(); - X0Y0_胴5_鱗左_鱗1CP.Update(); - X0Y0_胴5_鱗左_鱗2CP.Update(); - X0Y0_胴5_鱗左_鱗3CP.Update(); - X0Y0_胴5_鱗左_鱗4CP.Update(); - X0Y0_胴5_鱗右_鱗1CP.Update(); - X0Y0_胴5_鱗右_鱗2CP.Update(); - X0Y0_胴5_鱗右_鱗3CP.Update(); - X0Y0_胴5_鱗右_鱗4CP.Update(); - X0Y0_胴5_胴CP.Update(); + X0Y0_Torso6_鱗左_鱗1CP.Update(); + X0Y0_Torso6_鱗左_鱗2CP.Update(); + X0Y0_Torso6_鱗左_鱗3CP.Update(); + X0Y0_Torso6_鱗左_鱗4CP.Update(); + X0Y0_Torso6_鱗右_鱗1CP.Update(); + X0Y0_Torso6_鱗右_鱗2CP.Update(); + X0Y0_Torso6_鱗右_鱗3CP.Update(); + X0Y0_Torso6_鱗右_鱗4CP.Update(); + X0Y0_Torso6_TorsoCP.Update(); + X0Y0_Torso5_鱗左_鱗1CP.Update(); + X0Y0_Torso5_鱗左_鱗2CP.Update(); + X0Y0_Torso5_鱗左_鱗3CP.Update(); + X0Y0_Torso5_鱗左_鱗4CP.Update(); + X0Y0_Torso5_鱗右_鱗1CP.Update(); + X0Y0_Torso5_鱗右_鱗2CP.Update(); + X0Y0_Torso5_鱗右_鱗3CP.Update(); + X0Y0_Torso5_鱗右_鱗4CP.Update(); + X0Y0_Torso5_TorsoCP.Update(); X0Y0_輪2_革CP.Update(); X0Y0_輪2_金具1CP.Update(); X0Y0_輪2_金具2CP.Update(); X0Y0_輪2_金具3CP.Update(); X0Y0_輪2_金具左CP.Update(); X0Y0_輪2_金具右CP.Update(); - X0Y0_胴4_鱗左_鱗1CP.Update(); - X0Y0_胴4_鱗左_鱗2CP.Update(); - X0Y0_胴4_鱗左_鱗3CP.Update(); - X0Y0_胴4_鱗左_鱗4CP.Update(); - X0Y0_胴4_鱗右_鱗1CP.Update(); - X0Y0_胴4_鱗右_鱗2CP.Update(); - X0Y0_胴4_鱗右_鱗3CP.Update(); - X0Y0_胴4_鱗右_鱗4CP.Update(); - X0Y0_胴4_胴CP.Update(); - X0Y0_胴3_鱗左_鱗1CP.Update(); - X0Y0_胴3_鱗左_鱗2CP.Update(); - X0Y0_胴3_鱗左_鱗3CP.Update(); - X0Y0_胴3_鱗左_鱗4CP.Update(); - X0Y0_胴3_鱗右_鱗1CP.Update(); - X0Y0_胴3_鱗右_鱗2CP.Update(); - X0Y0_胴3_鱗右_鱗3CP.Update(); - X0Y0_胴3_鱗右_鱗4CP.Update(); - X0Y0_胴3_胴CP.Update(); - X0Y0_胴2_鱗左_鱗1CP.Update(); - X0Y0_胴2_鱗左_鱗2CP.Update(); - X0Y0_胴2_鱗左_鱗3CP.Update(); - X0Y0_胴2_鱗左_鱗4CP.Update(); - X0Y0_胴2_鱗右_鱗1CP.Update(); - X0Y0_胴2_鱗右_鱗2CP.Update(); - X0Y0_胴2_鱗右_鱗3CP.Update(); - X0Y0_胴2_鱗右_鱗4CP.Update(); - X0Y0_胴2_胴CP.Update(); - X0Y0_胴1_鱗左2_鱗1CP.Update(); - X0Y0_胴1_鱗左2_鱗2CP.Update(); - X0Y0_胴1_鱗左2_鱗3CP.Update(); - X0Y0_胴1_鱗左2_鱗4CP.Update(); - X0Y0_胴1_鱗右2_鱗1CP.Update(); - X0Y0_胴1_鱗右2_鱗2CP.Update(); - X0Y0_胴1_鱗右2_鱗3CP.Update(); - X0Y0_胴1_鱗右2_鱗4CP.Update(); - X0Y0_胴1_胴2CP.Update(); - X0Y0_胴1_胴1CP.Update(); - X0Y0_胴1_鱗左1_鱗1CP.Update(); - X0Y0_胴1_鱗左1_鱗2CP.Update(); - X0Y0_胴1_鱗左1_鱗3CP.Update(); - X0Y0_胴1_鱗左1_鱗4CP.Update(); - X0Y0_胴1_鱗右1_鱗1CP.Update(); - X0Y0_胴1_鱗右1_鱗2CP.Update(); - X0Y0_胴1_鱗右1_鱗3CP.Update(); - X0Y0_胴1_鱗右1_鱗4CP.Update(); + X0Y0_Torso4_鱗左_鱗1CP.Update(); + X0Y0_Torso4_鱗左_鱗2CP.Update(); + X0Y0_Torso4_鱗左_鱗3CP.Update(); + X0Y0_Torso4_鱗左_鱗4CP.Update(); + X0Y0_Torso4_鱗右_鱗1CP.Update(); + X0Y0_Torso4_鱗右_鱗2CP.Update(); + X0Y0_Torso4_鱗右_鱗3CP.Update(); + X0Y0_Torso4_鱗右_鱗4CP.Update(); + X0Y0_Torso4_TorsoCP.Update(); + X0Y0_Torso3_鱗左_鱗1CP.Update(); + X0Y0_Torso3_鱗左_鱗2CP.Update(); + X0Y0_Torso3_鱗左_鱗3CP.Update(); + X0Y0_Torso3_鱗左_鱗4CP.Update(); + X0Y0_Torso3_鱗右_鱗1CP.Update(); + X0Y0_Torso3_鱗右_鱗2CP.Update(); + X0Y0_Torso3_鱗右_鱗3CP.Update(); + X0Y0_Torso3_鱗右_鱗4CP.Update(); + X0Y0_Torso3_TorsoCP.Update(); + X0Y0_Torso2_鱗左_鱗1CP.Update(); + X0Y0_Torso2_鱗左_鱗2CP.Update(); + X0Y0_Torso2_鱗左_鱗3CP.Update(); + X0Y0_Torso2_鱗左_鱗4CP.Update(); + X0Y0_Torso2_鱗右_鱗1CP.Update(); + X0Y0_Torso2_鱗右_鱗2CP.Update(); + X0Y0_Torso2_鱗右_鱗3CP.Update(); + X0Y0_Torso2_鱗右_鱗4CP.Update(); + X0Y0_Torso2_TorsoCP.Update(); + X0Y0_Torso1_鱗左2_鱗1CP.Update(); + X0Y0_Torso1_鱗左2_鱗2CP.Update(); + X0Y0_Torso1_鱗左2_鱗3CP.Update(); + X0Y0_Torso1_鱗左2_鱗4CP.Update(); + X0Y0_Torso1_鱗右2_鱗1CP.Update(); + X0Y0_Torso1_鱗右2_鱗2CP.Update(); + X0Y0_Torso1_鱗右2_鱗3CP.Update(); + X0Y0_Torso1_鱗右2_鱗4CP.Update(); + X0Y0_Torso1_Torso2CP.Update(); + X0Y0_Torso1_Torso1CP.Update(); + X0Y0_Torso1_鱗左1_鱗1CP.Update(); + X0Y0_Torso1_鱗左1_鱗2CP.Update(); + X0Y0_Torso1_鱗左1_鱗3CP.Update(); + X0Y0_Torso1_鱗左1_鱗4CP.Update(); + X0Y0_Torso1_鱗右1_鱗1CP.Update(); + X0Y0_Torso1_鱗右1_鱗2CP.Update(); + X0Y0_Torso1_鱗右1_鱗3CP.Update(); + X0Y0_Torso1_鱗右1_鱗4CP.Update(); X0Y0_輪1_革CP.Update(); X0Y0_輪1_金具1CP.Update(); X0Y0_輪1_金具2CP.Update(); @@ -2669,69 +2669,69 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴5_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴4_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴3_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴2_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_胴2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_胴1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso5_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso4_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso3_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso2_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_Torso2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_Torso1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -2748,69 +2748,69 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 胴6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴6_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴6_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴5_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴4_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴4_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴4_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴3_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴3_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴3_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴2_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴2_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴2_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗左2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗右2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_胴2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_胴1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗左1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗右1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso6_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso6_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso5_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso4_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso4_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso4_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso3_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso3_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso3_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso2_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso2_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso2_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗左2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗右2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_Torso2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_Torso1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗左1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗右1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -2827,69 +2827,69 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 胴6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴6_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴6_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴5_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴5_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴4_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴4_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴4_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴4_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴3_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴3_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴3_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴3_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴2_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴2_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴2_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴2_胴CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗左2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_鱗右2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_胴2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_胴1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); - 胴1_鱗左1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗左1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); - 胴1_鱗右1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso6_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso5_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso4_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso4_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso4_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso3_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso3_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso3_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso2_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso2_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗左_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso2_鱗右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_鱗右_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗左2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_鱗右2_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右2_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_Torso2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_Torso1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); + Torso1_鱗左1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗左1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); + Torso1_鱗右1_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs index 11710ea..a016836 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs @@ -1,47 +1,47 @@ +using _2DGAMELIB; using System; using System.Collections.Generic; -using _2DGAMELIB; namespace SlaveMatrix { [Serializable] public class 長物_魚D : 半身D { - public bool 胴6_鱗左_鱗1_表示 = true; + public bool Torso6_鱗左_鱗1_表示 = true; - public bool 胴6_鱗左_鱗2_表示 = true; + public bool Torso6_鱗左_鱗2_表示 = true; - public bool 胴6_鱗左_鱗3_表示 = true; + public bool Torso6_鱗左_鱗3_表示 = true; - public bool 胴6_鱗左_鱗4_表示 = true; + public bool Torso6_鱗左_鱗4_表示 = true; - public bool 胴6_鱗右_鱗1_表示 = true; + public bool Torso6_鱗右_鱗1_表示 = true; - public bool 胴6_鱗右_鱗2_表示 = true; + public bool Torso6_鱗右_鱗2_表示 = true; - public bool 胴6_鱗右_鱗3_表示 = true; + public bool Torso6_鱗右_鱗3_表示 = true; - public bool 胴6_鱗右_鱗4_表示 = true; + public bool Torso6_鱗右_鱗4_表示 = true; - public bool 胴6_胴_表示 = true; + public bool Torso6_Torso_表示 = true; - public bool 胴5_鱗左_鱗1_表示 = true; + public bool Torso5_鱗左_鱗1_表示 = true; - public bool 胴5_鱗左_鱗2_表示 = true; + public bool Torso5_鱗左_鱗2_表示 = true; - public bool 胴5_鱗左_鱗3_表示 = true; + public bool Torso5_鱗左_鱗3_表示 = true; - public bool 胴5_鱗左_鱗4_表示 = true; + public bool Torso5_鱗左_鱗4_表示 = true; - public bool 胴5_鱗右_鱗1_表示 = true; + public bool Torso5_鱗右_鱗1_表示 = true; - public bool 胴5_鱗右_鱗2_表示 = true; + public bool Torso5_鱗右_鱗2_表示 = true; - public bool 胴5_鱗右_鱗3_表示 = true; + public bool Torso5_鱗右_鱗3_表示 = true; - public bool 胴5_鱗右_鱗4_表示 = true; + public bool Torso5_鱗右_鱗4_表示 = true; - public bool 胴5_胴_表示 = true; + public bool Torso5_Torso_表示 = true; public bool 輪2_革_表示 = true; @@ -55,95 +55,95 @@ namespace SlaveMatrix public bool 輪2_金具右_表示 = true; - public bool 胴4_鱗左_鱗1_表示 = true; + public bool Torso4_鱗左_鱗1_表示 = true; - public bool 胴4_鱗左_鱗2_表示 = true; + public bool Torso4_鱗左_鱗2_表示 = true; - public bool 胴4_鱗左_鱗3_表示 = true; + public bool Torso4_鱗左_鱗3_表示 = true; - public bool 胴4_鱗左_鱗4_表示 = true; + public bool Torso4_鱗左_鱗4_表示 = true; - public bool 胴4_鱗右_鱗1_表示 = true; + public bool Torso4_鱗右_鱗1_表示 = true; - public bool 胴4_鱗右_鱗2_表示 = true; + public bool Torso4_鱗右_鱗2_表示 = true; - public bool 胴4_鱗右_鱗3_表示 = true; + public bool Torso4_鱗右_鱗3_表示 = true; - public bool 胴4_鱗右_鱗4_表示 = true; + public bool Torso4_鱗右_鱗4_表示 = true; - public bool 胴4_胴_表示 = true; + public bool Torso4_Torso_表示 = true; - public bool 胴3_鱗左_鱗1_表示 = true; + public bool Torso3_鱗左_鱗1_表示 = true; - public bool 胴3_鱗左_鱗2_表示 = true; + public bool Torso3_鱗左_鱗2_表示 = true; - public bool 胴3_鱗左_鱗3_表示 = true; + public bool Torso3_鱗左_鱗3_表示 = true; - public bool 胴3_鱗左_鱗4_表示 = true; + public bool Torso3_鱗左_鱗4_表示 = true; - public bool 胴3_鱗右_鱗1_表示 = true; + public bool Torso3_鱗右_鱗1_表示 = true; - public bool 胴3_鱗右_鱗2_表示 = true; + public bool Torso3_鱗右_鱗2_表示 = true; - public bool 胴3_鱗右_鱗3_表示 = true; + public bool Torso3_鱗右_鱗3_表示 = true; - public bool 胴3_鱗右_鱗4_表示 = true; + public bool Torso3_鱗右_鱗4_表示 = true; - public bool 胴3_胴_表示 = true; + public bool Torso3_Torso_表示 = true; - public bool 胴2_鱗左_鱗1_表示 = true; + public bool Torso2_鱗左_鱗1_表示 = true; - public bool 胴2_鱗左_鱗2_表示 = true; + public bool Torso2_鱗左_鱗2_表示 = true; - public bool 胴2_鱗左_鱗3_表示 = true; + public bool Torso2_鱗左_鱗3_表示 = true; - public bool 胴2_鱗左_鱗4_表示 = true; + public bool Torso2_鱗左_鱗4_表示 = true; - public bool 胴2_鱗右_鱗1_表示 = true; + public bool Torso2_鱗右_鱗1_表示 = true; - public bool 胴2_鱗右_鱗2_表示 = true; + public bool Torso2_鱗右_鱗2_表示 = true; - public bool 胴2_鱗右_鱗3_表示 = true; + public bool Torso2_鱗右_鱗3_表示 = true; - public bool 胴2_鱗右_鱗4_表示 = true; + public bool Torso2_鱗右_鱗4_表示 = true; - public bool 胴2_胴_表示 = true; + public bool Torso2_Torso_表示 = true; - public bool 胴1_鱗左2_鱗1_表示 = true; + public bool Torso1_鱗左2_鱗1_表示 = true; - public bool 胴1_鱗左2_鱗2_表示 = true; + public bool Torso1_鱗左2_鱗2_表示 = true; - public bool 胴1_鱗左2_鱗3_表示 = true; + public bool Torso1_鱗左2_鱗3_表示 = true; - public bool 胴1_鱗左2_鱗4_表示 = true; + public bool Torso1_鱗左2_鱗4_表示 = true; - public bool 胴1_鱗右2_鱗1_表示 = true; + public bool Torso1_鱗右2_鱗1_表示 = true; - public bool 胴1_鱗右2_鱗2_表示 = true; + public bool Torso1_鱗右2_鱗2_表示 = true; - public bool 胴1_鱗右2_鱗3_表示 = true; + public bool Torso1_鱗右2_鱗3_表示 = true; - public bool 胴1_鱗右2_鱗4_表示 = true; + public bool Torso1_鱗右2_鱗4_表示 = true; - public bool 胴1_胴2_表示 = true; + public bool Torso1_Torso2_表示 = true; - public bool 胴1_胴1_表示 = true; + public bool Torso1_Torso1_表示 = true; - public bool 胴1_鱗左1_鱗1_表示 = true; + public bool Torso1_鱗左1_鱗1_表示 = true; - public bool 胴1_鱗左1_鱗2_表示 = true; + public bool Torso1_鱗左1_鱗2_表示 = true; - public bool 胴1_鱗左1_鱗3_表示 = true; + public bool Torso1_鱗左1_鱗3_表示 = true; - public bool 胴1_鱗左1_鱗4_表示 = true; + public bool Torso1_鱗左1_鱗4_表示 = true; - public bool 胴1_鱗右1_鱗1_表示 = true; + public bool Torso1_鱗右1_鱗1_表示 = true; - public bool 胴1_鱗右1_鱗2_表示 = true; + public bool Torso1_鱗右1_鱗2_表示 = true; - public bool 胴1_鱗右1_鱗3_表示 = true; + public bool Torso1_鱗右1_鱗3_表示 = true; - public bool 胴1_鱗右1_鱗4_表示 = true; + public bool Torso1_鱗右1_鱗4_表示 = true; public bool 輪1_革_表示 = true; @@ -161,7 +161,7 @@ namespace SlaveMatrix public bool 輪2表示 = true; - public bool 胴_外線; + public bool Torso_外線; public bool Rパターン; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs index 6d70ba2..bbc9c6a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs @@ -1,22 +1,22 @@ +using _2DGAMELIB; using System.Collections.Generic; using System.Linq; -using _2DGAMELIB; namespace SlaveMatrix { public class 長物_鯨 : 半身 { - public Par X0Y0_胴6_胴; + public Par X0Y0_Torso6_Torso; - public Par X0Y0_胴6_柄; + public Par X0Y0_Torso6_柄; - public Par X0Y0_胴6_縦影; + public Par X0Y0_Torso6_縦影; - public Par X0Y0_胴5_胴; + public Par X0Y0_Torso5_Torso; - public Par X0Y0_胴5_柄; + public Par X0Y0_Torso5_柄; - public Par X0Y0_胴5_縦影; + public Par X0Y0_Torso5_縦影; public Par X0Y0_輪2_革; @@ -30,29 +30,29 @@ namespace SlaveMatrix public Par X0Y0_輪2_金具右; - public Par X0Y0_胴4_胴; + public Par X0Y0_Torso4_Torso; - public Par X0Y0_胴4_柄; + public Par X0Y0_Torso4_柄; - public Par X0Y0_胴4_縦影; + public Par X0Y0_Torso4_縦影; - public Par X0Y0_胴3_胴; + public Par X0Y0_Torso3_Torso; - public Par X0Y0_胴3_柄; + public Par X0Y0_Torso3_柄; - public Par X0Y0_胴3_縦影; + public Par X0Y0_Torso3_縦影; - public Par X0Y0_胴2_胴; + public Par X0Y0_Torso2_Torso; - public Par X0Y0_胴2_柄; + public Par X0Y0_Torso2_柄; - public Par X0Y0_胴2_縦影; + public Par X0Y0_Torso2_縦影; - public Par X0Y0_胴1_胴; + public Par X0Y0_Torso1_Torso; - public Par X0Y0_胴1_柄; + public Par X0Y0_Torso1_柄; - public Par X0Y0_胴1_縦影; + public Par X0Y0_Torso1_縦影; public Par X0Y0_輪1_革; @@ -66,41 +66,41 @@ namespace SlaveMatrix public Par X0Y0_輪1_金具右; - public ColorD 胴6_胴CD; + public ColorD Torso6_TorsoCD; - public ColorD 胴6_柄CD; + public ColorD Torso6_柄CD; - public ColorD 胴6_縦影CD; + public ColorD Torso6_縦影CD; - public ColorD 胴5_胴CD; + public ColorD Torso5_TorsoCD; - public ColorD 胴5_柄CD; + public ColorD Torso5_柄CD; - public ColorD 胴5_縦影CD; + public ColorD Torso5_縦影CD; - public ColorD 胴4_胴CD; + public ColorD Torso4_TorsoCD; - public ColorD 胴4_柄CD; + public ColorD Torso4_柄CD; - public ColorD 胴4_縦影CD; + public ColorD Torso4_縦影CD; - public ColorD 胴3_胴CD; + public ColorD Torso3_TorsoCD; - public ColorD 胴3_柄CD; + public ColorD Torso3_柄CD; - public ColorD 胴3_縦影CD; + public ColorD Torso3_縦影CD; - public ColorD 胴2_胴CD; + public ColorD Torso2_TorsoCD; - public ColorD 胴2_柄CD; + public ColorD Torso2_柄CD; - public ColorD 胴2_縦影CD; + public ColorD Torso2_縦影CD; - public ColorD 胴1_胴CD; + public ColorD Torso1_TorsoCD; - public ColorD 胴1_柄CD; + public ColorD Torso1_柄CD; - public ColorD 胴1_縦影CD; + public ColorD Torso1_縦影CD; public ColorD 輪1_革CD; @@ -126,17 +126,17 @@ namespace SlaveMatrix public ColorD 輪2_金具右CD; - public ColorP X0Y0_胴6_胴CP; + public ColorP X0Y0_Torso6_TorsoCP; - public ColorP X0Y0_胴6_柄CP; + public ColorP X0Y0_Torso6_柄CP; - public ColorP X0Y0_胴6_縦影CP; + public ColorP X0Y0_Torso6_縦影CP; - public ColorP X0Y0_胴5_胴CP; + public ColorP X0Y0_Torso5_TorsoCP; - public ColorP X0Y0_胴5_柄CP; + public ColorP X0Y0_Torso5_柄CP; - public ColorP X0Y0_胴5_縦影CP; + public ColorP X0Y0_Torso5_縦影CP; public ColorP X0Y0_輪2_革CP; @@ -150,29 +150,29 @@ namespace SlaveMatrix public ColorP X0Y0_輪2_金具右CP; - public ColorP X0Y0_胴4_胴CP; + public ColorP X0Y0_Torso4_TorsoCP; - public ColorP X0Y0_胴4_柄CP; + public ColorP X0Y0_Torso4_柄CP; - public ColorP X0Y0_胴4_縦影CP; + public ColorP X0Y0_Torso4_縦影CP; - public ColorP X0Y0_胴3_胴CP; + public ColorP X0Y0_Torso3_TorsoCP; - public ColorP X0Y0_胴3_柄CP; + public ColorP X0Y0_Torso3_柄CP; - public ColorP X0Y0_胴3_縦影CP; + public ColorP X0Y0_Torso3_縦影CP; - public ColorP X0Y0_胴2_胴CP; + public ColorP X0Y0_Torso2_TorsoCP; - public ColorP X0Y0_胴2_柄CP; + public ColorP X0Y0_Torso2_柄CP; - public ColorP X0Y0_胴2_縦影CP; + public ColorP X0Y0_Torso2_縦影CP; - public ColorP X0Y0_胴1_胴CP; + public ColorP X0Y0_Torso1_TorsoCP; - public ColorP X0Y0_胴1_柄CP; + public ColorP X0Y0_Torso1_柄CP; - public ColorP X0Y0_胴1_縦影CP; + public ColorP X0Y0_Torso1_縦影CP; public ColorP X0Y0_輪1_革CP; @@ -266,81 +266,81 @@ namespace SlaveMatrix } } - public bool 胴6_表示 + public bool Torso6_表示 { get { - return X0Y0_胴6_胴.Dra; + return X0Y0_Torso6_Torso.Dra; } set { - X0Y0_胴6_胴.Dra = value; - X0Y0_胴6_胴.Hit = value; + X0Y0_Torso6_Torso.Dra = value; + X0Y0_Torso6_Torso.Hit = value; } } - public bool 胴6_柄_表示 + public bool Torso6_柄_表示 { get { - return X0Y0_胴6_柄.Dra; + return X0Y0_Torso6_柄.Dra; } set { - X0Y0_胴6_柄.Dra = value; - X0Y0_胴6_柄.Hit = value; + X0Y0_Torso6_柄.Dra = value; + X0Y0_Torso6_柄.Hit = value; } } - public bool 胴6_縦影_表示 + public bool Torso6_縦影_表示 { get { - return X0Y0_胴6_縦影.Dra; + return X0Y0_Torso6_縦影.Dra; } set { - X0Y0_胴6_縦影.Dra = value; - X0Y0_胴6_縦影.Hit = value; + X0Y0_Torso6_縦影.Dra = value; + X0Y0_Torso6_縦影.Hit = value; } } - public bool 胴5_表示 + public bool Torso5_表示 { get { - return X0Y0_胴5_胴.Dra; + return X0Y0_Torso5_Torso.Dra; } set { - X0Y0_胴5_胴.Dra = value; - X0Y0_胴5_胴.Hit = value; + X0Y0_Torso5_Torso.Dra = value; + X0Y0_Torso5_Torso.Hit = value; } } - public bool 胴5_柄_表示 + public bool Torso5_柄_表示 { get { - return X0Y0_胴5_柄.Dra; + return X0Y0_Torso5_柄.Dra; } set { - X0Y0_胴5_柄.Dra = value; - X0Y0_胴5_柄.Hit = value; + X0Y0_Torso5_柄.Dra = value; + X0Y0_Torso5_柄.Hit = value; } } - public bool 胴5_縦影_表示 + public bool Torso5_縦影_表示 { get { - return X0Y0_胴5_縦影.Dra; + return X0Y0_Torso5_縦影.Dra; } set { - X0Y0_胴5_縦影.Dra = value; - X0Y0_胴5_縦影.Hit = value; + X0Y0_Torso5_縦影.Dra = value; + X0Y0_Torso5_縦影.Hit = value; } } @@ -422,159 +422,159 @@ namespace SlaveMatrix } } - public bool 胴4_表示 + public bool Torso4_表示 { get { - return X0Y0_胴4_胴.Dra; + return X0Y0_Torso4_Torso.Dra; } set { - X0Y0_胴4_胴.Dra = value; - X0Y0_胴4_胴.Hit = value; + X0Y0_Torso4_Torso.Dra = value; + X0Y0_Torso4_Torso.Hit = value; } } - public bool 胴4_柄_表示 + public bool Torso4_柄_表示 { get { - return X0Y0_胴4_柄.Dra; + return X0Y0_Torso4_柄.Dra; } set { - X0Y0_胴4_柄.Dra = value; - X0Y0_胴4_柄.Hit = value; + X0Y0_Torso4_柄.Dra = value; + X0Y0_Torso4_柄.Hit = value; } } - public bool 胴4_縦影_表示 + public bool Torso4_縦影_表示 { get { - return X0Y0_胴4_縦影.Dra; + return X0Y0_Torso4_縦影.Dra; } set { - X0Y0_胴4_縦影.Dra = value; - X0Y0_胴4_縦影.Hit = value; + X0Y0_Torso4_縦影.Dra = value; + X0Y0_Torso4_縦影.Hit = value; } } - public bool 胴3_表示 + public bool Torso3_表示 { get { - return X0Y0_胴3_胴.Dra; + return X0Y0_Torso3_Torso.Dra; } set { - X0Y0_胴3_胴.Dra = value; - X0Y0_胴3_胴.Hit = value; + X0Y0_Torso3_Torso.Dra = value; + X0Y0_Torso3_Torso.Hit = value; } } - public bool 胴3_柄_表示 + public bool Torso3_柄_表示 { get { - return X0Y0_胴3_柄.Dra; + return X0Y0_Torso3_柄.Dra; } set { - X0Y0_胴3_柄.Dra = value; - X0Y0_胴3_柄.Hit = value; + X0Y0_Torso3_柄.Dra = value; + X0Y0_Torso3_柄.Hit = value; } } - public bool 胴3_縦影_表示 + public bool Torso3_縦影_表示 { get { - return X0Y0_胴3_縦影.Dra; + return X0Y0_Torso3_縦影.Dra; } set { - X0Y0_胴3_縦影.Dra = value; - X0Y0_胴3_縦影.Hit = value; + X0Y0_Torso3_縦影.Dra = value; + X0Y0_Torso3_縦影.Hit = value; } } - public bool 胴2_表示 + public bool Torso2_表示 { get { - return X0Y0_胴2_胴.Dra; + return X0Y0_Torso2_Torso.Dra; } set { - X0Y0_胴2_胴.Dra = value; - X0Y0_胴2_胴.Hit = value; + X0Y0_Torso2_Torso.Dra = value; + X0Y0_Torso2_Torso.Hit = value; } } - public bool 胴2_柄_表示 + public bool Torso2_柄_表示 { get { - return X0Y0_胴2_柄.Dra; + return X0Y0_Torso2_柄.Dra; } set { - X0Y0_胴2_柄.Dra = value; - X0Y0_胴2_柄.Hit = value; + X0Y0_Torso2_柄.Dra = value; + X0Y0_Torso2_柄.Hit = value; } } - public bool 胴2_縦影_表示 + public bool Torso2_縦影_表示 { get { - return X0Y0_胴2_縦影.Dra; + return X0Y0_Torso2_縦影.Dra; } set { - X0Y0_胴2_縦影.Dra = value; - X0Y0_胴2_縦影.Hit = value; + X0Y0_Torso2_縦影.Dra = value; + X0Y0_Torso2_縦影.Hit = value; } } - public bool 胴1_表示 + public bool Torso1_表示 { get { - return X0Y0_胴1_胴.Dra; + return X0Y0_Torso1_Torso.Dra; } set { - X0Y0_胴1_胴.Dra = value; - X0Y0_胴1_胴.Hit = value; + X0Y0_Torso1_Torso.Dra = value; + X0Y0_Torso1_Torso.Hit = value; } } - public bool 胴1_柄_表示 + public bool Torso1_柄_表示 { get { - return X0Y0_胴1_柄.Dra; + return X0Y0_Torso1_柄.Dra; } set { - X0Y0_胴1_柄.Dra = value; - X0Y0_胴1_柄.Hit = value; + X0Y0_Torso1_柄.Dra = value; + X0Y0_Torso1_柄.Hit = value; } } - public bool 胴1_縦影_表示 + public bool Torso1_縦影_表示 { get { - return X0Y0_胴1_縦影.Dra; + return X0Y0_Torso1_縦影.Dra; } set { - X0Y0_胴1_縦影.Dra = value; - X0Y0_胴1_縦影.Hit = value; + X0Y0_Torso1_縦影.Dra = value; + X0Y0_Torso1_縦影.Hit = value; } } @@ -709,34 +709,34 @@ namespace SlaveMatrix { get { - return 胴6_表示; + return Torso6_表示; } set { - 胴6_表示 = value; - 胴6_柄_表示 = value; - 胴6_縦影_表示 = value; - 胴5_表示 = value; - 胴5_柄_表示 = value; - 胴5_縦影_表示 = value; + Torso6_表示 = value; + Torso6_柄_表示 = value; + Torso6_縦影_表示 = value; + Torso5_表示 = value; + Torso5_柄_表示 = value; + Torso5_縦影_表示 = value; 輪2_革_表示 = value; 輪2_金具1_表示 = value; 輪2_金具2_表示 = value; 輪2_金具3_表示 = value; 輪2_金具左_表示 = value; 輪2_金具右_表示 = value; - 胴4_表示 = value; - 胴4_柄_表示 = value; - 胴4_縦影_表示 = value; - 胴3_表示 = value; - 胴3_柄_表示 = value; - 胴3_縦影_表示 = value; - 胴2_表示 = value; - 胴2_柄_表示 = value; - 胴2_縦影_表示 = value; - 胴1_表示 = value; - 胴1_柄_表示 = value; - 胴1_縦影_表示 = value; + Torso4_表示 = value; + Torso4_柄_表示 = value; + Torso4_縦影_表示 = value; + Torso3_表示 = value; + Torso3_柄_表示 = value; + Torso3_縦影_表示 = value; + Torso2_表示 = value; + Torso2_柄_表示 = value; + Torso2_縦影_表示 = value; + Torso1_表示 = value; + Torso1_柄_表示 = value; + Torso1_縦影_表示 = value; 輪1_革_表示 = value; 輪1_金具1_表示 = value; 輪1_金具2_表示 = value; @@ -754,28 +754,28 @@ namespace SlaveMatrix { get { - return 胴6_胴CD.不透明度; + return Torso6_TorsoCD.不透明度; } set { - 胴6_胴CD.不透明度 = value; - 胴6_柄CD.不透明度 = value; - 胴6_縦影CD.不透明度 = value; - 胴5_胴CD.不透明度 = value; - 胴5_柄CD.不透明度 = value; - 胴5_縦影CD.不透明度 = value; - 胴4_胴CD.不透明度 = value; - 胴4_柄CD.不透明度 = value; - 胴4_縦影CD.不透明度 = value; - 胴3_胴CD.不透明度 = value; - 胴3_柄CD.不透明度 = value; - 胴3_縦影CD.不透明度 = value; - 胴2_胴CD.不透明度 = value; - 胴2_柄CD.不透明度 = value; - 胴2_縦影CD.不透明度 = value; - 胴1_胴CD.不透明度 = value; - 胴1_柄CD.不透明度 = value; - 胴1_縦影CD.不透明度 = value; + Torso6_TorsoCD.不透明度 = value; + Torso6_柄CD.不透明度 = value; + Torso6_縦影CD.不透明度 = value; + Torso5_TorsoCD.不透明度 = value; + Torso5_柄CD.不透明度 = value; + Torso5_縦影CD.不透明度 = value; + Torso4_TorsoCD.不透明度 = value; + Torso4_柄CD.不透明度 = value; + Torso4_縦影CD.不透明度 = value; + Torso3_TorsoCD.不透明度 = value; + Torso3_柄CD.不透明度 = value; + Torso3_縦影CD.不透明度 = value; + Torso2_TorsoCD.不透明度 = value; + Torso2_柄CD.不透明度 = value; + Torso2_縦影CD.不透明度 = value; + Torso1_TorsoCD.不透明度 = value; + Torso1_柄CD.不透明度 = value; + Torso1_縦影CD.不透明度 = value; 輪1_革CD.不透明度 = value; 輪1_金具1CD.不透明度 = value; 輪1_金具2CD.不透明度 = value; @@ -795,16 +795,16 @@ namespace SlaveMatrix { get { - return 胴6_柄_表示; + return Torso6_柄_表示; } set { - 胴6_柄_表示 = value; - 胴5_柄_表示 = value; - 胴4_柄_表示 = value; - 胴3_柄_表示 = value; - 胴2_柄_表示 = value; - 胴1_柄_表示 = value; + Torso6_柄_表示 = value; + Torso5_柄_表示 = value; + Torso4_柄_表示 = value; + Torso3_柄_表示 = value; + Torso2_柄_表示 = value; + Torso1_柄_表示 = value; } } @@ -812,16 +812,16 @@ namespace SlaveMatrix { get { - return 胴6_縦影_表示; + return Torso6_縦影_表示; } set { - 胴6_縦影_表示 = value; - 胴5_縦影_表示 = value; - 胴4_縦影_表示 = value; - 胴3_縦影_表示 = value; - 胴2_縦影_表示 = value; - 胴1_縦影_表示 = value; + Torso6_縦影_表示 = value; + Torso5_縦影_表示 = value; + Torso4_縦影_表示 = value; + Torso3_縦影_表示 = value; + Torso2_縦影_表示 = value; + Torso1_縦影_表示 = value; } } @@ -837,35 +837,35 @@ namespace SlaveMatrix } } - public JointS 左0_接続点 => new JointS(本体, X0Y0_胴1_胴, 4); + public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 4); - public JointS 右0_接続点 => new JointS(本体, X0Y0_胴1_胴, 5); + public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 5); - public JointS 左1_接続点 => new JointS(本体, X0Y0_胴1_胴, 2); + public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 2); - public JointS 右1_接続点 => new JointS(本体, X0Y0_胴1_胴, 3); + public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3); - public JointS 左2_接続点 => new JointS(本体, X0Y0_胴2_胴, 2); + public JointS 左2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 2); - public JointS 右2_接続点 => new JointS(本体, X0Y0_胴2_胴, 3); + public JointS 右2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 3); - public JointS 左3_接続点 => new JointS(本体, X0Y0_胴3_胴, 2); + public JointS 左3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 2); - public JointS 右3_接続点 => new JointS(本体, X0Y0_胴3_胴, 3); + public JointS 右3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 3); - public JointS 左4_接続点 => new JointS(本体, X0Y0_胴4_胴, 2); + public JointS 左4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 2); - public JointS 右4_接続点 => new JointS(本体, X0Y0_胴4_胴, 3); + public JointS 右4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 3); - public JointS 左5_接続点 => new JointS(本体, X0Y0_胴5_胴, 2); + public JointS 左5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 2); - public JointS 右5_接続点 => new JointS(本体, X0Y0_胴5_胴, 3); + public JointS 右5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 3); - public JointS 左6_接続点 => new JointS(本体, X0Y0_胴6_胴, 2); + public JointS 左6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 2); - public JointS 右6_接続点 => new JointS(本体, X0Y0_胴6_胴, 3); + public JointS 右6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 3); - public JointS 尾_接続点 => new JointS(本体, X0Y0_胴6_胴, 1); + public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 1); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); @@ -887,13 +887,13 @@ namespace SlaveMatrix 本体.Add(dif); Pars pars = 本体[0][0]; Pars pars2 = pars["胴6"].ToPars(); - X0Y0_胴6_胴 = pars2["胴"].ToPar(); - X0Y0_胴6_柄 = pars2["柄"].ToPar(); - X0Y0_胴6_縦影 = pars2["縦影"].ToPar(); + X0Y0_Torso6_Torso = pars2["胴"].ToPar(); + X0Y0_Torso6_柄 = pars2["柄"].ToPar(); + X0Y0_Torso6_縦影 = pars2["縦影"].ToPar(); pars2 = pars["胴5"].ToPars(); - X0Y0_胴5_胴 = pars2["胴"].ToPar(); - X0Y0_胴5_柄 = pars2["柄"].ToPar(); - X0Y0_胴5_縦影 = pars2["縦影"].ToPar(); + X0Y0_Torso5_Torso = pars2["胴"].ToPar(); + X0Y0_Torso5_柄 = pars2["柄"].ToPar(); + X0Y0_Torso5_縦影 = pars2["縦影"].ToPar(); pars2 = pars["輪2"].ToPars(); X0Y0_輪2_革 = pars2["革"].ToPar(); X0Y0_輪2_金具1 = pars2["金具1"].ToPar(); @@ -902,21 +902,21 @@ namespace SlaveMatrix X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_金具右 = pars2["金具右"].ToPar(); pars2 = pars["胴4"].ToPars(); - X0Y0_胴4_胴 = pars2["胴"].ToPar(); - X0Y0_胴4_柄 = pars2["柄"].ToPar(); - X0Y0_胴4_縦影 = pars2["縦影"].ToPar(); + X0Y0_Torso4_Torso = pars2["胴"].ToPar(); + X0Y0_Torso4_柄 = pars2["柄"].ToPar(); + X0Y0_Torso4_縦影 = pars2["縦影"].ToPar(); pars2 = pars["胴3"].ToPars(); - X0Y0_胴3_胴 = pars2["胴"].ToPar(); - X0Y0_胴3_柄 = pars2["柄"].ToPar(); - X0Y0_胴3_縦影 = pars2["縦影"].ToPar(); + X0Y0_Torso3_Torso = pars2["胴"].ToPar(); + X0Y0_Torso3_柄 = pars2["柄"].ToPar(); + X0Y0_Torso3_縦影 = pars2["縦影"].ToPar(); pars2 = pars["胴2"].ToPars(); - X0Y0_胴2_胴 = pars2["胴"].ToPar(); - X0Y0_胴2_柄 = pars2["柄"].ToPar(); - X0Y0_胴2_縦影 = pars2["縦影"].ToPar(); + X0Y0_Torso2_Torso = pars2["胴"].ToPar(); + X0Y0_Torso2_柄 = pars2["柄"].ToPar(); + X0Y0_Torso2_縦影 = pars2["縦影"].ToPar(); pars2 = pars["胴1"].ToPars(); - X0Y0_胴1_胴 = pars2["胴"].ToPar(); - X0Y0_胴1_柄 = pars2["柄"].ToPar(); - X0Y0_胴1_縦影 = pars2["縦影"].ToPar(); + X0Y0_Torso1_Torso = pars2["胴"].ToPar(); + X0Y0_Torso1_柄 = pars2["柄"].ToPar(); + X0Y0_Torso1_縦影 = pars2["縦影"].ToPar(); pars2 = pars["輪1"].ToPars(); X0Y0_輪1_革 = pars2["革"].ToPar(); X0Y0_輪1_金具1 = pars2["金具1"].ToPar(); @@ -948,30 +948,30 @@ 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; - 胴6_表示 = e.胴6_表示; - 胴6_柄_表示 = e.胴6_柄_表示; - 胴6_縦影_表示 = e.胴6_縦影_表示; - 胴5_表示 = e.胴5_表示; - 胴5_柄_表示 = e.胴5_柄_表示; - 胴5_縦影_表示 = e.胴5_縦影_表示; + Torso6_表示 = e.Torso6_表示; + Torso6_柄_表示 = e.Torso6_柄_表示; + Torso6_縦影_表示 = e.Torso6_縦影_表示; + Torso5_表示 = e.Torso5_表示; + Torso5_柄_表示 = e.Torso5_柄_表示; + Torso5_縦影_表示 = e.Torso5_縦影_表示; 輪2_革_表示 = e.輪2_革_表示; 輪2_金具1_表示 = e.輪2_金具1_表示; 輪2_金具2_表示 = e.輪2_金具2_表示; 輪2_金具3_表示 = e.輪2_金具3_表示; 輪2_金具左_表示 = e.輪2_金具左_表示; 輪2_金具右_表示 = e.輪2_金具右_表示; - 胴4_表示 = e.胴4_表示; - 胴4_柄_表示 = e.胴4_柄_表示; - 胴4_縦影_表示 = e.胴4_縦影_表示; - 胴3_表示 = e.胴3_表示; - 胴3_柄_表示 = e.胴3_柄_表示; - 胴3_縦影_表示 = e.胴3_縦影_表示; - 胴2_表示 = e.胴2_表示; - 胴2_柄_表示 = e.胴2_柄_表示; - 胴2_縦影_表示 = e.胴2_縦影_表示; - 胴1_表示 = e.胴1_表示; - 胴1_柄_表示 = e.胴1_柄_表示; - 胴1_縦影_表示 = e.胴1_縦影_表示; + Torso4_表示 = e.Torso4_表示; + Torso4_柄_表示 = e.Torso4_柄_表示; + Torso4_縦影_表示 = e.Torso4_縦影_表示; + Torso3_表示 = e.Torso3_表示; + Torso3_柄_表示 = e.Torso3_柄_表示; + Torso3_縦影_表示 = e.Torso3_縦影_表示; + Torso2_表示 = e.Torso2_表示; + Torso2_柄_表示 = e.Torso2_柄_表示; + Torso2_縦影_表示 = e.Torso2_縦影_表示; + Torso1_表示 = e.Torso1_表示; + Torso1_柄_表示 = e.Torso1_柄_表示; + Torso1_縦影_表示 = e.Torso1_縦影_表示; 輪1_革_表示 = e.輪1_革_表示; 輪1_金具1_表示 = e.輪1_金具1_表示; 輪1_金具2_表示 = e.輪1_金具2_表示; @@ -1157,31 +1157,31 @@ namespace SlaveMatrix } base.配色指定 = 配色指定; 配色(体配色); - Pars = new Par[6] { X0Y0_胴6_胴, X0Y0_胴5_胴, X0Y0_胴4_胴, X0Y0_胴3_胴, X0Y0_胴2_胴, X0Y0_胴1_胴 }; - X0Y0_胴6_胴CP = new ColorP(X0Y0_胴6_胴, 胴6_胴CD, DisUnit, abj: true); - X0Y0_胴6_柄CP = new ColorP(X0Y0_胴6_柄, 胴6_柄CD, DisUnit, abj: true); - X0Y0_胴6_縦影CP = new ColorP(X0Y0_胴6_縦影, 胴6_縦影CD, DisUnit, abj: true); - X0Y0_胴5_胴CP = new ColorP(X0Y0_胴5_胴, 胴5_胴CD, DisUnit, abj: true); - X0Y0_胴5_柄CP = new ColorP(X0Y0_胴5_柄, 胴5_柄CD, DisUnit, abj: true); - X0Y0_胴5_縦影CP = new ColorP(X0Y0_胴5_縦影, 胴5_縦影CD, DisUnit, abj: true); + Pars = new Par[6] { X0Y0_Torso6_Torso, X0Y0_Torso5_Torso, X0Y0_Torso4_Torso, X0Y0_Torso3_Torso, X0Y0_Torso2_Torso, X0Y0_Torso1_Torso }; + X0Y0_Torso6_TorsoCP = new ColorP(X0Y0_Torso6_Torso, Torso6_TorsoCD, DisUnit, abj: true); + X0Y0_Torso6_柄CP = new ColorP(X0Y0_Torso6_柄, Torso6_柄CD, DisUnit, abj: true); + X0Y0_Torso6_縦影CP = new ColorP(X0Y0_Torso6_縦影, Torso6_縦影CD, DisUnit, abj: true); + X0Y0_Torso5_TorsoCP = new ColorP(X0Y0_Torso5_Torso, Torso5_TorsoCD, DisUnit, abj: true); + X0Y0_Torso5_柄CP = new ColorP(X0Y0_Torso5_柄, Torso5_柄CD, DisUnit, abj: true); + X0Y0_Torso5_縦影CP = new ColorP(X0Y0_Torso5_縦影, Torso5_縦影CD, DisUnit, abj: true); X0Y0_輪2_革CP = new ColorP(X0Y0_輪2_革, 輪2_革CD, DisUnit, abj: true); X0Y0_輪2_金具1CP = new ColorP(X0Y0_輪2_金具1, 輪2_金具1CD, DisUnit, abj: true); X0Y0_輪2_金具2CP = new ColorP(X0Y0_輪2_金具2, 輪2_金具2CD, DisUnit, abj: true); X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_金具右CD, DisUnit, abj: true); - X0Y0_胴4_胴CP = new ColorP(X0Y0_胴4_胴, 胴4_胴CD, DisUnit, abj: true); - X0Y0_胴4_柄CP = new ColorP(X0Y0_胴4_柄, 胴4_柄CD, DisUnit, abj: true); - X0Y0_胴4_縦影CP = new ColorP(X0Y0_胴4_縦影, 胴4_縦影CD, DisUnit, abj: true); - X0Y0_胴3_胴CP = new ColorP(X0Y0_胴3_胴, 胴3_胴CD, DisUnit, abj: true); - X0Y0_胴3_柄CP = new ColorP(X0Y0_胴3_柄, 胴3_柄CD, DisUnit, abj: true); - X0Y0_胴3_縦影CP = new ColorP(X0Y0_胴3_縦影, 胴3_縦影CD, DisUnit, abj: true); - X0Y0_胴2_胴CP = new ColorP(X0Y0_胴2_胴, 胴2_胴CD, DisUnit, abj: true); - X0Y0_胴2_柄CP = new ColorP(X0Y0_胴2_柄, 胴2_柄CD, DisUnit, abj: true); - X0Y0_胴2_縦影CP = new ColorP(X0Y0_胴2_縦影, 胴2_縦影CD, DisUnit, abj: true); - X0Y0_胴1_胴CP = new ColorP(X0Y0_胴1_胴, 胴1_胴CD, DisUnit, abj: true); - X0Y0_胴1_柄CP = new ColorP(X0Y0_胴1_柄, 胴1_柄CD, DisUnit, abj: true); - X0Y0_胴1_縦影CP = new ColorP(X0Y0_胴1_縦影, 胴1_縦影CD, DisUnit, abj: true); + X0Y0_Torso4_TorsoCP = new ColorP(X0Y0_Torso4_Torso, Torso4_TorsoCD, DisUnit, abj: true); + X0Y0_Torso4_柄CP = new ColorP(X0Y0_Torso4_柄, Torso4_柄CD, DisUnit, abj: true); + X0Y0_Torso4_縦影CP = new ColorP(X0Y0_Torso4_縦影, Torso4_縦影CD, DisUnit, abj: true); + X0Y0_Torso3_TorsoCP = new ColorP(X0Y0_Torso3_Torso, Torso3_TorsoCD, DisUnit, abj: true); + X0Y0_Torso3_柄CP = new ColorP(X0Y0_Torso3_柄, Torso3_柄CD, DisUnit, abj: true); + X0Y0_Torso3_縦影CP = new ColorP(X0Y0_Torso3_縦影, Torso3_縦影CD, DisUnit, abj: true); + X0Y0_Torso2_TorsoCP = new ColorP(X0Y0_Torso2_Torso, Torso2_TorsoCD, DisUnit, abj: true); + X0Y0_Torso2_柄CP = new ColorP(X0Y0_Torso2_柄, Torso2_柄CD, DisUnit, abj: true); + X0Y0_Torso2_縦影CP = new ColorP(X0Y0_Torso2_縦影, Torso2_縦影CD, DisUnit, abj: true); + X0Y0_Torso1_TorsoCP = new ColorP(X0Y0_Torso1_Torso, Torso1_TorsoCD, DisUnit, abj: true); + X0Y0_Torso1_柄CP = new ColorP(X0Y0_Torso1_柄, Torso1_柄CD, DisUnit, abj: true); + X0Y0_Torso1_縦影CP = new ColorP(X0Y0_Torso1_縦影, Torso1_縦影CD, DisUnit, abj: true); X0Y0_輪1_革CP = new ColorP(X0Y0_輪1_革, 輪1_革CD, DisUnit, abj: true); X0Y0_輪1_金具1CP = new ColorP(X0Y0_輪1_金具1, 輪1_金具1CD, DisUnit, abj: true); X0Y0_輪1_金具2CP = new ColorP(X0Y0_輪1_金具2, 輪1_金具2CD, DisUnit, abj: true); @@ -1207,24 +1207,24 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - Are.Draw(X0Y0_胴6_胴); - Are.Draw(X0Y0_胴6_柄); - Are.Draw(X0Y0_胴6_縦影); - Are.Draw(X0Y0_胴5_胴); - Are.Draw(X0Y0_胴5_柄); - Are.Draw(X0Y0_胴5_縦影); - Are.Draw(X0Y0_胴4_胴); - Are.Draw(X0Y0_胴4_柄); - Are.Draw(X0Y0_胴4_縦影); - Are.Draw(X0Y0_胴3_胴); - Are.Draw(X0Y0_胴3_柄); - Are.Draw(X0Y0_胴3_縦影); - Are.Draw(X0Y0_胴2_胴); - Are.Draw(X0Y0_胴2_柄); - Are.Draw(X0Y0_胴2_縦影); - Are.Draw(X0Y0_胴1_胴); - Are.Draw(X0Y0_胴1_柄); - Are.Draw(X0Y0_胴1_縦影); + Are.Draw(X0Y0_Torso6_Torso); + Are.Draw(X0Y0_Torso6_柄); + Are.Draw(X0Y0_Torso6_縦影); + Are.Draw(X0Y0_Torso5_Torso); + Are.Draw(X0Y0_Torso5_柄); + Are.Draw(X0Y0_Torso5_縦影); + Are.Draw(X0Y0_Torso4_Torso); + Are.Draw(X0Y0_Torso4_柄); + Are.Draw(X0Y0_Torso4_縦影); + Are.Draw(X0Y0_Torso3_Torso); + Are.Draw(X0Y0_Torso3_柄); + Are.Draw(X0Y0_Torso3_縦影); + Are.Draw(X0Y0_Torso2_Torso); + Are.Draw(X0Y0_Torso2_柄); + Are.Draw(X0Y0_Torso2_縦影); + Are.Draw(X0Y0_Torso1_Torso); + Are.Draw(X0Y0_Torso1_柄); + Are.Draw(X0Y0_Torso1_縦影); Are.Draw(X0Y0_輪1_革); Are.Draw(X0Y0_輪1_金具1); Are.Draw(X0Y0_輪1_金具2); @@ -1248,19 +1248,19 @@ namespace SlaveMatrix { _ = 右; double maxAngle = 25.0; - X0Y0_胴6_胴.AngleBase = maxAngle.GetRanAngle(); - X0Y0_胴5_胴.AngleBase = maxAngle.GetRanAngle(); - X0Y0_胴4_胴.AngleBase = maxAngle.GetRanAngle(); - X0Y0_胴3_胴.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso6_Torso.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso5_Torso.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso4_Torso.AngleBase = maxAngle.GetRanAngle(); + X0Y0_Torso3_Torso.AngleBase = maxAngle.GetRanAngle(); 本体.JoinPAall(); } public IEnumerable 軸列挙() { - yield return X0Y0_胴3_胴; - yield return X0Y0_胴4_胴; - yield return X0Y0_胴5_胴; - yield return X0Y0_胴6_胴; + yield return X0Y0_Torso3_Torso; + yield return X0Y0_Torso4_Torso; + yield return X0Y0_Torso5_Torso; + yield return X0Y0_Torso6_Torso; } public override bool Is革(Par p) @@ -1275,30 +1275,30 @@ namespace SlaveMatrix public override void 色更新() { Pars.GetMiY_MaY(out mm); - X0Y0_胴6_胴CP.Update(mm); - X0Y0_胴6_柄CP.Update(mm); - X0Y0_胴6_縦影CP.Update(mm); - X0Y0_胴5_胴CP.Update(mm); - X0Y0_胴5_柄CP.Update(mm); - X0Y0_胴5_縦影CP.Update(mm); + X0Y0_Torso6_TorsoCP.Update(mm); + X0Y0_Torso6_柄CP.Update(mm); + X0Y0_Torso6_縦影CP.Update(mm); + X0Y0_Torso5_TorsoCP.Update(mm); + X0Y0_Torso5_柄CP.Update(mm); + X0Y0_Torso5_縦影CP.Update(mm); X0Y0_輪2_革CP.Update(); X0Y0_輪2_金具1CP.Update(); X0Y0_輪2_金具2CP.Update(); X0Y0_輪2_金具3CP.Update(); X0Y0_輪2_金具左CP.Update(); X0Y0_輪2_金具右CP.Update(); - X0Y0_胴4_胴CP.Update(mm); - X0Y0_胴4_柄CP.Update(mm); - X0Y0_胴4_縦影CP.Update(mm); - X0Y0_胴3_胴CP.Update(mm); - X0Y0_胴3_柄CP.Update(mm); - X0Y0_胴3_縦影CP.Update(mm); - X0Y0_胴2_胴CP.Update(mm); - X0Y0_胴2_柄CP.Update(mm); - X0Y0_胴2_縦影CP.Update(mm); - X0Y0_胴1_胴CP.Update(mm); - X0Y0_胴1_柄CP.Update(mm); - X0Y0_胴1_縦影CP.Update(mm); + X0Y0_Torso4_TorsoCP.Update(mm); + X0Y0_Torso4_柄CP.Update(mm); + X0Y0_Torso4_縦影CP.Update(mm); + X0Y0_Torso3_TorsoCP.Update(mm); + X0Y0_Torso3_柄CP.Update(mm); + X0Y0_Torso3_縦影CP.Update(mm); + X0Y0_Torso2_TorsoCP.Update(mm); + X0Y0_Torso2_柄CP.Update(mm); + X0Y0_Torso2_縦影CP.Update(mm); + X0Y0_Torso1_TorsoCP.Update(mm); + X0Y0_Torso1_柄CP.Update(mm); + X0Y0_Torso1_縦影CP.Update(mm); X0Y0_輪1_革CP.Update(); X0Y0_輪1_金具1CP.Update(); X0Y0_輪1_金具2CP.Update(); @@ -1317,30 +1317,30 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - X0Y0_胴6_胴CP.Update(mm); - X0Y0_胴6_柄CP.Update(mm); - X0Y0_胴6_縦影CP.Update(mm); - X0Y0_胴5_胴CP.Update(mm); - X0Y0_胴5_柄CP.Update(mm); - X0Y0_胴5_縦影CP.Update(mm); + X0Y0_Torso6_TorsoCP.Update(mm); + X0Y0_Torso6_柄CP.Update(mm); + X0Y0_Torso6_縦影CP.Update(mm); + X0Y0_Torso5_TorsoCP.Update(mm); + X0Y0_Torso5_柄CP.Update(mm); + X0Y0_Torso5_縦影CP.Update(mm); X0Y0_輪2_革CP.Update(); X0Y0_輪2_金具1CP.Update(); X0Y0_輪2_金具2CP.Update(); X0Y0_輪2_金具3CP.Update(); X0Y0_輪2_金具左CP.Update(); X0Y0_輪2_金具右CP.Update(); - X0Y0_胴4_胴CP.Update(mm); - X0Y0_胴4_柄CP.Update(mm); - X0Y0_胴4_縦影CP.Update(mm); - X0Y0_胴3_胴CP.Update(mm); - X0Y0_胴3_柄CP.Update(mm); - X0Y0_胴3_縦影CP.Update(mm); - X0Y0_胴2_胴CP.Update(mm); - X0Y0_胴2_柄CP.Update(mm); - X0Y0_胴2_縦影CP.Update(mm); - X0Y0_胴1_胴CP.Update(mm); - X0Y0_胴1_柄CP.Update(mm); - X0Y0_胴1_縦影CP.Update(mm); + X0Y0_Torso4_TorsoCP.Update(mm); + X0Y0_Torso4_柄CP.Update(mm); + X0Y0_Torso4_縦影CP.Update(mm); + X0Y0_Torso3_TorsoCP.Update(mm); + X0Y0_Torso3_柄CP.Update(mm); + X0Y0_Torso3_縦影CP.Update(mm); + X0Y0_Torso2_TorsoCP.Update(mm); + X0Y0_Torso2_柄CP.Update(mm); + X0Y0_Torso2_縦影CP.Update(mm); + X0Y0_Torso1_TorsoCP.Update(mm); + X0Y0_Torso1_柄CP.Update(mm); + X0Y0_Torso1_縦影CP.Update(mm); X0Y0_輪1_革CP.Update(); X0Y0_輪1_金具1CP.Update(); X0Y0_輪1_金具2CP.Update(); @@ -1378,25 +1378,25 @@ namespace SlaveMatrix private void 配色N0(体配色 体配色) { - 胴6_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴6_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso6_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); Color2 色 = new Color2(ref 体配色.体1O.Col2, ref Col.Empty); - 胴6_縦影CD = new ColorD(ref Col.Black, ref 色); - 胴5_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴5_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴5_縦影CD = new ColorD(ref Col.Black, ref 色); - 胴4_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴4_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴4_縦影CD = new ColorD(ref Col.Black, ref 色); - 胴3_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴3_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴3_縦影CD = new ColorD(ref Col.Black, ref 色); - 胴2_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴2_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴2_縦影CD = new ColorD(ref Col.Black, ref 色); - 胴1_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴1_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴1_縦影CD = new ColorD(ref Col.Black, ref 色); + Torso6_縦影CD = new ColorD(ref Col.Black, ref 色); + Torso5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso5_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso5_縦影CD = new ColorD(ref Col.Black, ref 色); + Torso4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso4_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso4_縦影CD = new ColorD(ref Col.Black, ref 色); + Torso3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso3_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso3_縦影CD = new ColorD(ref Col.Black, ref 色); + Torso2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso2_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso2_縦影CD = new ColorD(ref Col.Black, ref 色); + Torso1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso1_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso1_縦影CD = new ColorD(ref Col.Black, ref 色); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -1413,24 +1413,24 @@ namespace SlaveMatrix private void 配色T0(体配色 体配色) { - 胴6_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴6_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴6_縦影CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴5_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴4_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴4_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴4_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴3_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴3_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴3_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴2_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴2_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴2_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴1_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴1_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴1_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); + Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso6_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso6_縦影CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso5_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso4_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso4_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso3_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso3_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso2_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso2_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso1_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso1_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -1447,24 +1447,24 @@ namespace SlaveMatrix private void 配色T1(体配色 体配色) { - 胴6_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴6_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴6_縦影CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴5_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴5_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴5_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴4_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴4_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴4_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴3_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴3_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴3_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴2_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴2_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 胴2_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); - 胴1_胴CD = new ColorD(ref Col.Black, ref 体配色.体1O); - 胴1_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); - 胴1_縦影CD = new ColorD(ref Col.Black, ref 胴6_縦影CD.c2); + Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso6_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso6_縦影CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso5_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso5_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso5_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso4_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso4_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso4_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso3_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso3_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso3_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso2_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso2_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Torso2_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); + Torso1_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); + Torso1_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); + Torso1_縦影CD = new ColorD(ref Col.Black, ref Torso6_縦影CD.c2); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs index 72f9ca4..933efbd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs @@ -7,17 +7,17 @@ namespace SlaveMatrix [Serializable] public class 長物_鯨D : 半身D { - public bool 胴6_表示 = true; + public bool Torso6_表示 = true; - public bool 胴6_柄_表示 = true; + public bool Torso6_柄_表示 = true; - public bool 胴6_縦影_表示 = true; + public bool Torso6_縦影_表示 = true; - public bool 胴5_表示 = true; + public bool Torso5_表示 = true; - public bool 胴5_柄_表示 = true; + public bool Torso5_柄_表示 = true; - public bool 胴5_縦影_表示 = true; + public bool Torso5_縦影_表示 = true; public bool 輪2_革_表示 = true; @@ -31,29 +31,29 @@ namespace SlaveMatrix public bool 輪2_金具右_表示 = true; - public bool 胴4_表示 = true; + public bool Torso4_表示 = true; - public bool 胴4_柄_表示 = true; + public bool Torso4_柄_表示 = true; - public bool 胴4_縦影_表示 = true; + public bool Torso4_縦影_表示 = true; - public bool 胴3_表示 = true; + public bool Torso3_表示 = true; - public bool 胴3_柄_表示 = true; + public bool Torso3_柄_表示 = true; - public bool 胴3_縦影_表示 = true; + public bool Torso3_縦影_表示 = true; - public bool 胴2_表示 = true; + public bool Torso2_表示 = true; - public bool 胴2_柄_表示 = true; + public bool Torso2_柄_表示 = true; - public bool 胴2_縦影_表示 = true; + public bool Torso2_縦影_表示 = true; - public bool 胴1_表示 = true; + public bool Torso1_表示 = true; - public bool 胴1_柄_表示 = true; + public bool Torso1_柄_表示 = true; - public bool 胴1_縦影_表示 = true; + public bool Torso1_縦影_表示 = true; public bool 輪1_革_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鯨色更新.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鯨色更新.cs index 9e69f5d..39e94af 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鯨色更新.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鯨色更新.cs @@ -18,7 +18,7 @@ namespace SlaveMatrix this.尾 = 尾; 鯨 = new Par[40] { - 長物.X0Y0_胴6_胴, 長物.X0Y0_胴5_胴, 長物.X0Y0_胴4_胴, 長物.X0Y0_胴3_胴, 長物.X0Y0_胴2_胴, 長物.X0Y0_胴1_胴, 尾.X0Y0_尾33_尾, 尾.X0Y0_尾32_尾, 尾.X0Y0_尾31_尾, 尾.X0Y0_尾30_尾, + 長物.X0Y0_Torso6_Torso, 長物.X0Y0_Torso5_Torso, 長物.X0Y0_Torso4_Torso, 長物.X0Y0_Torso3_Torso, 長物.X0Y0_Torso2_Torso, 長物.X0Y0_Torso1_Torso, 尾.X0Y0_尾33_尾, 尾.X0Y0_尾32_尾, 尾.X0Y0_尾31_尾, 尾.X0Y0_尾30_尾, 尾.X0Y0_尾29_尾, 尾.X0Y0_尾28_尾, 尾.X0Y0_尾27_尾, 尾.X0Y0_尾26_尾, 尾.X0Y0_尾25_尾, 尾.X0Y0_尾24_尾, 尾.X0Y0_尾23_尾, 尾.X0Y0_尾22_尾, 尾.X0Y0_尾21_尾, 尾.X0Y0_尾20_尾, 尾.X0Y0_尾19_尾, 尾.X0Y0_尾18_尾, 尾.X0Y0_尾17_尾, 尾.X0Y0_尾16_尾, 尾.X0Y0_尾15_尾, 尾.X0Y0_尾14_尾, 尾.X0Y0_尾13_尾, 尾.X0Y0_尾12_尾, 尾.X0Y0_尾11_尾, 尾.X0Y0_尾10_尾, 尾.X0Y0_尾9_尾, 尾.X0Y0_尾8_尾, 尾.X0Y0_尾7_尾, 尾.X0Y0_尾6_尾, 尾.X0Y0_尾5_尾, 尾.X0Y0_尾4_尾, 尾.X0Y0_尾3_尾, 尾.X0Y0_尾2_尾, 尾.X0Y0_尾1_尾, 尾.X0Y0_尾0_尾 diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs index 7fa8434..f5d95fa 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs @@ -54,7 +54,7 @@ namespace SlaveMatrix public Waist Waist; - public Torso 胴; + public Torso Torso; public Chest Chest; @@ -252,7 +252,7 @@ namespace SlaveMatrix public 四足胸 Chest_獣; - public 四足胴 胴_獣; + public 四足胴 Torso_獣; public 四足腰 Waist_獣; @@ -3270,7 +3270,7 @@ namespace SlaveMatrix } else if (p is Chest) { - 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_Torso.ToGlobal(bod.胴.X0Y0_Torso.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Torso.X0Y0_Torso.ToGlobal(bod.Torso.X0Y0_Torso.BasePointBase); } else if (p is Torso || p is Waist) { @@ -3278,7 +3278,7 @@ namespace SlaveMatrix } else if (p is 四足胸) { - 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_Torso.ToGlobal(bod.胴_獣.X0Y0_Torso.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Torso_獣.X0Y0_Torso.ToGlobal(bod.Torso_獣.X0Y0_Torso.BasePointBase); } else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) { @@ -3663,7 +3663,7 @@ namespace SlaveMatrix } else if (p is Chest) { - 翼獣.UpperArm.接着 = () => bod.胴.X0Y0_Torso.ToGlobal(bod.胴.X0Y0_Torso.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Torso.X0Y0_Torso.ToGlobal(bod.Torso.X0Y0_Torso.BasePointBase); } else if (p is Torso || p is Waist) { @@ -3671,7 +3671,7 @@ namespace SlaveMatrix } else if (p is 四足胸) { - 翼獣.UpperArm.接着 = () => bod.胴_獣.X0Y0_Torso.ToGlobal(bod.胴_獣.X0Y0_Torso.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.Torso_獣.X0Y0_Torso.ToGlobal(bod.Torso_獣.X0Y0_Torso.BasePointBase); } else if ((p is 四足胴 || p is 四足腰) && (翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼左_接続 || 翼獣.UpperArm.ConnectionType == ConnectionInfo.四足腰_翼右_接続)) { @@ -3829,7 +3829,7 @@ namespace SlaveMatrix 長胴n = 長胴.Count; if (Waist != null) { - 胴 = Waist.Torso_接続.GetEle(); + Torso = Waist.Torso_接続.GetEle(); ボテ腹_人 = Waist.肌_接続.GetEle<ボテ腹_人>(); ボテ腹板_人 = ボテ腹_人.腹板_接続.GetEle<ボテ腹板>(); ボテ腹板_人.SetHitFalse(); @@ -3885,14 +3885,14 @@ namespace SlaveMatrix 上着B_クロス後.SetHitFalse(); 上着B_前掛け.SetHitFalse(); } - if (胴 != null) + if (Torso != null) { - Chest = 胴.Chest_接続.GetEle(); - 胴腹板_人 = 胴.肌_接続.GetEle<胴腹板>(); - 胴肌_人 = 胴.肌_接続.GetEle<胴肌>(); + Chest = Torso.Chest_接続.GetEle(); + 胴腹板_人 = Torso.肌_接続.GetEle<胴腹板>(); + 胴肌_人 = Torso.肌_接続.GetEle<胴肌>(); 胴腹板_人.SetHitFalse(); 胴肌_人.SetHitFalse(); - 上着M_ドレス = 胴.肌_接続.GetEle<上着ミドル_ドレス>(); + 上着M_ドレス = Torso.肌_接続.GetEle<上着ミドル_ドレス>(); 上着M_ドレス.SetHitFalse(); } if (Chest != null) @@ -4066,10 +4066,10 @@ namespace SlaveMatrix sk.Add(Chest.キスマーク); Chest.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Chest); sw.Add(Chest.鞭痕); - 胴.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 胴); - sk.Add(胴.キスマーク); - 胴.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 胴); - sw.Add(胴.鞭痕); + Torso.キスマーク = new スタンプK(Med, Are, Cha, this, kd, Torso); + sk.Add(Torso.キスマーク); + Torso.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Torso); + sw.Add(Torso.鞭痕); Waist.キスマーク = new スタンプK(Med, Are, Cha, this, kd, Waist); sk.Add(Waist.キスマーク); Waist.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Waist); @@ -4254,13 +4254,13 @@ namespace SlaveMatrix { Sort(Chest.翼下右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胸下右接続); } - if (胴.翼左_接続 != null) + if (Torso.翼左_接続 != null) { - Sort(胴.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胴後左接続); + Sort(Torso.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胴後左接続); } - if (胴.翼右_接続 != null) + if (Torso.翼右_接続 != null) { - Sort(胴.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胴後右接続); + Sort(Torso.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 胴後右接続); } if (Waist.翼左_接続 != null) { @@ -4301,7 +4301,7 @@ namespace SlaveMatrix { Is魚 = true; 魚 = (長物_魚)ele; - Waist.WaistCD.c2.Col2 = 魚.胴1_胴1CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 魚.Torso1_Torso1CD.c2.Col1; 半身中1接続.Add(魚); if (魚.尾_接続 != null) { @@ -4336,7 +4336,7 @@ namespace SlaveMatrix { Is鯨 = true; 鯨 = (長物_鯨)ele; - Waist.WaistCD.c2.Col2 = 鯨.胴1_胴CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 鯨.Torso1_TorsoCD.c2.Col1; 半身中1接続.Add(鯨); if (鯨.尾_接続 != null) { @@ -4371,7 +4371,7 @@ namespace SlaveMatrix { Is蛇 = true; 蛇 = (長物_蛇)ele; - Waist.WaistCD.c2.Col2 = 蛇.胴1_鱗1CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 蛇.Torso1_鱗1CD.c2.Col1; 半身中1接続.Add(ele); if (蛇.Torso_接続 != null) { @@ -4421,7 +4421,7 @@ namespace SlaveMatrix { Is蟲 = true; 蟲 = (長物_蟲)ele; - Waist.WaistCD.c2.Col2 = 蟲.胴1_胴CD.c2.Col1; + Waist.WaistCD.c2.Col2 = 蟲.Torso1_TorsoCD.c2.Col1; 半身中1接続.Add(ele); if (蟲.Torso_接続 != null) { @@ -4473,7 +4473,7 @@ namespace SlaveMatrix } else if (item22 is 四足胴) { - 胴_獣 = (四足胴)item22; + Torso_獣 = (四足胴)item22; } else if (item22 is 四足腰) { @@ -4596,9 +4596,9 @@ namespace SlaveMatrix { 半身中1接続.Add(Waist_獣); } - if (胴_獣 != null) + if (Torso_獣 != null) { - 半身中1接続.Add(胴_獣); + 半身中1接続.Add(Torso_獣); } if (Chest_獣 != null) { @@ -4659,15 +4659,15 @@ namespace SlaveMatrix Sort(Waist_獣.半身_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身中1接続); } } - if (胴_獣 != null) + if (Torso_獣 != null) { - if (胴_獣.翼左_接続 != null) + if (Torso_獣.翼左_接続 != null) { - Sort(胴_獣.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); + Sort(Torso_獣.翼左_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); } - if (胴_獣.翼右_接続 != null) + if (Torso_獣.翼右_接続 != null) { - Sort(胴_獣.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); + Sort(Torso_獣.翼右_接続.Select((Ele e) => e.EnumEle()).JoinEnum(), 半身後接続); } } if (Chest_獣 != null) @@ -5141,10 +5141,10 @@ namespace SlaveMatrix IEnumerable<触手_犬> eles = Waist.腿左_接続.GetEles<触手_犬>(); foreach (触手_犬 item49 in eles.Take(eles.Count() - 1)) { - item49.胴_節1_胴_表示 = false; - item49.胴_節1_鱗1_表示 = false; - item49.胴_節1_鱗2_表示 = false; - item49.胴_節1_鱗3_表示 = false; + item49.Torso_節1_Torso_表示 = false; + item49.Torso_節1_鱗1_表示 = false; + item49.Torso_節1_鱗2_表示 = false; + item49.Torso_節1_鱗3_表示 = false; } } if (Waist.腿右_接続 != null) @@ -5152,10 +5152,10 @@ namespace SlaveMatrix IEnumerable<触手_犬> eles2 = Waist.腿右_接続.GetEles<触手_犬>(); foreach (触手_犬 item50 in eles2.Take(eles2.Count() - 1)) { - item50.胴_節1_胴_表示 = false; - item50.胴_節1_鱗1_表示 = false; - item50.胴_節1_鱗2_表示 = false; - item50.胴_節1_鱗3_表示 = false; + item50.Torso_節1_Torso_表示 = false; + item50.Torso_節1_鱗1_表示 = false; + item50.Torso_節1_鱗2_表示 = false; + item50.Torso_節1_鱗3_表示 = false; } } 四足脇[] array3 = 腰後右接続.GetEles<四足脇>().ToArray(); @@ -5764,7 +5764,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -6096,11 +6096,11 @@ namespace SlaveMatrix { if (bod.Is蛇) { - bod.蛇.X0Y0_胴1_鱗右CP.Update(); - bod.蛇.X0Y0_胴1_鱗左CP.Update(); - bod.蛇.X0Y0_胴1_鱗1CP.Update(); - bod.蛇.X0Y0_胴1_鱗左1CP.Update(); - bod.蛇.X0Y0_胴1_鱗右1CP.Update(); + bod.蛇.X0Y0_Torso1_鱗右CP.Update(); + bod.蛇.X0Y0_Torso1_鱗左CP.Update(); + bod.蛇.X0Y0_Torso1_鱗1CP.Update(); + bod.蛇.X0Y0_Torso1_鱗左1CP.Update(); + bod.蛇.X0Y0_Torso1_鱗右1CP.Update(); } bod.染み_人.色更新(); bod.染み_人.描画0(are); @@ -6191,7 +6191,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -6618,7 +6618,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -7044,7 +7044,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -7468,7 +7468,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -7891,7 +7891,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -8343,7 +8343,7 @@ namespace SlaveMatrix bod.膣内精液_人.描画0(are); bod.断面_人.描画0(are); } - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -8771,7 +8771,7 @@ namespace SlaveMatrix } bod.Waist.描画0(are); bod.Waist.描画1(are); - bod.胴.描画0(are); + bod.Torso.描画0(are); bod.Chest.描画0(are); bod.首.描画0(are); if (bod.肩左 != null) @@ -9793,16 +9793,16 @@ namespace SlaveMatrix private void 腰振り_人() { - 胴.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); - 胴.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); + Torso.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); + Torso.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); 胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.002); 胴肌_人.本体.SizeYCont = 0.85 + (1.0 - Waist.Yv) * 0.15; } private void 腰振り_獣() { - 胴_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); - 胴_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); + Torso_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); + Torso_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); 胴肌_獣.本体.SizeYCont = 0.85 + (1.0 - Waist_獣.Yv) * 0.15; if (EI半中1 != null) { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs index adb61f2..e9b98e4 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs @@ -50,7 +50,7 @@ namespace SlaveMatrix public static ChaD GetHarpy() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -122,7 +122,7 @@ namespace SlaveMatrix public static ChaD Getアフール() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -167,7 +167,7 @@ namespace SlaveMatrix public static ChaD Getハルピュイア() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -224,7 +224,7 @@ namespace SlaveMatrix public static ChaD GetPhoenix() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -284,7 +284,7 @@ namespace SlaveMatrix public static ChaD Getラミア() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -312,13 +312,13 @@ namespace SlaveMatrix WaistD2.半身接続(長物_蛇D2); 長物_蛇D2.くぱぁ = 1.0; 長物_蛇D2.ガード = false; - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 40; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(new 尾_ヘD()); + Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); @@ -332,7 +332,7 @@ namespace SlaveMatrix public static ChaD Getシーラミア() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -375,7 +375,7 @@ namespace SlaveMatrix public static ChaD Getオノケンタウレ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -430,7 +430,7 @@ namespace SlaveMatrix public static ChaD Getヒッポケンタウレ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -496,7 +496,7 @@ namespace SlaveMatrix public static ChaD Getブケンタウレ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -566,7 +566,7 @@ namespace SlaveMatrix public static ChaD Getカプラケンタウレ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -636,7 +636,7 @@ namespace SlaveMatrix public static ChaD Getマーメイド() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -668,7 +668,7 @@ namespace SlaveMatrix public static ChaD Getドルフィンマーメイド() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -700,7 +700,7 @@ namespace SlaveMatrix public static ChaD Getオールドマーメイド() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -736,7 +736,7 @@ namespace SlaveMatrix public static ChaD Getイクテュオケンタウレ(bool b) { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -776,10 +776,10 @@ namespace SlaveMatrix EleD eleD = new 鰭_魚D(); 長物_蛇D2.左接続(eleD); 長物_蛇D2.右接続(eleD.Get逆()); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); 尾_ヘD 尾_ヘD2 = new 尾_ヘD(); - 胴_蛇D2.Torso接続(尾_ヘD2); + Torso_蛇D2.Torso接続(尾_ヘD2); 尾_ヘD2.尾先接続(new 尾鰭_魚D()); } WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); @@ -792,7 +792,7 @@ namespace SlaveMatrix public static ChaD Getデルピヌスケンタウレ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -828,7 +828,7 @@ namespace SlaveMatrix public static ChaD Getスキュラ() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -893,7 +893,7 @@ namespace SlaveMatrix public static ChaD Getオールドスキュラ(bool b) { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -944,7 +944,7 @@ namespace SlaveMatrix public static ChaD Getカリュブディス() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1002,7 +1002,7 @@ namespace SlaveMatrix public static ChaD Getアラクネ(bool b) { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1081,7 +1081,7 @@ namespace SlaveMatrix public static ChaD Getギルタブリル() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1173,7 +1173,7 @@ namespace SlaveMatrix public static ChaD Getギルタブルル() { WaistD obj = Uni.Waist(); - TorsoD 胴D2 = obj.Set胴(); + TorsoD 胴D2 = obj.SetTorso(); ChestD ChestD2 = 胴D2.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -1240,7 +1240,7 @@ namespace SlaveMatrix public static ChaD Getアルラウネ() { WaistD obj = Uni.Waist(); - TorsoD obj2 = obj.Set胴(); + TorsoD obj2 = obj.SetTorso(); ChestD obj3 = obj2.SetChestR(); HeadD 頭D2 = obj3.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -1349,8 +1349,8 @@ namespace SlaveMatrix public static ChaD Getサキュバス() { WaistD WaistD2 = Uni.Waist(); - TorsoD 胴D2 = WaistD2.Set胴(); - ChestD ChestD2 = 胴D2.SetChestR(); + TorsoD TorsoD2 = WaistD2.SetTorso(); + ChestD ChestD2 = TorsoD2.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1400,8 +1400,8 @@ namespace SlaveMatrix LowerArm_蝙D2.手接続(e2); UpperArm_蝙D UpperArm_蝙D2 = new UpperArm_蝙D(); UpperArm_蝙D2.LowerArm接続(LowerArm_蝙D2); - 胴D2.翼左接続(UpperArm_蝙D2); - 胴D2.翼右接続(UpperArm_蝙D2.Get逆()); + TorsoD2.翼左接続(UpperArm_蝙D2); + TorsoD2.翼右接続(UpperArm_蝙D2.Get逆()); 足_人D e3 = new 足_人D(); Leg_人D Leg_人D2 = new Leg_人D(); Leg_人D2.足接続(e3); @@ -1426,7 +1426,7 @@ namespace SlaveMatrix public static ChaD Getデビル() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1528,7 +1528,7 @@ namespace SlaveMatrix public static ChaD Getエンジェル(bool b) { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1590,7 +1590,7 @@ namespace SlaveMatrix public static ChaD Getウェアキャット() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1641,7 +1641,7 @@ namespace SlaveMatrix public static ChaD Getウェアフォックス() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1694,7 +1694,7 @@ namespace SlaveMatrix public static ChaD Getウェアウルフ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1739,7 +1739,7 @@ namespace SlaveMatrix public static ChaD Getリザードマン() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1796,7 +1796,7 @@ namespace SlaveMatrix public static ChaD Getドラゴニュート() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -1909,7 +1909,7 @@ namespace SlaveMatrix public static ChaD Getドラゴン() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2024,7 +2024,7 @@ namespace SlaveMatrix public static ChaD Getドラコケンタウレ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2117,7 +2117,7 @@ namespace SlaveMatrix public static ChaD Getワイバーン() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2225,7 +2225,7 @@ namespace SlaveMatrix public static ChaD Getワーム() { WaistD WaistD2 = Uni.Waist(); - HeadD 頭D2 = WaistD2.Set胴().SetChestR().Set首() + HeadD 頭D2 = WaistD2.SetTorso().SetChestR().Set首() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2252,13 +2252,13 @@ namespace SlaveMatrix eleD.頭頂右接続(e.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); WaistD2.半身接続(長物_蛇D2); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 40; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(new 尾_ヘD()); + Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<双目D>("猫目", RNG.XS.NextBool()); @@ -2274,7 +2274,7 @@ namespace SlaveMatrix public static ChaD Getサンドワーム() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2349,7 +2349,7 @@ namespace SlaveMatrix public static ChaD Getリュウ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2379,22 +2379,22 @@ namespace SlaveMatrix 四足脇D2.UpperArm接続(Leg_竜D2); WaistD2.翼左接続(四足脇D2); WaistD2.翼右接続(四足脇D2.Get逆()); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 50; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } e = new 足_鳥D(); Leg_竜D2 = new Leg_竜D(); Leg_竜D2.足接続(e); 腿_竜D 腿_竜D2 = new 腿_竜D(); 腿_竜D2.Leg接続(Leg_竜D2); - 胴_蛇D2.左接続(腿_竜D2); - 胴_蛇D2.右接続(腿_竜D2.Get逆()); + Torso_蛇D2.左接続(腿_竜D2); + Torso_蛇D2.右接続(腿_竜D2.Get逆()); 尾_ヘD 尾_ヘD2 = new 尾_ヘD(); 尾_ヘD2.尾先接続(new 尾鰭_魚D()); - 胴_蛇D2.Torso接続(尾_ヘD2); + Torso_蛇D2.Torso接続(尾_ヘD2); WaistD2.EnumEleD().SetValuesD("馬", true); ChestD2.肌_接続.SetValuesD<胸毛D>("表示", true); WaistD2.EnumEleD().SetValuesD("竜性", true); @@ -2411,7 +2411,7 @@ namespace SlaveMatrix public static ChaD Getスライム() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2454,7 +2454,7 @@ namespace SlaveMatrix public static ChaD Getフェアリー(bool b1, bool b2) { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2580,7 +2580,7 @@ namespace SlaveMatrix public static ChaD Getオーグリス(bool b) { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); NeckD 首D2 = obj.Set首(); HeadD 頭D2; if (b) @@ -2651,7 +2651,7 @@ namespace SlaveMatrix public static ChaD Getサイクロプス() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set単目R(); @@ -2693,7 +2693,7 @@ namespace SlaveMatrix public static ChaD Getエイリアン() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set目宇R(); @@ -2752,7 +2752,7 @@ namespace SlaveMatrix public static ChaD Getクラーケン() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2807,7 +2807,7 @@ namespace SlaveMatrix public static ChaD Getセイレーン(int i) { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2941,7 +2941,7 @@ namespace SlaveMatrix public static ChaD Getユニコーン() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2998,7 +2998,7 @@ namespace SlaveMatrix public static ChaD Getモノケロス() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3065,7 +3065,7 @@ namespace SlaveMatrix public static ChaD Getアリコーン() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3138,7 +3138,7 @@ namespace SlaveMatrix public static ChaD Getバイコーン() { WaistD obj = Uni.Waist(); - ChestD ChestD2 = obj.Set胴().SetChestR(); + ChestD ChestD2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3201,7 +3201,7 @@ namespace SlaveMatrix public static ChaD Getペガサス() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3273,7 +3273,7 @@ namespace SlaveMatrix public static ChaD Getグリフォン() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3346,7 +3346,7 @@ namespace SlaveMatrix public static ChaD Getヒッポグリフ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3424,7 +3424,7 @@ namespace SlaveMatrix public static ChaD Getキマイラ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3495,7 +3495,7 @@ namespace SlaveMatrix public static ChaD Getスフィンクス(bool b) { WaistD WaistD2 = Uni.Waist(); - TorsoD e = WaistD2.Set胴(); + TorsoD e = WaistD2.SetTorso(); ChestD ChestD2 = e.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -3606,7 +3606,7 @@ namespace SlaveMatrix public static ChaD Getレオントケンタウレ() { WaistD obj = Uni.Waist(); - ChestD ChestD2 = obj.Set胴().SetChestR(); + ChestD ChestD2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3671,7 +3671,7 @@ namespace SlaveMatrix public static ChaD Getティグリスケンタウレ() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3747,7 +3747,7 @@ namespace SlaveMatrix public static ChaD Getパンテーラケンタウレ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3811,7 +3811,7 @@ namespace SlaveMatrix public static ChaD Getチータケンタウレ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3888,7 +3888,7 @@ namespace SlaveMatrix public static ChaD Getウェアドラゴンフライ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -3951,7 +3951,7 @@ namespace SlaveMatrix public static ChaD Getウェアビートル() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4013,7 +4013,7 @@ namespace SlaveMatrix public static ChaD Getウェアスタッグビートル() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4078,7 +4078,7 @@ namespace SlaveMatrix public static ChaD Getウェアマンティス() { WaistD obj = Uni.Waist(); - TorsoD obj2 = obj.Set胴(); + TorsoD obj2 = obj.SetTorso(); ChestD obj3 = obj2.SetChestR(); HeadD 頭D2 = obj3.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4140,7 +4140,7 @@ namespace SlaveMatrix public static ChaD Getエキドナ() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4182,13 +4182,13 @@ namespace SlaveMatrix obj.翼上右接続(UpperArm_鳥D2.Get逆()); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); WaistD2.半身接続(長物_蛇D2); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 45; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(RNG.XS.NextBool() ? ((尾D)new 尾_ヘD()) : ((尾D)new 尾_ガD())); + Torso_蛇D2.Torso接続(RNG.XS.NextBool() ? ((尾D)new 尾_ヘD()) : ((尾D)new 尾_ガD())); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); @@ -4202,7 +4202,7 @@ namespace SlaveMatrix public static ChaD Getゴルゴン() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); BackHair0_肢系D 後髪0_肢系D2 = new BackHair0_肢系D(); @@ -4292,7 +4292,7 @@ namespace SlaveMatrix public static ChaD Getヒュドラ() { WaistD WaistD2 = Uni.Waist(); - HeadD 頭D2 = WaistD2.Set胴().SetChestR().Set首() + HeadD 頭D2 = WaistD2.SetTorso().SetChestR().Set首() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); BackHair0_肢系D 後髪0_肢系D2 = new BackHair0_肢系D(); @@ -4322,13 +4322,13 @@ namespace SlaveMatrix 頭D2.頭頂接続(頭頂_宇D2); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); WaistD2.半身接続(長物_蛇D2); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 45; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(new 尾_ヘD()); + Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<舌_長D>("股舌表示", true); @@ -4343,7 +4343,7 @@ namespace SlaveMatrix public static ChaD Getウロボロス() { WaistD WaistD2 = Uni.Waist(); - HeadD 頭D2 = WaistD2.Set胴().SetChestR().Set首() + HeadD 頭D2 = WaistD2.SetTorso().SetChestR().Set首() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4359,13 +4359,13 @@ namespace SlaveMatrix 頭D2.顔面接続(e); 長物_蛇D 長物_蛇D2 = new 長物_蛇D(); WaistD2.半身接続(長物_蛇D2); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 40; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(new 尾_ヘD()); + Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD("コア1", true); @@ -4381,7 +4381,7 @@ namespace SlaveMatrix public static ChaD Getカッパ() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4430,7 +4430,7 @@ namespace SlaveMatrix public static ChaD Getムカデジョウロウ() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4480,15 +4480,15 @@ namespace SlaveMatrix 長物_蟲D2.右0接続(eleD.Get逆()); 長物_蟲D2.左1接続(eleD.Copy()); 長物_蟲D2.右1接続(eleD.Get逆()); - Torso_蟲D 胴_蟲D2 = new Torso_蟲D(); - 長物_蟲D2.胴接続(胴_蟲D2); - 胴_蟲D2.左接続(eleD.Copy()); - 胴_蟲D2.右接続(eleD.Get逆()); + Torso_蟲D Torso_蟲D2 = new Torso_蟲D(); + 長物_蟲D2.胴接続(Torso_蟲D2); + Torso_蟲D2.左接続(eleD.Copy()); + Torso_蟲D2.右接続(eleD.Get逆()); for (int i = 0; i < 21; i++) { - 胴_蟲D2.Torso接続(胴_蟲D2 = new Torso_蟲D()); - 胴_蟲D2.左接続(eleD.Copy()); - 胴_蟲D2.右接続(eleD.Get逆()); + Torso_蟲D2.Torso接続(Torso_蟲D2 = new Torso_蟲D()); + Torso_蟲D2.左接続(eleD.Copy()); + Torso_蟲D2.右接続(eleD.Get逆()); } 尾_蟲D 尾_蟲D2 = new 尾_蟲D(); 節尾_曳航D 節尾_曳航D2 = new 節尾_曳航D(); @@ -4504,7 +4504,7 @@ namespace SlaveMatrix 尾_蟲D2.右5接続(eleD.Get逆()); 尾_蟲D2.尾左接続(節尾_曳航D2); 尾_蟲D2.尾右接続(節尾_曳航D2.Get逆()); - 胴_蟲D2.Torso接続(尾_蟲D2); + Torso_蟲D2.Torso接続(尾_蟲D2); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); WaistD2.EnumEleD().SetValuesD("肥大", RNG.XS.NextDouble()); WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); @@ -4517,7 +4517,7 @@ namespace SlaveMatrix public static ChaD Getカーバンクル() { WaistD WaistD2 = Uni.Waist(); - ChestD obj = WaistD2.Set胴().SetChestR(); + ChestD obj = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = obj.Set首().Set頭R1(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4569,7 +4569,7 @@ namespace SlaveMatrix public static ChaD Getバジリスク() { WaistD WaistD2 = Uni.Waist(); - TorsoD obj = WaistD2.Set胴(); + TorsoD obj = WaistD2.SetTorso(); HeadD 頭D2 = obj.SetChestR().Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4618,13 +4618,13 @@ namespace SlaveMatrix 四足脇D2.UpperArm接続(Leg_竜D2); WaistD2.翼左接続(四足脇D2); WaistD2.翼右接続(四足脇D2.Get逆()); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 30; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(new 尾_ヘD()); + Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); WaistD2.EnumEleD().SetValuesD<口_通常D>("牙", true); @@ -4639,7 +4639,7 @@ namespace SlaveMatrix public static ChaD Getコカトリス() { WaistD WaistD2 = Uni.Waist(); - TorsoD obj = WaistD2.Set胴(); + TorsoD obj = WaistD2.SetTorso(); ChestD ChestD2 = obj.SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); @@ -4677,13 +4677,13 @@ namespace SlaveMatrix 四足脇D2.UpperArm接続(Leg_竜D2); WaistD2.翼左接続(四足脇D2); WaistD2.翼右接続(四足脇D2.Get逆()); - Torso_蛇D 胴_蛇D2 = new Torso_蛇D(); - 長物_蛇D2.胴接続(胴_蛇D2); + Torso_蛇D Torso_蛇D2 = new Torso_蛇D(); + 長物_蛇D2.胴接続(Torso_蛇D2); for (int i = 0; i < 30; i++) { - 胴_蛇D2.Torso接続(胴_蛇D2 = new Torso_蛇D()); + Torso_蛇D2.Torso接続(Torso_蛇D2 = new Torso_蛇D()); } - 胴_蛇D2.Torso接続(new 尾_ヘD()); + Torso_蛇D2.Torso接続(new 尾_ヘD()); WaistD2.EnumEleD().SetValuesD("獣性", true); WaistD2.EnumEleD().SetValuesD("竜性", true); WaistD2.EnumEleD().SetValuesD<腰肌D>("竜性", false); @@ -4700,7 +4700,7 @@ namespace SlaveMatrix public static ChaD Getカトブレパス() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); eleD.前髪_接続.RemoveAt(0); @@ -4763,7 +4763,7 @@ namespace SlaveMatrix public static ChaD Getミノタウロス() { WaistD WaistD2 = Uni.Waist(); - ChestD ChestD2 = WaistD2.Set胴().SetChestR(); + ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); HeadD 頭D2 = ChestD2.Set首().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4816,7 +4816,7 @@ namespace SlaveMatrix public static ChaD Getリリン() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4851,7 +4851,7 @@ namespace SlaveMatrix public static ChaD Getエルフ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4886,7 +4886,7 @@ namespace SlaveMatrix public static ChaD Getドワーフ() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4921,7 +4921,7 @@ namespace SlaveMatrix public static ChaD GetViola() { WaistD waist_description = Uni.Waist(); - TorsoD body_description = waist_description.Set胴(); + TorsoD body_description = waist_description.SetTorso(); ChestD chest_description = body_description.SetChestR(); NeckD neck_description = chest_description.Set首(); HeadD head_description = Uni.頭(); @@ -5109,7 +5109,7 @@ namespace SlaveMatrix public static ChaD Getヒューマン() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -5144,7 +5144,7 @@ namespace SlaveMatrix public static ChaD Getプレーヤー() { WaistD obj = Uni.Waist(); - ChestD obj2 = obj.Set胴().SetChestR(); + ChestD obj2 = obj.SetTorso().SetChestR(); HeadD 頭D2 = obj2.Set首().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set目弱R(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index c9aec13..2764237 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -318,9 +318,9 @@ namespace SlaveMatrix public static Type 四足脇Dt; - public static Type 胴_蛇Dt; + public static Type Torso_蛇Dt; - public static Type 胴_蟲Dt; + public static Type Torso_蟲Dt; public static Type 大顎基Dt; @@ -1301,8 +1301,8 @@ namespace SlaveMatrix 足_鳥Dt = typeof(足_鳥D); 足_竜Dt = typeof(足_竜D); 四足脇Dt = typeof(四足脇D); - 胴_蛇Dt = typeof(Torso_蛇D); - 胴_蟲Dt = typeof(Torso_蟲D); + Torso_蛇Dt = typeof(Torso_蛇D); + Torso_蟲Dt = typeof(Torso_蟲D); 大顎基Dt = typeof(大顎基D); 鳳凰Dt = typeof(鳳凰D); 大顎Dt = typeof(大顎D); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs index 29fdcaa..d12099e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs @@ -269,17 +269,17 @@ namespace SlaveMatrix.GameClasses }; } - public static TorsoD Set胴(this WaistD Waist) + public static TorsoD SetTorso(this WaistD Waist) { - TorsoD 胴D2 = Uni.胴(); - Waist.胴接続(胴D2); - return 胴D2; + TorsoD TorsoD2 = Uni.胴(); + Waist.胴接続(TorsoD2); + return TorsoD2; } - public static ChestD SetChestR(this TorsoD 胴) + public static ChestD SetChestR(this TorsoD Torso) { ChestD ChestD2 = GetChestR(); - 胴.Torso接続(ChestD2); + Torso.胴接続(ChestD2); return ChestD2; } From 4cf988747b32a9d6bc486e25eb03fc20f51a0369 Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sun, 11 Jan 2026 20:59:55 +0400 Subject: [PATCH 04/11] Added some translation to Head vars and funcs --- .../SlaveMatrix/BodyPartClasses/Chest.cs | 4 +- .../SlaveMatrix/BodyPartClasses/Head.cs | 124 +- .../SlaveMatrix/BodyPartClasses/Neck.cs | 38 +- .../SlaveMatrix/BodyPartClasses/NeckD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Sweat.cs | 8 +- .../SlaveMatrix/BodyPartClasses/T剃刀.cs | 28 +- .../SlaveMatrix/BodyPartClasses/T剃刀D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/ペニス処理.cs | 2 +- .../SlaveMatrix/BodyPartClasses/交配.cs | 172 +- .../SlaveMatrix/BodyPartClasses/尾_腓.cs | 1600 ++++++++--------- .../SlaveMatrix/BodyPartClasses/頭色更新.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs | 62 +- .../GameClasses/SpeciesDefaults.cs | 154 +- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 20 +- SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs | 16 +- 15 files changed, 1117 insertions(+), 1117 deletions(-) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs index ca4e209..5c19830 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs @@ -1390,7 +1390,7 @@ namespace SlaveMatrix } } - public JointS 首_接続点 => new JointS(本体, X0Y0_胸郭, 0); + public JointS Neck_接続点 => new JointS(本体, X0Y0_胸郭, 0); public JointS 肩左_接続点 => new JointS(本体, X0Y0_胸郭, 1); @@ -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(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs index db9224b..b7f642e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs @@ -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; @@ -900,11 +900,11 @@ namespace SlaveMatrix { 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); } } @@ -984,54 +984,54 @@ 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(本体, 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(本体, 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(本体, X0Y0_Head, 2); - public JointS 鼻_接続点 => new JointS(本体, X0Y0_頭, 3); + public JointS 鼻_接続点 => new JointS(本体, X0Y0_Head, 3); - public JointS 口_接続点 => new JointS(本体, X0Y0_頭, 4); + public JointS 口_接続点 => new JointS(本体, 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(本体, 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(本体, X0Y0_Head, 6); - public JointS 額_接続点 => new JointS(本体, X0Y0_頭, 7); + public JointS 額_接続点 => new JointS(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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(本体, 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) { @@ -1039,7 +1039,7 @@ namespace SlaveMatrix ThisType = GetType(); 本体 = new Difs(Sta.胴体["Head"]); Pars pars = 本体[0][0]; - X0Y0_頭 = pars["頭"].ToPar(); + 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(); @@ -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); @@ -1456,13 +1456,13 @@ namespace SlaveMatrix 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); + 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(); @@ -1682,7 +1682,7 @@ namespace SlaveMatrix private void 配色N0(体配色 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs index 8cc2373..ec0a8c1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix public Par X0Y0_植性_棘右下; - public Par X0Y0_首; + public Par X0Y0_Neck; public Par X0Y0_淫タトゥ_ハート_タトゥ左; @@ -113,7 +113,7 @@ namespace SlaveMatrix public ColorD 植性_棘右下CD; - public ColorD 首CD; + public ColorD NeckCD; public ColorD 淫タトゥ_ハート_タトゥ左CD; @@ -211,7 +211,7 @@ namespace SlaveMatrix public ColorP X0Y0_植性_棘右下CP; - public ColorP X0Y0_首CP; + public ColorP X0Y0_NeckCP; public ColorP X0Y0_淫タトゥ_ハート_タトゥ左CP; @@ -411,16 +411,16 @@ namespace SlaveMatrix } } - public bool 首_表示 + public bool Neck_表示 { get { - return X0Y0_首.Dra; + return X0Y0_Neck.Dra; } set { - X0Y0_首.Dra = value; - X0Y0_首.Hit = value; + X0Y0_Neck.Dra = value; + X0Y0_Neck.Hit = value; } } @@ -1054,7 +1054,7 @@ namespace SlaveMatrix 植性_棘左下_表示 = value; 植性_棘右上_表示 = value; 植性_棘右下_表示 = value; - 首_表示 = value; + Neck_表示 = value; 淫タトゥ_ハート_タトゥ左_表示 = value; 淫タトゥ_ハート_タトゥ右_表示 = value; 淫タトゥ_タトゥ左_表示 = value; @@ -1116,7 +1116,7 @@ namespace SlaveMatrix 植性_棘左下CD.不透明度 = value; 植性_棘右上CD.不透明度 = value; 植性_棘右下CD.不透明度 = value; - 首CD.不透明度 = value; + NeckCD.不透明度 = value; 淫タトゥ_ハート_タトゥ左CD.不透明度 = value; 淫タトゥ_ハート_タトゥ右CD.不透明度 = value; 淫タトゥ_タトゥ左CD.不透明度 = value; @@ -1163,7 +1163,7 @@ namespace SlaveMatrix } } - public JointS 頭_接続点 => new JointS(本体, X0Y0_首, 0); + public JointS Head_接続点 => new JointS(本体, X0Y0_Neck, 0); public JointS 鎖1_接続点 => new JointS(本体, X0Y0_首輪_金具左, 0); @@ -1171,7 +1171,7 @@ namespace SlaveMatrix public Neck(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, NeckD e) { - Neck 首2 = this; + Neck Neck2 = this; ThisType = GetType(); 本体 = new Difs(Sta.胴体["Neck"]); Pars pars = 本体[0][0]; @@ -1181,7 +1181,7 @@ namespace SlaveMatrix X0Y0_植性_棘左下 = pars2["刺左下"].ToPar(); X0Y0_植性_棘右上 = pars2["刺右上"].ToPar(); X0Y0_植性_棘右下 = pars2["刺右下"].ToPar(); - X0Y0_首 = pars["首"].ToPar(); + X0Y0_Neck = pars["首"].ToPar(); pars2 = pars["淫タトゥ"].ToPars(); Pars pars3 = pars2["ハート"].ToPars(); X0Y0_淫タトゥ_ハート_タトゥ左 = pars3["タトゥ左"].ToPar(); @@ -1269,7 +1269,7 @@ namespace SlaveMatrix 植性_棘左下_表示 = e.植性_棘左下_表示; 植性_棘右上_表示 = e.植性_棘右上_表示; 植性_棘右下_表示 = e.植性_棘右下_表示; - 首_表示 = e.首_表示; + Neck_表示 = e.Neck_表示; 淫タトゥ_ハート_タトゥ左_表示 = e.淫タトゥ_ハート_タトゥ左_表示; 淫タトゥ_ハート_タトゥ右_表示 = e.淫タトゥ_ハート_タトゥ右_表示; 淫タトゥ_タトゥ左_表示 = e.淫タトゥ_タトゥ左_表示; @@ -1329,9 +1329,9 @@ namespace SlaveMatrix Head_接続 = e.Head_接続.Select(delegate(EleD g) { f = g.GetEle(DisUnit, Med, 体配色); - f.Par = 首2; + f.Par = Neck2; f.ConnectionType = ConnectionInfo.Neck_Head_接続; - f.接続(首2.頭_接続点); + f.接続(Neck2.Head_接続点); return f; }).ToArray(); } @@ -1342,7 +1342,7 @@ namespace SlaveMatrix X0Y0_植性_棘左下CP = new ColorP(X0Y0_植性_棘左下, 植性_棘左下CD, DisUnit, abj: true); X0Y0_植性_棘右上CP = new ColorP(X0Y0_植性_棘右上, 植性_棘右上CD, DisUnit, abj: true); X0Y0_植性_棘右下CP = new ColorP(X0Y0_植性_棘右下, 植性_棘右下CD, DisUnit, abj: true); - X0Y0_首CP = new ColorP(X0Y0_首, 首CD, DisUnit, abj: true); + X0Y0_NeckCP = new ColorP(X0Y0_Neck, NeckCD, DisUnit, abj: true); X0Y0_淫タトゥ_ハート_タトゥ左CP = new ColorP(X0Y0_淫タトゥ_ハート_タトゥ左, 淫タトゥ_ハート_タトゥ左CD, DisUnit, abj: true); X0Y0_淫タトゥ_ハート_タトゥ右CP = new ColorP(X0Y0_淫タトゥ_ハート_タトゥ右, 淫タトゥ_ハート_タトゥ右CD, DisUnit, abj: true); X0Y0_淫タトゥ_タトゥ左CP = new ColorP(X0Y0_淫タトゥ_タトゥ左, 淫タトゥ_タトゥ左CD, DisUnit, abj: true); @@ -1404,7 +1404,7 @@ namespace SlaveMatrix Are.Draw(X0Y0_植性_棘左下); Are.Draw(X0Y0_植性_棘右上); Are.Draw(X0Y0_植性_棘右下); - Are.Draw(X0Y0_首); + Are.Draw(X0Y0_Neck); Are.Draw(X0Y0_虫性_蛇腹4); Are.Draw(X0Y0_虫性_蛇腹3); Are.Draw(X0Y0_虫性_蛇腹2); @@ -1486,7 +1486,7 @@ namespace SlaveMatrix X0Y0_植性_棘左下CP.Update(); X0Y0_植性_棘右上CP.Update(); X0Y0_植性_棘右下CP.Update(); - X0Y0_首CP.Update(); + X0Y0_NeckCP.Update(); X0Y0_淫タトゥ_ハート_タトゥ左CP.Update(); X0Y0_淫タトゥ_ハート_タトゥ右CP.Update(); X0Y0_淫タトゥ_タトゥ左CP.Update(); @@ -1548,7 +1548,7 @@ namespace SlaveMatrix 植性_棘左下CD = new ColorD(ref Col.Black, ref 体配色.植1O); 植性_棘右上CD = new ColorD(ref Col.Black, ref 体配色.植1O); 植性_棘右下CD = new ColorD(ref Col.Black, ref 体配色.植1O); - 首CD = new ColorD(ref Col.Black, ref 体配色.人肌O); + NeckCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 淫タトゥ_ハート_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青); 淫タトゥ_ハート_タトゥ右CD = new ColorD(ref Col.Black, ref 体配色.刺青); 淫タトゥ_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs index 088cebe..2ebe600 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix public bool 植性_棘右下_表示; - public bool 首_表示 = true; + public bool Neck_表示 = true; public bool 淫タトゥ_ハート_タトゥ左_表示; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs index 83ff2c0..6577c8f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs @@ -18,10 +18,10 @@ namespace SlaveMatrix { private HashSet 汗対象 = new HashSet { - Sta.Chestt.ToString(), - Sta.Torsot.ToString(), - Sta.Shouldert.ToString(), - Sta.Waistt.ToString() + Sta.ChestType.ToString(), + Sta.TorsoType.ToString(), + Sta.ShoulderType.ToString(), + Sta.WaistType.ToString() }; private ryps[] 対象; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs index 90a7af8..d2420c2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs @@ -10,7 +10,7 @@ namespace SlaveMatrix public Par X0Y0_刃_刃2; - public Par X0Y0_首; + public Par X0Y0_Neck; public Par X0Y0_グリップ_グリップ0; @@ -50,7 +50,7 @@ namespace SlaveMatrix public ColorD 刃_刃2CD; - public ColorD 首CD; + public ColorD NeckCD; public ColorD グリップ_グリップ0CD; @@ -90,7 +90,7 @@ namespace SlaveMatrix public ColorP X0Y0_刃_刃2CP; - public ColorP X0Y0_首CP; + public ColorP X0Y0_NeckCP; public ColorP X0Y0_グリップ_グリップ0CP; @@ -199,16 +199,16 @@ namespace SlaveMatrix } } - public bool 首_表示 + public bool Neck_表示 { get { - return X0Y0_首.Dra; + return X0Y0_Neck.Dra; } set { - X0Y0_首.Dra = value; - X0Y0_首.Hit = value; + X0Y0_Neck.Dra = value; + X0Y0_Neck.Hit = value; } } @@ -431,7 +431,7 @@ namespace SlaveMatrix ヘッド_表示 = value; 刃_刃1_表示 = value; 刃_刃2_表示 = value; - 首_表示 = value; + Neck_表示 = value; グリップ_グリップ0_表示 = value; グリップ_グリップ1_表示 = value; グリップ_グリップ2_表示 = value; @@ -462,7 +462,7 @@ namespace SlaveMatrix ヘッドCD.不透明度 = value; 刃_刃1CD.不透明度 = value; 刃_刃2CD.不透明度 = value; - 首CD.不透明度 = value; + NeckCD.不透明度 = value; グリップ_グリップ0CD.不透明度 = value; グリップ_グリップ1CD.不透明度 = value; グリップ_グリップ2CD.不透明度 = value; @@ -491,7 +491,7 @@ namespace SlaveMatrix Pars pars2 = pars["刃"].ToPars(); X0Y0_刃_刃1 = pars2["刃1"].ToPar(); X0Y0_刃_刃2 = pars2["刃2"].ToPar(); - X0Y0_首 = pars["首"].ToPar(); + X0Y0_Neck = pars["首"].ToPar(); pars2 = pars["グリップ"].ToPars(); X0Y0_グリップ_グリップ0 = pars2["グリップ0"].ToPar(); X0Y0_グリップ_グリップ1 = pars2["グリップ1"].ToPar(); @@ -536,7 +536,7 @@ namespace SlaveMatrix ヘッド_表示 = e.ヘッド_表示; 刃_刃1_表示 = e.刃_刃1_表示; 刃_刃2_表示 = e.刃_刃2_表示; - 首_表示 = e.首_表示; + Neck_表示 = e.Neck_表示; グリップ_グリップ0_表示 = e.グリップ_グリップ0_表示; グリップ_グリップ1_表示 = e.グリップ_グリップ1_表示; グリップ_グリップ2_表示 = e.グリップ_グリップ2_表示; @@ -565,7 +565,7 @@ namespace SlaveMatrix X0Y0_ヘッドCP = new ColorP(X0Y0_ヘッド, ヘッドCD, DisUnit, abj: true); X0Y0_刃_刃1CP = new ColorP(X0Y0_刃_刃1, 刃_刃1CD, DisUnit, abj: true); X0Y0_刃_刃2CP = new ColorP(X0Y0_刃_刃2, 刃_刃2CD, DisUnit, abj: true); - X0Y0_首CP = new ColorP(X0Y0_首, 首CD, DisUnit, abj: true); + X0Y0_NeckCP = new ColorP(X0Y0_Neck, NeckCD, DisUnit, abj: true); X0Y0_グリップ_グリップ0CP = new ColorP(X0Y0_グリップ_グリップ0, グリップ_グリップ0CD, DisUnit, abj: true); X0Y0_グリップ_グリップ1CP = new ColorP(X0Y0_グリップ_グリップ1, グリップ_グリップ1CD, DisUnit, abj: true); X0Y0_グリップ_グリップ2CP = new ColorP(X0Y0_グリップ_グリップ2, グリップ_グリップ2CD, DisUnit, abj: true); @@ -597,7 +597,7 @@ namespace SlaveMatrix X0Y0_ヘッドCP.Update(); X0Y0_刃_刃1CP.Update(); X0Y0_刃_刃2CP.Update(); - X0Y0_首CP.Update(); + X0Y0_NeckCP.Update(); X0Y0_グリップ_グリップ0CP.Update(); X0Y0_グリップ_グリップ1CP.Update(); X0Y0_グリップ_グリップ2CP.Update(); @@ -629,7 +629,7 @@ namespace SlaveMatrix Col.GetGrad(ref Col.DarkGray, out var ret); 刃_刃1CD = new ColorD(ref Col.Black, ref ret); 刃_刃2CD = new ColorD(ref Col.Black, ref ret); - 首CD = new ColorD(ref Col.Black, ref ret); + NeckCD = new ColorD(ref Col.Black, ref ret); ret = new Color2(ref Col.DimGray, ref Col.Black); グリップ_グリップ0CD = new ColorD(ref Col.Black, ref ret); グリップ_グリップ1CD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs index a4e7c32..d873a39 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs @@ -12,7 +12,7 @@ namespace SlaveMatrix public bool 刃_刃2_表示 = true; - public bool 首_表示 = true; + public bool Neck_表示 = true; public bool グリップ_グリップ0_表示 = true; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs index 623d7b2..7ceb7eb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs @@ -748,7 +748,7 @@ namespace SlaveMatrix { LowerArmXC = ペニス処理2.LowerArm.尺度XC; } - 調教UI.ペニス.位置B = ペニス処理2.Bod.首.位置.AddY(0.01); + 調教UI.ペニス.位置B = ペニス処理2.Bod.Neck.位置.AddY(0.01); 調教UI.Action(ContactType.Hand, ActionType.手コ, CurrentState.Start, ToolType.Penis, 0, 1, 機械: false, 射精: false); Player.主精力消費小(); Player.奴体力消費小(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs index 35a6198..408e657 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs @@ -87,7 +87,7 @@ namespace SlaveMatrix Sta.鳳凰Dt.ToString() }; - private static HashSet 肩人 = new HashSet { Sta.ShoulderDt.ToString() }; + private static HashSet 肩人 = new HashSet { Sta.ShoulderDType.ToString() }; private static HashSet 胸翼上人 = new HashSet { @@ -1797,33 +1797,33 @@ namespace SlaveMatrix int i = (原種モード ? RNG.XS.Next(3) : RNG.XS.Next(7)); Dictionary> 接続構成 = Get接続構成(母方, 父方); Type[] 要素構成 = Get要素構成(母方, 父方); - HeadD 頭D2 = Mix(母方, 父方, i, 原種モード); + HeadD HeadD2 = Mix(母方, 父方, i, 原種モード); 基髪D 基髪D2 = new 基髪D(); - 頭D2.基髪接続(基髪D2); - 頭D2.目左接続(new 目傷D()); - 頭D2.目右接続(new 目傷D + HeadD2.基髪接続(基髪D2); + HeadD2.目左接続(new 目傷D()); + HeadD2.目右接続(new 目傷D { 右 = true }); - 頭D2.目左接続(new 目尻影D()); - 頭D2.目右接続(new 目尻影D + HeadD2.目左接続(new 目尻影D()); + HeadD2.目右接続(new 目尻影D { 右 = true }); 鼻肌D 鼻肌D2; - 頭D2.鼻肌接続(鼻肌D2 = Mix<鼻肌D>(母方, 父方, i, 原種モード)); - 頭D2.鼻肌接続(new 紅潮D()); + HeadD2.鼻肌接続(鼻肌D2 = Mix<鼻肌D>(母方, 父方, i, 原種モード)); + HeadD2.鼻肌接続(new 紅潮D()); 頬肌D 頬肌D2 = Mix<頬肌D>(母方, 父方, 右: false, i, 原種モード); - 頭D2.頬肌左接続(頬肌D2); - 頭D2.頬肌右接続(頬肌D2.Get逆()); + HeadD2.頬肌左接続(頬肌D2); + HeadD2.頬肌右接続(頬肌D2.Get逆()); 顔ハイライトD 顔ハイライトD2 = Mix<顔ハイライトD>(母方, 父方, 右: false, i, 原種モード); - 頭D2.頬左接続(顔ハイライトD2); - 頭D2.頬右接続(顔ハイライトD2.Get逆()); - 頭D2.単眼目接続(new 目隠帯D()); - 頭D2.口接続(new 玉口枷D()); - 頭D2.AlignC(); + HeadD2.頬左接続(顔ハイライトD2); + HeadD2.頬右接続(顔ハイライトD2.Get逆()); + HeadD2.単眼目接続(new 目隠帯D()); + HeadD2.口接続(new 玉口枷D()); + HeadD2.AlignC(); NeckD 首D2 = Mix(母方, 父方, i, 原種モード); - 首D2.頭接続(頭D2); + 首D2.頭接続(HeadD2); ChestD ChestD2 = Mix(母方, 父方, i, 原種モード); 乳房D 乳房D2 = Mix<乳房D>(母方, 父方, 右: false, i, 原種モード); 乳房D2.噴乳接続(new 噴乳D()); @@ -1963,31 +1963,31 @@ namespace SlaveMatrix { 双目D2.瞼接続(双瞼D2); 双目D2.瞼接続(new 涙D()); - 頭D2.目左接続(双目D2); - 頭D2.目右接続(双目D3 = (双目D)双目D2.Get逆()); + HeadD2.目左接続(双目D2); + HeadD2.目右接続(双目D3 = (双目D)双目D2.Get逆()); } - 頭D2.眉左接続(眉D2); - 頭D2.眉右接続(眉D2.Get逆()); + HeadD2.眉左接続(眉D2); + HeadD2.眉右接続(眉D2.Get逆()); } else { 双目D2 = SlaveMatrix.GameClasses._Con.Get双眼R(右: false); - 頭D2.目左接続(双目D2); - 頭D2.目右接続(双目D3 = (双目D)双目D2.Get逆()); + HeadD2.目左接続(双目D2); + HeadD2.目右接続(双目D3 = (双目D)双目D2.Get逆()); 眉D 眉D3 = SlaveMatrix.GameClasses._Con.Get眉R(右: false); - 頭D2.眉左接続(眉D3); - 頭D2.眉右接続(眉D3.Get逆()); + HeadD2.眉左接続(眉D3); + HeadD2.眉右接続(眉D3.Get逆()); } 縦目D2 = Mix<縦目D>(母方, 父方, i, 原種モード); 縦瞼D2 = Mix<縦瞼D>(母方, 父方, i, 原種モード); if (縦目D2 != null && 縦瞼D2 != null) { 縦目D2.瞼接続(縦瞼D2); - 頭D2.額接続(縦目D2); + HeadD2.額接続(縦目D2); } else if (!原種モード && 変異率.Lot() && 0.05.Lot()) { - 頭D2.額接続(縦目D2 = SlaveMatrix.GameClasses._Con.Get縦眼R()); + HeadD2.額接続(縦目D2 = SlaveMatrix.GameClasses._Con.Get縦眼R()); 縦瞼D2 = 縦目D2.瞼_接続.GetEleD<縦瞼D>(); } 頬目D2 = Mix<頬目D>(母方, 父方, 右: false, i, 原種モード); @@ -1995,14 +1995,14 @@ namespace SlaveMatrix if (頬目D2 != null && 頬瞼D2 != null) { 頬目D2.瞼接続(頬瞼D2); - 頭D2.頬肌左接続(頬目D2); - 頭D2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); + HeadD2.頬肌左接続(頬目D2); + HeadD2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); } else if (!原種モード && 変異率.Lot() && 0.05.Lot()) { 頬目D2 = SlaveMatrix.GameClasses._Con.Get頬眼R(右: false); - 頭D2.頬肌左接続(頬目D2); - 頭D2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); + HeadD2.頬肌左接続(頬目D2); + HeadD2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); } } else @@ -2022,14 +2022,14 @@ namespace SlaveMatrix 右 = true, 基準C = new Vector2D(-0.01, 0.0) }); - 頭D2.単眼目接続(単目D2); - 頭D2.単眼眉接続(単眼眉D2); + HeadD2.単眼目接続(単目D2); + HeadD2.単眼眉接続(単眼眉D2); } else { - 頭D2.単眼目接続(単目D2 = SlaveMatrix.GameClasses._Con.Get単眼R()); + HeadD2.単眼目接続(単目D2 = SlaveMatrix.GameClasses._Con.Get単眼R()); 単瞼D2 = 単目D2.瞼_接続.GetEleD<単瞼D>(); - 頭D2.単眼眉接続(SlaveMatrix.GameClasses._Con.Get単眼眉R()); + HeadD2.単眼眉接続(SlaveMatrix.GameClasses._Con.Get単眼眉R()); } } } @@ -2044,31 +2044,31 @@ namespace SlaveMatrix { 双目D2.瞼接続(双瞼D3); 双目D2.瞼接続(new 涙D()); - 頭D2.目左接続(双目D2); - 頭D2.目右接続(双目D3 = (双目D)双目D2.Get逆()); + HeadD2.目左接続(双目D2); + HeadD2.目右接続(双目D3 = (双目D)双目D2.Get逆()); } - 頭D2.眉左接続(眉D4); - 頭D2.眉右接続(眉D4.Get逆()); + HeadD2.眉左接続(眉D4); + HeadD2.眉右接続(眉D4.Get逆()); } else { 双目D2 = SlaveMatrix.GameClasses._Con.Get双眼R(右: false); - 頭D2.目左接続(双目D2); - 頭D2.目右接続(双目D3 = (双目D)双目D2.Get逆()); + HeadD2.目左接続(双目D2); + HeadD2.目右接続(双目D3 = (双目D)双目D2.Get逆()); 眉D 眉D5 = SlaveMatrix.GameClasses._Con.Get眉R(右: false); - 頭D2.眉左接続(眉D5); - 頭D2.眉右接続(眉D5.Get逆()); + HeadD2.眉左接続(眉D5); + HeadD2.眉右接続(眉D5.Get逆()); } 縦目D2 = Mix<縦目D>(母方, 父方, i, 原種モード); 縦瞼D2 = Mix<縦瞼D>(母方, 父方, i, 原種モード); if (縦目D2 != null && 縦瞼D2 != null) { 縦目D2.瞼接続(縦瞼D2); - 頭D2.額接続(縦目D2); + HeadD2.額接続(縦目D2); } else if (!原種モード && 変異率.Lot() && 0.05.Lot()) { - 頭D2.額接続(縦目D2 = SlaveMatrix.GameClasses._Con.Get縦眼R()); + HeadD2.額接続(縦目D2 = SlaveMatrix.GameClasses._Con.Get縦眼R()); 縦瞼D2 = 縦目D2.瞼_接続.GetEleD<縦瞼D>(); } 頬目D2 = Mix<頬目D>(母方, 父方, 右: false, i, 原種モード); @@ -2076,14 +2076,14 @@ namespace SlaveMatrix if (頬目D2 != null && 頬瞼D3 != null) { 頬目D2.瞼接続(頬瞼D3); - 頭D2.頬肌左接続(頬目D2); - 頭D2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); + HeadD2.頬肌左接続(頬目D2); + HeadD2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); } else if (!原種モード && 変異率.Lot() && 0.05.Lot()) { 頬目D2 = SlaveMatrix.GameClasses._Con.Get頬眼R(右: false); - 頭D2.頬肌左接続(頬目D2); - 頭D2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); + HeadD2.頬肌左接続(頬目D2); + HeadD2.頬肌右接続(頬目D3 = (頬目D)頬目D2.Get逆()); } } else if (flag2) @@ -2103,14 +2103,14 @@ namespace SlaveMatrix 右 = true, 基準C = new Vector2D(-0.01, 0.0) }); - 頭D2.単眼目接続(単目D2); - 頭D2.単眼眉接続(単眼眉D3); + HeadD2.単眼目接続(単目D2); + HeadD2.単眼眉接続(単眼眉D3); } else { - 頭D2.単眼目接続(単目D2 = SlaveMatrix.GameClasses._Con.Get単眼R()); + HeadD2.単眼目接続(単目D2 = SlaveMatrix.GameClasses._Con.Get単眼R()); 単瞼D2 = 単目D2.瞼_接続.GetEleD<単瞼D>(); - 頭D2.単眼眉接続(SlaveMatrix.GameClasses._Con.Get単眼眉R()); + HeadD2.単眼眉接続(SlaveMatrix.GameClasses._Con.Get単眼眉R()); } } 鼻D 鼻D2 = Mix<鼻D>(母方, 父方, i, 原種モード); @@ -2121,47 +2121,47 @@ namespace SlaveMatrix { 右 = true }); - 頭D2.鼻接続(鼻D2); + HeadD2.鼻接続(鼻D2); } 口D 口D2 = Mix<口D>(母方, 父方, i, 原種モード); if (口D2 != null) { if (口D2 is 口_通常D) { - 頭D2.口接続(口D2); - 頭D2.口接続(new 涎_通常D()); - 頭D2.口接続(new 涎_通常D + HeadD2.口接続(口D2); + HeadD2.口接続(new 涎_通常D()); + HeadD2.口接続(new 涎_通常D { 右 = true }); } else if (口D2 is 口_裂けD) { - 頭D2.口接続(口D2); - 頭D2.口接続(new 涎_裂けD()); - 頭D2.口接続(new 涎_裂けD + HeadD2.口接続(口D2); + HeadD2.口接続(new 涎_裂けD()); + HeadD2.口接続(new 涎_裂けD { 右 = true }); } - 頭D2.口接続(new 性器精液_人D()); - 頭D2.口接続(new 咳D()); - 頭D2.口接続(new 呼気D()); + HeadD2.口接続(new 性器精液_人D()); + HeadD2.口接続(new 咳D()); + HeadD2.口接続(new 呼気D()); 舌D 舌D2 = Mix<舌D>(母方, 父方, i, 原種モード); if (舌D2 != null) { - 頭D2.口接続(舌D2); + HeadD2.口接続(舌D2); } } - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_耳左_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_耳左_接続, 要素構成, 接続構成, 変異率, 原種モード); 基髪D2.接続(母方, 父方, i, ConnectionInfo.基髪_頭頂左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_頬左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_大顎基_接続, 要素構成, 接続構成, 変異率, 原種モード); - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_顔面_接続, 要素構成, 接続構成, 変異率, 原種モード); - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_頭頂_接続, 要素構成, 接続構成, 変異率, 原種モード); - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_触覚左_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_頬左_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_大顎基_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_顔面_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_頭頂_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_触覚左_接続, 要素構成, 接続構成, 変異率, 原種モード); ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_肩左_接続, 要素構成, 接続構成, 変異率, 原種モード); - 頭D2.接続(母方, 父方, i, ConnectionInfo.Head_額_接続, 要素構成, 接続構成, 変異率, 原種モード); + HeadD2.接続(母方, 父方, i, ConnectionInfo.Head_額_接続, 要素構成, 接続構成, 変異率, 原種モード); ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_翼上左_接続, 要素構成, 接続構成, 変異率, 原種モード); ChestD2.接続(母方, 父方, i, ConnectionInfo.Chest_翼下左_接続, 要素構成, 接続構成, 変異率, 原種モード); TorsoD2.接続(母方, 父方, i, ConnectionInfo.Torso_翼左_接続, 要素構成, 接続構成, 変異率, 原種モード); @@ -3793,9 +3793,9 @@ namespace SlaveMatrix flag3 |= item32.筋肉; } } - if (頭D2.額_接続.Count > 1) + if (HeadD2.額_接続.Count > 1) { - 頭D2.額_接続.Remove(頭D2.額_接続[RNG.XS.Next(頭D2.額_接続.Count)]); + HeadD2.額_接続.Remove(HeadD2.額_接続[RNG.XS.Next(HeadD2.額_接続.Count)]); } bool flag4 = false; flag4 |= 胸腹板D2.虫性_腹板_表示; @@ -3911,14 +3911,14 @@ namespace SlaveMatrix 鼻肌D2.紋柄_紋右_紋4_表示 = false; } bool flag12 = 顔面D2?.触覚左_接続.IsEleD<触覚D>() ?? false; - bool flag13 = 頭D2.触覚左_接続.IsEleD<触覚D>(); + bool flag13 = HeadD2.触覚左_接続.IsEleD<触覚D>(); bool flag14 = 基髪D2.頭頂左_接続.IsEleD<触覚D>(); if (!flag12 && flag13 && flag14) { if (RNG.XS.NextBool()) { - 頭D2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); - 頭D2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); } else { @@ -3948,8 +3948,8 @@ namespace SlaveMatrix } else { - 頭D2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); - 頭D2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); } } else if (flag12 && flag13 && flag14) @@ -3957,8 +3957,8 @@ namespace SlaveMatrix switch (RNG.XS.Next(2)) { case 0: - 頭D2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); - 頭D2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); 基髪D2.頭頂左_接続.RemoveAll((EleD e) => e is 触覚D); 基髪D2.頭頂右_接続.RemoveAll((EleD e) => e is 触覚D); break; @@ -3971,23 +3971,23 @@ namespace SlaveMatrix case 2: 顔面D2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); 顔面D2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); - 頭D2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); - 頭D2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); break; } } if (顔面D2 != null && flag13) { - foreach (触覚D eleD8 in 頭D2.触覚左_接続.GetEleDs<触覚D>()) + foreach (触覚D eleD8 in HeadD2.触覚左_接続.GetEleDs<触覚D>()) { 顔面D2.触覚左接続(eleD8); } - foreach (触覚D eleD9 in 頭D2.触覚右_接続.GetEleDs<触覚D>()) + foreach (触覚D eleD9 in HeadD2.触覚右_接続.GetEleDs<触覚D>()) { 顔面D2.触覚右接続(eleD9); } - 頭D2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); - 頭D2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚左_接続.RemoveAll((EleD e) => e is 触覚D); + HeadD2.触覚右_接続.RemoveAll((EleD e) => e is 触覚D); } if (腰肌.陰毛_表示 && 腰肌.獣性_獣毛_表示) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs index 7b89f7c..0adde21 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs @@ -1,5 +1,5 @@ -using System.Collections.Generic; using _2DGAMELIB; +using System.Collections.Generic; namespace SlaveMatrix { @@ -367,99 +367,99 @@ namespace SlaveMatrix public Par X0Y0_頚_鱗1_鱗17_鱗2; - public Par X0Y0_頭_上顎_顎基; + public Par X0Y0_Head_上顎_顎基; - public Par X0Y0_頭_上顎_鱗4; + public Par X0Y0_Head_上顎_鱗4; - public Par X0Y0_頭_上顎_鱗左1; + public Par X0Y0_Head_上顎_鱗左1; - public Par X0Y0_頭_上顎_鱗右1; + public Par X0Y0_Head_上顎_鱗右1; - public Par X0Y0_頭_上顎_鱗左2; + public Par X0Y0_Head_上顎_鱗左2; - public Par X0Y0_頭_上顎_鱗右2; + public Par X0Y0_Head_上顎_鱗右2; - public Par X0Y0_頭_上顎_鱗左3; + public Par X0Y0_Head_上顎_鱗左3; - public Par X0Y0_頭_上顎_鱗右3; + public Par X0Y0_Head_上顎_鱗右3; - public Par X0Y0_頭_上顎_鱗左4; + public Par X0Y0_Head_上顎_鱗左4; - public Par X0Y0_頭_上顎_鱗右4; + public Par X0Y0_Head_上顎_鱗右4; - public Par X0Y0_頭_上顎_鱗左5; + public Par X0Y0_Head_上顎_鱗左5; - public Par X0Y0_頭_上顎_鱗右5; + public Par X0Y0_Head_上顎_鱗右5; - public Par X0Y0_頭_上顎_鱗左8; + public Par X0Y0_Head_上顎_鱗左8; - public Par X0Y0_頭_上顎_鱗右8; + public Par X0Y0_Head_上顎_鱗右8; - public Par X0Y0_頭_上顎_鱗左9; + public Par X0Y0_Head_上顎_鱗左9; - public Par X0Y0_頭_上顎_鱗右9; + public Par X0Y0_Head_上顎_鱗右9; - public Par X0Y0_頭_上顎_鱗左10; + public Par X0Y0_Head_上顎_鱗左10; - public Par X0Y0_頭_上顎_鱗右10; + public Par X0Y0_Head_上顎_鱗右10; - public Par X0Y0_頭_上顎_鱗左11; + public Par X0Y0_Head_上顎_鱗左11; - public Par X0Y0_頭_上顎_鱗右11; + public Par X0Y0_Head_上顎_鱗右11; - public Par X0Y0_頭_下顎_顎基; + public Par X0Y0_Head_下顎_顎基; - public Par X0Y0_頭_下顎_鱗1; + public Par X0Y0_Head_下顎_鱗1; - public Par X0Y0_頭_下顎_鱗2; + public Par X0Y0_Head_下顎_鱗2; - public Par X0Y0_頭_下顎_鱗3; + public Par X0Y0_Head_下顎_鱗3; - public Par X0Y0_頭_下顎_鱗4; + public Par X0Y0_Head_下顎_鱗4; - public Par X0Y0_頭_下顎_鱗左1; + public Par X0Y0_Head_下顎_鱗左1; - public Par X0Y0_頭_下顎_鱗右1; + public Par X0Y0_Head_下顎_鱗右1; - public Par X0Y0_頭_下顎_鱗左2; + public Par X0Y0_Head_下顎_鱗左2; - public Par X0Y0_頭_下顎_鱗右2; + public Par X0Y0_Head_下顎_鱗右2; - public Par X0Y0_頭_下顎_鱗左3; + public Par X0Y0_Head_下顎_鱗左3; - public Par X0Y0_頭_下顎_鱗右3; + public Par X0Y0_Head_下顎_鱗右3; - public Par X0Y0_頭_下顎_鱗左4; + public Par X0Y0_Head_下顎_鱗左4; - public Par X0Y0_頭_下顎_鱗右4; + public Par X0Y0_Head_下顎_鱗右4; - public Par X0Y0_頭_下顎_鱗左5; + public Par X0Y0_Head_下顎_鱗左5; - public Par X0Y0_頭_下顎_鱗右5; + public Par X0Y0_Head_下顎_鱗右5; - public Par X0Y0_頭_下顎_鱗左6; + public Par X0Y0_Head_下顎_鱗左6; - public Par X0Y0_頭_下顎_鱗右6; + public Par X0Y0_Head_下顎_鱗右6; - public Par X0Y0_頭_下顎_鱗左7; + public Par X0Y0_Head_下顎_鱗左7; - public Par X0Y0_頭_下顎_鱗右7; + public Par X0Y0_Head_下顎_鱗右7; - public Par X0Y0_頭_下顎_鱗左8; + public Par X0Y0_Head_下顎_鱗左8; - public Par X0Y0_頭_下顎_鱗右8; + public Par X0Y0_Head_下顎_鱗右8; - public Par X0Y0_頭_下顎_鱗左9; + public Par X0Y0_Head_下顎_鱗左9; - public Par X0Y0_頭_下顎_鱗右9; + public Par X0Y0_Head_下顎_鱗右9; - public Par X0Y0_頭_下顎_鱗左10; + public Par X0Y0_Head_下顎_鱗左10; - public Par X0Y0_頭_下顎_鱗右10; + public Par X0Y0_Head_下顎_鱗右10; - public Par X0Y0_頭_下顎_鱗左11; + public Par X0Y0_Head_下顎_鱗左11; - public Par X0Y0_頭_下顎_鱗右11; + public Par X0Y0_Head_下顎_鱗右11; public Par X0Y0_輪2_革; @@ -823,99 +823,99 @@ namespace SlaveMatrix public ColorD 頚_鱗1_鱗17_鱗2CD; - public ColorD 頭_上顎_顎基CD; + public ColorD Head_上顎_顎基CD; - public ColorD 頭_上顎_鱗4CD; + public ColorD Head_上顎_鱗4CD; - public ColorD 頭_上顎_鱗左1CD; + public ColorD Head_上顎_鱗左1CD; - public ColorD 頭_上顎_鱗右1CD; + public ColorD Head_上顎_鱗右1CD; - public ColorD 頭_上顎_鱗左2CD; + public ColorD Head_上顎_鱗左2CD; - public ColorD 頭_上顎_鱗右2CD; + public ColorD Head_上顎_鱗右2CD; - public ColorD 頭_上顎_鱗左3CD; + public ColorD Head_上顎_鱗左3CD; - public ColorD 頭_上顎_鱗右3CD; + public ColorD Head_上顎_鱗右3CD; - public ColorD 頭_上顎_鱗左4CD; + public ColorD Head_上顎_鱗左4CD; - public ColorD 頭_上顎_鱗右4CD; + public ColorD Head_上顎_鱗右4CD; - public ColorD 頭_上顎_鱗左5CD; + public ColorD Head_上顎_鱗左5CD; - public ColorD 頭_上顎_鱗右5CD; + public ColorD Head_上顎_鱗右5CD; - public ColorD 頭_上顎_鱗左8CD; + public ColorD Head_上顎_鱗左8CD; - public ColorD 頭_上顎_鱗右8CD; + public ColorD Head_上顎_鱗右8CD; - public ColorD 頭_上顎_鱗左9CD; + public ColorD Head_上顎_鱗左9CD; - public ColorD 頭_上顎_鱗右9CD; + public ColorD Head_上顎_鱗右9CD; - public ColorD 頭_上顎_鱗左10CD; + public ColorD Head_上顎_鱗左10CD; - public ColorD 頭_上顎_鱗右10CD; + public ColorD Head_上顎_鱗右10CD; - public ColorD 頭_上顎_鱗左11CD; + public ColorD Head_上顎_鱗左11CD; - public ColorD 頭_上顎_鱗右11CD; + public ColorD Head_上顎_鱗右11CD; - public ColorD 頭_下顎_顎基CD; + public ColorD Head_下顎_顎基CD; - public ColorD 頭_下顎_鱗1CD; + public ColorD Head_下顎_鱗1CD; - public ColorD 頭_下顎_鱗2CD; + public ColorD Head_下顎_鱗2CD; - public ColorD 頭_下顎_鱗3CD; + public ColorD Head_下顎_鱗3CD; - public ColorD 頭_下顎_鱗4CD; + public ColorD Head_下顎_鱗4CD; - public ColorD 頭_下顎_鱗左1CD; + public ColorD Head_下顎_鱗左1CD; - public ColorD 頭_下顎_鱗右1CD; + public ColorD Head_下顎_鱗右1CD; - public ColorD 頭_下顎_鱗左2CD; + public ColorD Head_下顎_鱗左2CD; - public ColorD 頭_下顎_鱗右2CD; + public ColorD Head_下顎_鱗右2CD; - public ColorD 頭_下顎_鱗左3CD; + public ColorD Head_下顎_鱗左3CD; - public ColorD 頭_下顎_鱗右3CD; + public ColorD Head_下顎_鱗右3CD; - public ColorD 頭_下顎_鱗左4CD; + public ColorD Head_下顎_鱗左4CD; - public ColorD 頭_下顎_鱗右4CD; + public ColorD Head_下顎_鱗右4CD; - public ColorD 頭_下顎_鱗左5CD; + public ColorD Head_下顎_鱗左5CD; - public ColorD 頭_下顎_鱗右5CD; + public ColorD Head_下顎_鱗右5CD; - public ColorD 頭_下顎_鱗左6CD; + public ColorD Head_下顎_鱗左6CD; - public ColorD 頭_下顎_鱗右6CD; + public ColorD Head_下顎_鱗右6CD; - public ColorD 頭_下顎_鱗左7CD; + public ColorD Head_下顎_鱗左7CD; - public ColorD 頭_下顎_鱗右7CD; + public ColorD Head_下顎_鱗右7CD; - public ColorD 頭_下顎_鱗左8CD; + public ColorD Head_下顎_鱗左8CD; - public ColorD 頭_下顎_鱗右8CD; + public ColorD Head_下顎_鱗右8CD; - public ColorD 頭_下顎_鱗左9CD; + public ColorD Head_下顎_鱗左9CD; - public ColorD 頭_下顎_鱗右9CD; + public ColorD Head_下顎_鱗右9CD; - public ColorD 頭_下顎_鱗左10CD; + public ColorD Head_下顎_鱗左10CD; - public ColorD 頭_下顎_鱗右10CD; + public ColorD Head_下顎_鱗右10CD; - public ColorD 頭_下顎_鱗左11CD; + public ColorD Head_下顎_鱗左11CD; - public ColorD 頭_下顎_鱗右11CD; + public ColorD Head_下顎_鱗右11CD; public ColorD 輪1_革CD; @@ -1303,99 +1303,99 @@ namespace SlaveMatrix public ColorP X0Y0_頚_鱗1_鱗17_鱗2CP; - public ColorP X0Y0_頭_上顎_顎基CP; + public ColorP X0Y0_Head_上顎_顎基CP; - public ColorP X0Y0_頭_上顎_鱗4CP; + public ColorP X0Y0_Head_上顎_鱗4CP; - public ColorP X0Y0_頭_上顎_鱗左1CP; + public ColorP X0Y0_Head_上顎_鱗左1CP; - public ColorP X0Y0_頭_上顎_鱗右1CP; + public ColorP X0Y0_Head_上顎_鱗右1CP; - public ColorP X0Y0_頭_上顎_鱗左2CP; + public ColorP X0Y0_Head_上顎_鱗左2CP; - public ColorP X0Y0_頭_上顎_鱗右2CP; + public ColorP X0Y0_Head_上顎_鱗右2CP; - public ColorP X0Y0_頭_上顎_鱗左3CP; + public ColorP X0Y0_Head_上顎_鱗左3CP; - public ColorP X0Y0_頭_上顎_鱗右3CP; + public ColorP X0Y0_Head_上顎_鱗右3CP; - public ColorP X0Y0_頭_上顎_鱗左4CP; + public ColorP X0Y0_Head_上顎_鱗左4CP; - public ColorP X0Y0_頭_上顎_鱗右4CP; + public ColorP X0Y0_Head_上顎_鱗右4CP; - public ColorP X0Y0_頭_上顎_鱗左5CP; + public ColorP X0Y0_Head_上顎_鱗左5CP; - public ColorP X0Y0_頭_上顎_鱗右5CP; + public ColorP X0Y0_Head_上顎_鱗右5CP; - public ColorP X0Y0_頭_上顎_鱗左8CP; + public ColorP X0Y0_Head_上顎_鱗左8CP; - public ColorP X0Y0_頭_上顎_鱗右8CP; + public ColorP X0Y0_Head_上顎_鱗右8CP; - public ColorP X0Y0_頭_上顎_鱗左9CP; + public ColorP X0Y0_Head_上顎_鱗左9CP; - public ColorP X0Y0_頭_上顎_鱗右9CP; + public ColorP X0Y0_Head_上顎_鱗右9CP; - public ColorP X0Y0_頭_上顎_鱗左10CP; + public ColorP X0Y0_Head_上顎_鱗左10CP; - public ColorP X0Y0_頭_上顎_鱗右10CP; + public ColorP X0Y0_Head_上顎_鱗右10CP; - public ColorP X0Y0_頭_上顎_鱗左11CP; + public ColorP X0Y0_Head_上顎_鱗左11CP; - public ColorP X0Y0_頭_上顎_鱗右11CP; + public ColorP X0Y0_Head_上顎_鱗右11CP; - public ColorP X0Y0_頭_下顎_顎基CP; + public ColorP X0Y0_Head_下顎_顎基CP; - public ColorP X0Y0_頭_下顎_鱗1CP; + public ColorP X0Y0_Head_下顎_鱗1CP; - public ColorP X0Y0_頭_下顎_鱗2CP; + public ColorP X0Y0_Head_下顎_鱗2CP; - public ColorP X0Y0_頭_下顎_鱗3CP; + public ColorP X0Y0_Head_下顎_鱗3CP; - public ColorP X0Y0_頭_下顎_鱗4CP; + public ColorP X0Y0_Head_下顎_鱗4CP; - public ColorP X0Y0_頭_下顎_鱗左1CP; + public ColorP X0Y0_Head_下顎_鱗左1CP; - public ColorP X0Y0_頭_下顎_鱗右1CP; + public ColorP X0Y0_Head_下顎_鱗右1CP; - public ColorP X0Y0_頭_下顎_鱗左2CP; + public ColorP X0Y0_Head_下顎_鱗左2CP; - public ColorP X0Y0_頭_下顎_鱗右2CP; + public ColorP X0Y0_Head_下顎_鱗右2CP; - public ColorP X0Y0_頭_下顎_鱗左3CP; + public ColorP X0Y0_Head_下顎_鱗左3CP; - public ColorP X0Y0_頭_下顎_鱗右3CP; + public ColorP X0Y0_Head_下顎_鱗右3CP; - public ColorP X0Y0_頭_下顎_鱗左4CP; + public ColorP X0Y0_Head_下顎_鱗左4CP; - public ColorP X0Y0_頭_下顎_鱗右4CP; + public ColorP X0Y0_Head_下顎_鱗右4CP; - public ColorP X0Y0_頭_下顎_鱗左5CP; + public ColorP X0Y0_Head_下顎_鱗左5CP; - public ColorP X0Y0_頭_下顎_鱗右5CP; + public ColorP X0Y0_Head_下顎_鱗右5CP; - public ColorP X0Y0_頭_下顎_鱗左6CP; + public ColorP X0Y0_Head_下顎_鱗左6CP; - public ColorP X0Y0_頭_下顎_鱗右6CP; + public ColorP X0Y0_Head_下顎_鱗右6CP; - public ColorP X0Y0_頭_下顎_鱗左7CP; + public ColorP X0Y0_Head_下顎_鱗左7CP; - public ColorP X0Y0_頭_下顎_鱗右7CP; + public ColorP X0Y0_Head_下顎_鱗右7CP; - public ColorP X0Y0_頭_下顎_鱗左8CP; + public ColorP X0Y0_Head_下顎_鱗左8CP; - public ColorP X0Y0_頭_下顎_鱗右8CP; + public ColorP X0Y0_Head_下顎_鱗右8CP; - public ColorP X0Y0_頭_下顎_鱗左9CP; + public ColorP X0Y0_Head_下顎_鱗左9CP; - public ColorP X0Y0_頭_下顎_鱗右9CP; + public ColorP X0Y0_Head_下顎_鱗右9CP; - public ColorP X0Y0_頭_下顎_鱗左10CP; + public ColorP X0Y0_Head_下顎_鱗左10CP; - public ColorP X0Y0_頭_下顎_鱗右10CP; + public ColorP X0Y0_Head_下顎_鱗右10CP; - public ColorP X0Y0_頭_下顎_鱗左11CP; + public ColorP X0Y0_Head_下顎_鱗左11CP; - public ColorP X0Y0_頭_下顎_鱗右11CP; + public ColorP X0Y0_Head_下顎_鱗右11CP; public ColorP X0Y0_輪2_革CP; @@ -3808,614 +3808,614 @@ namespace SlaveMatrix } } - public bool 頭_上顎_顎基_表示 + public bool Head_上顎_顎基_表示 { get { - return X0Y0_頭_上顎_顎基.Dra; + return X0Y0_Head_上顎_顎基.Dra; } set { - X0Y0_頭_上顎_顎基.Dra = value; - X0Y0_頭_上顎_顎基.Hit = value; + X0Y0_Head_上顎_顎基.Dra = value; + X0Y0_Head_上顎_顎基.Hit = value; } } - public bool 頭_上顎_鱗4_表示 + public bool Head_上顎_鱗4_表示 { get { - return X0Y0_頭_上顎_鱗4.Dra; + return X0Y0_Head_上顎_鱗4.Dra; } set { - X0Y0_頭_上顎_鱗4.Dra = value; - X0Y0_頭_上顎_鱗4.Hit = value; + X0Y0_Head_上顎_鱗4.Dra = value; + X0Y0_Head_上顎_鱗4.Hit = value; } } - public bool 頭_上顎_鱗左1_表示 + public bool Head_上顎_鱗左1_表示 { get { - return X0Y0_頭_上顎_鱗左1.Dra; + return X0Y0_Head_上顎_鱗左1.Dra; } set { - X0Y0_頭_上顎_鱗左1.Dra = value; - X0Y0_頭_上顎_鱗左1.Hit = value; + X0Y0_Head_上顎_鱗左1.Dra = value; + X0Y0_Head_上顎_鱗左1.Hit = value; } } - public bool 頭_上顎_鱗右1_表示 + public bool Head_上顎_鱗右1_表示 { get { - return X0Y0_頭_上顎_鱗右1.Dra; + return X0Y0_Head_上顎_鱗右1.Dra; } set { - X0Y0_頭_上顎_鱗右1.Dra = value; - X0Y0_頭_上顎_鱗右1.Hit = value; + X0Y0_Head_上顎_鱗右1.Dra = value; + X0Y0_Head_上顎_鱗右1.Hit = value; } } - public bool 頭_上顎_鱗左2_表示 + public bool Head_上顎_鱗左2_表示 { get { - return X0Y0_頭_上顎_鱗左2.Dra; + return X0Y0_Head_上顎_鱗左2.Dra; } set { - X0Y0_頭_上顎_鱗左2.Dra = value; - X0Y0_頭_上顎_鱗左2.Hit = value; + X0Y0_Head_上顎_鱗左2.Dra = value; + X0Y0_Head_上顎_鱗左2.Hit = value; } } - public bool 頭_上顎_鱗右2_表示 + public bool Head_上顎_鱗右2_表示 { get { - return X0Y0_頭_上顎_鱗右2.Dra; + return X0Y0_Head_上顎_鱗右2.Dra; } set { - X0Y0_頭_上顎_鱗右2.Dra = value; - X0Y0_頭_上顎_鱗右2.Hit = value; + X0Y0_Head_上顎_鱗右2.Dra = value; + X0Y0_Head_上顎_鱗右2.Hit = value; } } - public bool 頭_上顎_鱗左3_表示 + public bool Head_上顎_鱗左3_表示 { get { - return X0Y0_頭_上顎_鱗左3.Dra; + return X0Y0_Head_上顎_鱗左3.Dra; } set { - X0Y0_頭_上顎_鱗左3.Dra = value; - X0Y0_頭_上顎_鱗左3.Hit = value; + X0Y0_Head_上顎_鱗左3.Dra = value; + X0Y0_Head_上顎_鱗左3.Hit = value; } } - public bool 頭_上顎_鱗右3_表示 + public bool Head_上顎_鱗右3_表示 { get { - return X0Y0_頭_上顎_鱗右3.Dra; + return X0Y0_Head_上顎_鱗右3.Dra; } set { - X0Y0_頭_上顎_鱗右3.Dra = value; - X0Y0_頭_上顎_鱗右3.Hit = value; + X0Y0_Head_上顎_鱗右3.Dra = value; + X0Y0_Head_上顎_鱗右3.Hit = value; } } - public bool 頭_上顎_鱗左4_表示 + public bool Head_上顎_鱗左4_表示 { get { - return X0Y0_頭_上顎_鱗左4.Dra; + return X0Y0_Head_上顎_鱗左4.Dra; } set { - X0Y0_頭_上顎_鱗左4.Dra = value; - X0Y0_頭_上顎_鱗左4.Hit = value; + X0Y0_Head_上顎_鱗左4.Dra = value; + X0Y0_Head_上顎_鱗左4.Hit = value; } } - public bool 頭_上顎_鱗右4_表示 + public bool Head_上顎_鱗右4_表示 { get { - return X0Y0_頭_上顎_鱗右4.Dra; + return X0Y0_Head_上顎_鱗右4.Dra; } set { - X0Y0_頭_上顎_鱗右4.Dra = value; - X0Y0_頭_上顎_鱗右4.Hit = value; + X0Y0_Head_上顎_鱗右4.Dra = value; + X0Y0_Head_上顎_鱗右4.Hit = value; } } - public bool 頭_上顎_鱗左5_表示 + public bool Head_上顎_鱗左5_表示 { get { - return X0Y0_頭_上顎_鱗左5.Dra; + return X0Y0_Head_上顎_鱗左5.Dra; } set { - X0Y0_頭_上顎_鱗左5.Dra = value; - X0Y0_頭_上顎_鱗左5.Hit = value; + X0Y0_Head_上顎_鱗左5.Dra = value; + X0Y0_Head_上顎_鱗左5.Hit = value; } } - public bool 頭_上顎_鱗右5_表示 + public bool Head_上顎_鱗右5_表示 { get { - return X0Y0_頭_上顎_鱗右5.Dra; + return X0Y0_Head_上顎_鱗右5.Dra; } set { - X0Y0_頭_上顎_鱗右5.Dra = value; - X0Y0_頭_上顎_鱗右5.Hit = value; + X0Y0_Head_上顎_鱗右5.Dra = value; + X0Y0_Head_上顎_鱗右5.Hit = value; } } - public bool 頭_上顎_鱗左8_表示 + public bool Head_上顎_鱗左8_表示 { get { - return X0Y0_頭_上顎_鱗左8.Dra; + return X0Y0_Head_上顎_鱗左8.Dra; } set { - X0Y0_頭_上顎_鱗左8.Dra = value; - X0Y0_頭_上顎_鱗左8.Hit = value; + X0Y0_Head_上顎_鱗左8.Dra = value; + X0Y0_Head_上顎_鱗左8.Hit = value; } } - public bool 頭_上顎_鱗右8_表示 + public bool Head_上顎_鱗右8_表示 { get { - return X0Y0_頭_上顎_鱗右8.Dra; + return X0Y0_Head_上顎_鱗右8.Dra; } set { - X0Y0_頭_上顎_鱗右8.Dra = value; - X0Y0_頭_上顎_鱗右8.Hit = value; + X0Y0_Head_上顎_鱗右8.Dra = value; + X0Y0_Head_上顎_鱗右8.Hit = value; } } - public bool 頭_上顎_鱗左9_表示 + public bool Head_上顎_鱗左9_表示 { get { - return X0Y0_頭_上顎_鱗左9.Dra; + return X0Y0_Head_上顎_鱗左9.Dra; } set { - X0Y0_頭_上顎_鱗左9.Dra = value; - X0Y0_頭_上顎_鱗左9.Hit = value; + X0Y0_Head_上顎_鱗左9.Dra = value; + X0Y0_Head_上顎_鱗左9.Hit = value; } } - public bool 頭_上顎_鱗右9_表示 + public bool Head_上顎_鱗右9_表示 { get { - return X0Y0_頭_上顎_鱗右9.Dra; + return X0Y0_Head_上顎_鱗右9.Dra; } set { - X0Y0_頭_上顎_鱗右9.Dra = value; - X0Y0_頭_上顎_鱗右9.Hit = value; + X0Y0_Head_上顎_鱗右9.Dra = value; + X0Y0_Head_上顎_鱗右9.Hit = value; } } - public bool 頭_上顎_鱗左10_表示 + public bool Head_上顎_鱗左10_表示 { get { - return X0Y0_頭_上顎_鱗左10.Dra; + return X0Y0_Head_上顎_鱗左10.Dra; } set { - X0Y0_頭_上顎_鱗左10.Dra = value; - X0Y0_頭_上顎_鱗左10.Hit = value; + X0Y0_Head_上顎_鱗左10.Dra = value; + X0Y0_Head_上顎_鱗左10.Hit = value; } } - public bool 頭_上顎_鱗右10_表示 + public bool Head_上顎_鱗右10_表示 { get { - return X0Y0_頭_上顎_鱗右10.Dra; + return X0Y0_Head_上顎_鱗右10.Dra; } set { - X0Y0_頭_上顎_鱗右10.Dra = value; - X0Y0_頭_上顎_鱗右10.Hit = value; + X0Y0_Head_上顎_鱗右10.Dra = value; + X0Y0_Head_上顎_鱗右10.Hit = value; } } - public bool 頭_上顎_鱗左11_表示 + public bool Head_上顎_鱗左11_表示 { get { - return X0Y0_頭_上顎_鱗左11.Dra; + return X0Y0_Head_上顎_鱗左11.Dra; } set { - X0Y0_頭_上顎_鱗左11.Dra = value; - X0Y0_頭_上顎_鱗左11.Hit = value; + X0Y0_Head_上顎_鱗左11.Dra = value; + X0Y0_Head_上顎_鱗左11.Hit = value; } } - public bool 頭_上顎_鱗右11_表示 + public bool Head_上顎_鱗右11_表示 { get { - return X0Y0_頭_上顎_鱗右11.Dra; + return X0Y0_Head_上顎_鱗右11.Dra; } set { - X0Y0_頭_上顎_鱗右11.Dra = value; - X0Y0_頭_上顎_鱗右11.Hit = value; + X0Y0_Head_上顎_鱗右11.Dra = value; + X0Y0_Head_上顎_鱗右11.Hit = value; } } - public bool 頭_下顎_顎基_表示 + public bool Head_下顎_顎基_表示 { get { - return X0Y0_頭_下顎_顎基.Dra; + return X0Y0_Head_下顎_顎基.Dra; } set { - X0Y0_頭_下顎_顎基.Dra = value; - X0Y0_頭_下顎_顎基.Hit = value; + X0Y0_Head_下顎_顎基.Dra = value; + X0Y0_Head_下顎_顎基.Hit = value; } } - public bool 頭_下顎_鱗1_表示 + public bool Head_下顎_鱗1_表示 { get { - return X0Y0_頭_下顎_鱗1.Dra; + return X0Y0_Head_下顎_鱗1.Dra; } set { - X0Y0_頭_下顎_鱗1.Dra = value; - X0Y0_頭_下顎_鱗1.Hit = value; + X0Y0_Head_下顎_鱗1.Dra = value; + X0Y0_Head_下顎_鱗1.Hit = value; } } - public bool 頭_下顎_鱗2_表示 + public bool Head_下顎_鱗2_表示 { get { - return X0Y0_頭_下顎_鱗2.Dra; + return X0Y0_Head_下顎_鱗2.Dra; } set { - X0Y0_頭_下顎_鱗2.Dra = value; - X0Y0_頭_下顎_鱗2.Hit = value; + X0Y0_Head_下顎_鱗2.Dra = value; + X0Y0_Head_下顎_鱗2.Hit = value; } } - public bool 頭_下顎_鱗3_表示 + public bool Head_下顎_鱗3_表示 { get { - return X0Y0_頭_下顎_鱗3.Dra; + return X0Y0_Head_下顎_鱗3.Dra; } set { - X0Y0_頭_下顎_鱗3.Dra = value; - X0Y0_頭_下顎_鱗3.Hit = value; + X0Y0_Head_下顎_鱗3.Dra = value; + X0Y0_Head_下顎_鱗3.Hit = value; } } - public bool 頭_下顎_鱗4_表示 + public bool Head_下顎_鱗4_表示 { get { - return X0Y0_頭_下顎_鱗4.Dra; + return X0Y0_Head_下顎_鱗4.Dra; } set { - X0Y0_頭_下顎_鱗4.Dra = value; - X0Y0_頭_下顎_鱗4.Hit = value; + X0Y0_Head_下顎_鱗4.Dra = value; + X0Y0_Head_下顎_鱗4.Hit = value; } } - public bool 頭_下顎_鱗左1_表示 + public bool Head_下顎_鱗左1_表示 { get { - return X0Y0_頭_下顎_鱗左1.Dra; + return X0Y0_Head_下顎_鱗左1.Dra; } set { - X0Y0_頭_下顎_鱗左1.Dra = value; - X0Y0_頭_下顎_鱗左1.Hit = value; + X0Y0_Head_下顎_鱗左1.Dra = value; + X0Y0_Head_下顎_鱗左1.Hit = value; } } - public bool 頭_下顎_鱗右1_表示 + public bool Head_下顎_鱗右1_表示 { get { - return X0Y0_頭_下顎_鱗右1.Dra; + return X0Y0_Head_下顎_鱗右1.Dra; } set { - X0Y0_頭_下顎_鱗右1.Dra = value; - X0Y0_頭_下顎_鱗右1.Hit = value; + X0Y0_Head_下顎_鱗右1.Dra = value; + X0Y0_Head_下顎_鱗右1.Hit = value; } } - public bool 頭_下顎_鱗左2_表示 + public bool Head_下顎_鱗左2_表示 { get { - return X0Y0_頭_下顎_鱗左2.Dra; + return X0Y0_Head_下顎_鱗左2.Dra; } set { - X0Y0_頭_下顎_鱗左2.Dra = value; - X0Y0_頭_下顎_鱗左2.Hit = value; + X0Y0_Head_下顎_鱗左2.Dra = value; + X0Y0_Head_下顎_鱗左2.Hit = value; } } - public bool 頭_下顎_鱗右2_表示 + public bool Head_下顎_鱗右2_表示 { get { - return X0Y0_頭_下顎_鱗右2.Dra; + return X0Y0_Head_下顎_鱗右2.Dra; } set { - X0Y0_頭_下顎_鱗右2.Dra = value; - X0Y0_頭_下顎_鱗右2.Hit = value; + X0Y0_Head_下顎_鱗右2.Dra = value; + X0Y0_Head_下顎_鱗右2.Hit = value; } } - public bool 頭_下顎_鱗左3_表示 + public bool Head_下顎_鱗左3_表示 { get { - return X0Y0_頭_下顎_鱗左3.Dra; + return X0Y0_Head_下顎_鱗左3.Dra; } set { - X0Y0_頭_下顎_鱗左3.Dra = value; - X0Y0_頭_下顎_鱗左3.Hit = value; + X0Y0_Head_下顎_鱗左3.Dra = value; + X0Y0_Head_下顎_鱗左3.Hit = value; } } - public bool 頭_下顎_鱗右3_表示 + public bool Head_下顎_鱗右3_表示 { get { - return X0Y0_頭_下顎_鱗右3.Dra; + return X0Y0_Head_下顎_鱗右3.Dra; } set { - X0Y0_頭_下顎_鱗右3.Dra = value; - X0Y0_頭_下顎_鱗右3.Hit = value; + X0Y0_Head_下顎_鱗右3.Dra = value; + X0Y0_Head_下顎_鱗右3.Hit = value; } } - public bool 頭_下顎_鱗左4_表示 + public bool Head_下顎_鱗左4_表示 { get { - return X0Y0_頭_下顎_鱗左4.Dra; + return X0Y0_Head_下顎_鱗左4.Dra; } set { - X0Y0_頭_下顎_鱗左4.Dra = value; - X0Y0_頭_下顎_鱗左4.Hit = value; + X0Y0_Head_下顎_鱗左4.Dra = value; + X0Y0_Head_下顎_鱗左4.Hit = value; } } - public bool 頭_下顎_鱗右4_表示 + public bool Head_下顎_鱗右4_表示 { get { - return X0Y0_頭_下顎_鱗右4.Dra; + return X0Y0_Head_下顎_鱗右4.Dra; } set { - X0Y0_頭_下顎_鱗右4.Dra = value; - X0Y0_頭_下顎_鱗右4.Hit = value; + X0Y0_Head_下顎_鱗右4.Dra = value; + X0Y0_Head_下顎_鱗右4.Hit = value; } } - public bool 頭_下顎_鱗左5_表示 + public bool Head_下顎_鱗左5_表示 { get { - return X0Y0_頭_下顎_鱗左5.Dra; + return X0Y0_Head_下顎_鱗左5.Dra; } set { - X0Y0_頭_下顎_鱗左5.Dra = value; - X0Y0_頭_下顎_鱗左5.Hit = value; + X0Y0_Head_下顎_鱗左5.Dra = value; + X0Y0_Head_下顎_鱗左5.Hit = value; } } - public bool 頭_下顎_鱗右5_表示 + public bool Head_下顎_鱗右5_表示 { get { - return X0Y0_頭_下顎_鱗右5.Dra; + return X0Y0_Head_下顎_鱗右5.Dra; } set { - X0Y0_頭_下顎_鱗右5.Dra = value; - X0Y0_頭_下顎_鱗右5.Hit = value; + X0Y0_Head_下顎_鱗右5.Dra = value; + X0Y0_Head_下顎_鱗右5.Hit = value; } } - public bool 頭_下顎_鱗左6_表示 + public bool Head_下顎_鱗左6_表示 { get { - return X0Y0_頭_下顎_鱗左6.Dra; + return X0Y0_Head_下顎_鱗左6.Dra; } set { - X0Y0_頭_下顎_鱗左6.Dra = value; - X0Y0_頭_下顎_鱗左6.Hit = value; + X0Y0_Head_下顎_鱗左6.Dra = value; + X0Y0_Head_下顎_鱗左6.Hit = value; } } - public bool 頭_下顎_鱗右6_表示 + public bool Head_下顎_鱗右6_表示 { get { - return X0Y0_頭_下顎_鱗右6.Dra; + return X0Y0_Head_下顎_鱗右6.Dra; } set { - X0Y0_頭_下顎_鱗右6.Dra = value; - X0Y0_頭_下顎_鱗右6.Hit = value; + X0Y0_Head_下顎_鱗右6.Dra = value; + X0Y0_Head_下顎_鱗右6.Hit = value; } } - public bool 頭_下顎_鱗左7_表示 + public bool Head_下顎_鱗左7_表示 { get { - return X0Y0_頭_下顎_鱗左7.Dra; + return X0Y0_Head_下顎_鱗左7.Dra; } set { - X0Y0_頭_下顎_鱗左7.Dra = value; - X0Y0_頭_下顎_鱗左7.Hit = value; + X0Y0_Head_下顎_鱗左7.Dra = value; + X0Y0_Head_下顎_鱗左7.Hit = value; } } - public bool 頭_下顎_鱗右7_表示 + public bool Head_下顎_鱗右7_表示 { get { - return X0Y0_頭_下顎_鱗右7.Dra; + return X0Y0_Head_下顎_鱗右7.Dra; } set { - X0Y0_頭_下顎_鱗右7.Dra = value; - X0Y0_頭_下顎_鱗右7.Hit = value; + X0Y0_Head_下顎_鱗右7.Dra = value; + X0Y0_Head_下顎_鱗右7.Hit = value; } } - public bool 頭_下顎_鱗左8_表示 + public bool Head_下顎_鱗左8_表示 { get { - return X0Y0_頭_下顎_鱗左8.Dra; + return X0Y0_Head_下顎_鱗左8.Dra; } set { - X0Y0_頭_下顎_鱗左8.Dra = value; - X0Y0_頭_下顎_鱗左8.Hit = value; + X0Y0_Head_下顎_鱗左8.Dra = value; + X0Y0_Head_下顎_鱗左8.Hit = value; } } - public bool 頭_下顎_鱗右8_表示 + public bool Head_下顎_鱗右8_表示 { get { - return X0Y0_頭_下顎_鱗右8.Dra; + return X0Y0_Head_下顎_鱗右8.Dra; } set { - X0Y0_頭_下顎_鱗右8.Dra = value; - X0Y0_頭_下顎_鱗右8.Hit = value; + X0Y0_Head_下顎_鱗右8.Dra = value; + X0Y0_Head_下顎_鱗右8.Hit = value; } } - public bool 頭_下顎_鱗左9_表示 + public bool Head_下顎_鱗左9_表示 { get { - return X0Y0_頭_下顎_鱗左9.Dra; + return X0Y0_Head_下顎_鱗左9.Dra; } set { - X0Y0_頭_下顎_鱗左9.Dra = value; - X0Y0_頭_下顎_鱗左9.Hit = value; + X0Y0_Head_下顎_鱗左9.Dra = value; + X0Y0_Head_下顎_鱗左9.Hit = value; } } - public bool 頭_下顎_鱗右9_表示 + public bool Head_下顎_鱗右9_表示 { get { - return X0Y0_頭_下顎_鱗右9.Dra; + return X0Y0_Head_下顎_鱗右9.Dra; } set { - X0Y0_頭_下顎_鱗右9.Dra = value; - X0Y0_頭_下顎_鱗右9.Hit = value; + X0Y0_Head_下顎_鱗右9.Dra = value; + X0Y0_Head_下顎_鱗右9.Hit = value; } } - public bool 頭_下顎_鱗左10_表示 + public bool Head_下顎_鱗左10_表示 { get { - return X0Y0_頭_下顎_鱗左10.Dra; + return X0Y0_Head_下顎_鱗左10.Dra; } set { - X0Y0_頭_下顎_鱗左10.Dra = value; - X0Y0_頭_下顎_鱗左10.Hit = value; + X0Y0_Head_下顎_鱗左10.Dra = value; + X0Y0_Head_下顎_鱗左10.Hit = value; } } - public bool 頭_下顎_鱗右10_表示 + public bool Head_下顎_鱗右10_表示 { get { - return X0Y0_頭_下顎_鱗右10.Dra; + return X0Y0_Head_下顎_鱗右10.Dra; } set { - X0Y0_頭_下顎_鱗右10.Dra = value; - X0Y0_頭_下顎_鱗右10.Hit = value; + X0Y0_Head_下顎_鱗右10.Dra = value; + X0Y0_Head_下顎_鱗右10.Hit = value; } } - public bool 頭_下顎_鱗左11_表示 + public bool Head_下顎_鱗左11_表示 { get { - return X0Y0_頭_下顎_鱗左11.Dra; + return X0Y0_Head_下顎_鱗左11.Dra; } set { - X0Y0_頭_下顎_鱗左11.Dra = value; - X0Y0_頭_下顎_鱗左11.Hit = value; + X0Y0_Head_下顎_鱗左11.Dra = value; + X0Y0_Head_下顎_鱗左11.Hit = value; } } - public bool 頭_下顎_鱗右11_表示 + public bool Head_下顎_鱗右11_表示 { get { - return X0Y0_頭_下顎_鱗右11.Dra; + return X0Y0_Head_下顎_鱗右11.Dra; } set { - X0Y0_頭_下顎_鱗右11.Dra = value; - X0Y0_頭_下顎_鱗右11.Hit = value; + X0Y0_Head_下顎_鱗右11.Dra = value; + X0Y0_Head_下顎_鱗右11.Hit = value; } } @@ -4735,53 +4735,53 @@ namespace SlaveMatrix 頚_鱗1_鱗16_鱗2_表示 = value; 頚_鱗1_鱗17_鱗1_表示 = value; 頚_鱗1_鱗17_鱗2_表示 = value; - 頭_上顎_顎基_表示 = value; - 頭_上顎_鱗4_表示 = value; - 頭_上顎_鱗左1_表示 = value; - 頭_上顎_鱗右1_表示 = value; - 頭_上顎_鱗左2_表示 = value; - 頭_上顎_鱗右2_表示 = value; - 頭_上顎_鱗左3_表示 = value; - 頭_上顎_鱗右3_表示 = value; - 頭_上顎_鱗左4_表示 = value; - 頭_上顎_鱗右4_表示 = value; - 頭_上顎_鱗左5_表示 = value; - 頭_上顎_鱗右5_表示 = value; - 頭_上顎_鱗左8_表示 = value; - 頭_上顎_鱗右8_表示 = value; - 頭_上顎_鱗左9_表示 = value; - 頭_上顎_鱗右9_表示 = value; - 頭_上顎_鱗左10_表示 = value; - 頭_上顎_鱗右10_表示 = value; - 頭_上顎_鱗左11_表示 = value; - 頭_上顎_鱗右11_表示 = value; - 頭_下顎_顎基_表示 = value; - 頭_下顎_鱗1_表示 = value; - 頭_下顎_鱗2_表示 = value; - 頭_下顎_鱗3_表示 = value; - 頭_下顎_鱗4_表示 = value; - 頭_下顎_鱗左1_表示 = value; - 頭_下顎_鱗右1_表示 = value; - 頭_下顎_鱗左2_表示 = value; - 頭_下顎_鱗右2_表示 = value; - 頭_下顎_鱗左3_表示 = value; - 頭_下顎_鱗右3_表示 = value; - 頭_下顎_鱗左4_表示 = value; - 頭_下顎_鱗右4_表示 = value; - 頭_下顎_鱗左5_表示 = value; - 頭_下顎_鱗右5_表示 = value; - 頭_下顎_鱗左6_表示 = value; - 頭_下顎_鱗右6_表示 = value; - 頭_下顎_鱗左7_表示 = value; - 頭_下顎_鱗右7_表示 = value; - 頭_下顎_鱗左8_表示 = value; - 頭_下顎_鱗右8_表示 = value; - 頭_下顎_鱗左9_表示 = value; - 頭_下顎_鱗右9_表示 = value; - 頭_下顎_鱗左10_表示 = value; - 頭_下顎_鱗右10_表示 = value; - 頭_下顎_鱗左11_表示 = value; - 頭_下顎_鱗右11_表示 = value; + Head_上顎_顎基_表示 = value; + Head_上顎_鱗4_表示 = value; + Head_上顎_鱗左1_表示 = value; + Head_上顎_鱗右1_表示 = value; + Head_上顎_鱗左2_表示 = value; + Head_上顎_鱗右2_表示 = value; + Head_上顎_鱗左3_表示 = value; + Head_上顎_鱗右3_表示 = value; + Head_上顎_鱗左4_表示 = value; + Head_上顎_鱗右4_表示 = value; + Head_上顎_鱗左5_表示 = value; + Head_上顎_鱗右5_表示 = value; + Head_上顎_鱗左8_表示 = value; + Head_上顎_鱗右8_表示 = value; + Head_上顎_鱗左9_表示 = value; + Head_上顎_鱗右9_表示 = value; + Head_上顎_鱗左10_表示 = value; + Head_上顎_鱗右10_表示 = value; + Head_上顎_鱗左11_表示 = value; + Head_上顎_鱗右11_表示 = value; + Head_下顎_顎基_表示 = value; + Head_下顎_鱗1_表示 = value; + Head_下顎_鱗2_表示 = value; + Head_下顎_鱗3_表示 = value; + Head_下顎_鱗4_表示 = value; + Head_下顎_鱗左1_表示 = value; + Head_下顎_鱗右1_表示 = value; + Head_下顎_鱗左2_表示 = value; + Head_下顎_鱗右2_表示 = value; + Head_下顎_鱗左3_表示 = value; + Head_下顎_鱗右3_表示 = value; + Head_下顎_鱗左4_表示 = value; + Head_下顎_鱗右4_表示 = value; + Head_下顎_鱗左5_表示 = value; + Head_下顎_鱗右5_表示 = value; + Head_下顎_鱗左6_表示 = value; + Head_下顎_鱗右6_表示 = value; + Head_下顎_鱗左7_表示 = value; + Head_下顎_鱗右7_表示 = value; + Head_下顎_鱗左8_表示 = value; + Head_下顎_鱗右8_表示 = value; + Head_下顎_鱗左9_表示 = value; + Head_下顎_鱗右9_表示 = value; + Head_下顎_鱗左10_表示 = value; + Head_下顎_鱗右10_表示 = value; + Head_下顎_鱗左11_表示 = value; + Head_下顎_鱗右11_表示 = value; 輪2_革_表示 = value; 輪2_金具1_表示 = value; 輪2_金具2_表示 = value; @@ -4978,53 +4978,53 @@ namespace SlaveMatrix 頚_鱗1_鱗16_鱗2CD.不透明度 = value; 頚_鱗1_鱗17_鱗1CD.不透明度 = value; 頚_鱗1_鱗17_鱗2CD.不透明度 = value; - 頭_上顎_顎基CD.不透明度 = value; - 頭_上顎_鱗4CD.不透明度 = value; - 頭_上顎_鱗左1CD.不透明度 = value; - 頭_上顎_鱗右1CD.不透明度 = value; - 頭_上顎_鱗左2CD.不透明度 = value; - 頭_上顎_鱗右2CD.不透明度 = value; - 頭_上顎_鱗左3CD.不透明度 = value; - 頭_上顎_鱗右3CD.不透明度 = value; - 頭_上顎_鱗左4CD.不透明度 = value; - 頭_上顎_鱗右4CD.不透明度 = value; - 頭_上顎_鱗左5CD.不透明度 = value; - 頭_上顎_鱗右5CD.不透明度 = value; - 頭_上顎_鱗左8CD.不透明度 = value; - 頭_上顎_鱗右8CD.不透明度 = value; - 頭_上顎_鱗左9CD.不透明度 = value; - 頭_上顎_鱗右9CD.不透明度 = value; - 頭_上顎_鱗左10CD.不透明度 = value; - 頭_上顎_鱗右10CD.不透明度 = value; - 頭_上顎_鱗左11CD.不透明度 = value; - 頭_上顎_鱗右11CD.不透明度 = value; - 頭_下顎_顎基CD.不透明度 = value; - 頭_下顎_鱗1CD.不透明度 = value; - 頭_下顎_鱗2CD.不透明度 = value; - 頭_下顎_鱗3CD.不透明度 = value; - 頭_下顎_鱗4CD.不透明度 = value; - 頭_下顎_鱗左1CD.不透明度 = value; - 頭_下顎_鱗右1CD.不透明度 = value; - 頭_下顎_鱗左2CD.不透明度 = value; - 頭_下顎_鱗右2CD.不透明度 = value; - 頭_下顎_鱗左3CD.不透明度 = value; - 頭_下顎_鱗右3CD.不透明度 = value; - 頭_下顎_鱗左4CD.不透明度 = value; - 頭_下顎_鱗右4CD.不透明度 = value; - 頭_下顎_鱗左5CD.不透明度 = value; - 頭_下顎_鱗右5CD.不透明度 = value; - 頭_下顎_鱗左6CD.不透明度 = value; - 頭_下顎_鱗右6CD.不透明度 = value; - 頭_下顎_鱗左7CD.不透明度 = value; - 頭_下顎_鱗右7CD.不透明度 = value; - 頭_下顎_鱗左8CD.不透明度 = value; - 頭_下顎_鱗右8CD.不透明度 = value; - 頭_下顎_鱗左9CD.不透明度 = value; - 頭_下顎_鱗右9CD.不透明度 = value; - 頭_下顎_鱗左10CD.不透明度 = value; - 頭_下顎_鱗右10CD.不透明度 = value; - 頭_下顎_鱗左11CD.不透明度 = value; - 頭_下顎_鱗右11CD.不透明度 = value; + Head_上顎_顎基CD.不透明度 = value; + Head_上顎_鱗4CD.不透明度 = value; + Head_上顎_鱗左1CD.不透明度 = value; + Head_上顎_鱗右1CD.不透明度 = value; + Head_上顎_鱗左2CD.不透明度 = value; + Head_上顎_鱗右2CD.不透明度 = value; + Head_上顎_鱗左3CD.不透明度 = value; + Head_上顎_鱗右3CD.不透明度 = value; + Head_上顎_鱗左4CD.不透明度 = value; + Head_上顎_鱗右4CD.不透明度 = value; + Head_上顎_鱗左5CD.不透明度 = value; + Head_上顎_鱗右5CD.不透明度 = value; + Head_上顎_鱗左8CD.不透明度 = value; + Head_上顎_鱗右8CD.不透明度 = value; + Head_上顎_鱗左9CD.不透明度 = value; + Head_上顎_鱗右9CD.不透明度 = value; + Head_上顎_鱗左10CD.不透明度 = value; + Head_上顎_鱗右10CD.不透明度 = value; + Head_上顎_鱗左11CD.不透明度 = value; + Head_上顎_鱗右11CD.不透明度 = value; + Head_下顎_顎基CD.不透明度 = value; + Head_下顎_鱗1CD.不透明度 = value; + Head_下顎_鱗2CD.不透明度 = value; + Head_下顎_鱗3CD.不透明度 = value; + Head_下顎_鱗4CD.不透明度 = value; + Head_下顎_鱗左1CD.不透明度 = value; + Head_下顎_鱗右1CD.不透明度 = value; + Head_下顎_鱗左2CD.不透明度 = value; + Head_下顎_鱗右2CD.不透明度 = value; + Head_下顎_鱗左3CD.不透明度 = value; + Head_下顎_鱗右3CD.不透明度 = value; + Head_下顎_鱗左4CD.不透明度 = value; + Head_下顎_鱗右4CD.不透明度 = value; + Head_下顎_鱗左5CD.不透明度 = value; + Head_下顎_鱗右5CD.不透明度 = value; + Head_下顎_鱗左6CD.不透明度 = value; + Head_下顎_鱗右6CD.不透明度 = value; + Head_下顎_鱗左7CD.不透明度 = value; + Head_下顎_鱗右7CD.不透明度 = value; + Head_下顎_鱗左8CD.不透明度 = value; + Head_下顎_鱗右8CD.不透明度 = value; + Head_下顎_鱗左9CD.不透明度 = value; + Head_下顎_鱗右9CD.不透明度 = value; + Head_下顎_鱗左10CD.不透明度 = value; + Head_下顎_鱗右10CD.不透明度 = value; + Head_下顎_鱗左11CD.不透明度 = value; + Head_下顎_鱗右11CD.不透明度 = value; 輪1_革CD.不透明度 = value; 輪1_金具1CD.不透明度 = value; 輪1_金具2CD.不透明度 = value; @@ -5338,54 +5338,54 @@ namespace SlaveMatrix X0Y0_頚_鱗1_鱗17_鱗2 = pars4["鱗2"].ToPar(); pars2 = pars["頭"].ToPars(); pars3 = pars2["上顎"].ToPars(); - X0Y0_頭_上顎_顎基 = pars3["顎基"].ToPar(); - X0Y0_頭_上顎_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_頭_上顎_鱗左1 = pars3["鱗左1"].ToPar(); - X0Y0_頭_上顎_鱗右1 = pars3["鱗右1"].ToPar(); - X0Y0_頭_上顎_鱗左2 = pars3["鱗左2"].ToPar(); - X0Y0_頭_上顎_鱗右2 = pars3["鱗右2"].ToPar(); - X0Y0_頭_上顎_鱗左3 = pars3["鱗左3"].ToPar(); - X0Y0_頭_上顎_鱗右3 = pars3["鱗右3"].ToPar(); - X0Y0_頭_上顎_鱗左4 = pars3["鱗左4"].ToPar(); - X0Y0_頭_上顎_鱗右4 = pars3["鱗右4"].ToPar(); - X0Y0_頭_上顎_鱗左5 = pars3["鱗左5"].ToPar(); - X0Y0_頭_上顎_鱗右5 = pars3["鱗右5"].ToPar(); - X0Y0_頭_上顎_鱗左8 = pars3["鱗左8"].ToPar(); - X0Y0_頭_上顎_鱗右8 = pars3["鱗右8"].ToPar(); - X0Y0_頭_上顎_鱗左9 = pars3["鱗左9"].ToPar(); - X0Y0_頭_上顎_鱗右9 = pars3["鱗右9"].ToPar(); - X0Y0_頭_上顎_鱗左10 = pars3["鱗左10"].ToPar(); - X0Y0_頭_上顎_鱗右10 = pars3["鱗右10"].ToPar(); - X0Y0_頭_上顎_鱗左11 = pars3["鱗左11"].ToPar(); - X0Y0_頭_上顎_鱗右11 = pars3["鱗右11"].ToPar(); + X0Y0_Head_上顎_顎基 = pars3["顎基"].ToPar(); + X0Y0_Head_上顎_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Head_上顎_鱗左1 = pars3["鱗左1"].ToPar(); + X0Y0_Head_上顎_鱗右1 = pars3["鱗右1"].ToPar(); + X0Y0_Head_上顎_鱗左2 = pars3["鱗左2"].ToPar(); + X0Y0_Head_上顎_鱗右2 = pars3["鱗右2"].ToPar(); + X0Y0_Head_上顎_鱗左3 = pars3["鱗左3"].ToPar(); + X0Y0_Head_上顎_鱗右3 = pars3["鱗右3"].ToPar(); + X0Y0_Head_上顎_鱗左4 = pars3["鱗左4"].ToPar(); + X0Y0_Head_上顎_鱗右4 = pars3["鱗右4"].ToPar(); + X0Y0_Head_上顎_鱗左5 = pars3["鱗左5"].ToPar(); + X0Y0_Head_上顎_鱗右5 = pars3["鱗右5"].ToPar(); + X0Y0_Head_上顎_鱗左8 = pars3["鱗左8"].ToPar(); + X0Y0_Head_上顎_鱗右8 = pars3["鱗右8"].ToPar(); + X0Y0_Head_上顎_鱗左9 = pars3["鱗左9"].ToPar(); + X0Y0_Head_上顎_鱗右9 = pars3["鱗右9"].ToPar(); + X0Y0_Head_上顎_鱗左10 = pars3["鱗左10"].ToPar(); + X0Y0_Head_上顎_鱗右10 = pars3["鱗右10"].ToPar(); + X0Y0_Head_上顎_鱗左11 = pars3["鱗左11"].ToPar(); + X0Y0_Head_上顎_鱗右11 = pars3["鱗右11"].ToPar(); pars3 = pars2["下顎"].ToPars(); - X0Y0_頭_下顎_顎基 = pars3["顎基"].ToPar(); - X0Y0_頭_下顎_鱗1 = pars3["鱗1"].ToPar(); - X0Y0_頭_下顎_鱗2 = pars3["鱗2"].ToPar(); - X0Y0_頭_下顎_鱗3 = pars3["鱗3"].ToPar(); - X0Y0_頭_下顎_鱗4 = pars3["鱗4"].ToPar(); - X0Y0_頭_下顎_鱗左1 = pars3["鱗左1"].ToPar(); - X0Y0_頭_下顎_鱗右1 = pars3["鱗右1"].ToPar(); - X0Y0_頭_下顎_鱗左2 = pars3["鱗左2"].ToPar(); - X0Y0_頭_下顎_鱗右2 = pars3["鱗右2"].ToPar(); - X0Y0_頭_下顎_鱗左3 = pars3["鱗左3"].ToPar(); - X0Y0_頭_下顎_鱗右3 = pars3["鱗右3"].ToPar(); - X0Y0_頭_下顎_鱗左4 = pars3["鱗左4"].ToPar(); - X0Y0_頭_下顎_鱗右4 = pars3["鱗右4"].ToPar(); - X0Y0_頭_下顎_鱗左5 = pars3["鱗左5"].ToPar(); - X0Y0_頭_下顎_鱗右5 = pars3["鱗右5"].ToPar(); - X0Y0_頭_下顎_鱗左6 = pars3["鱗左6"].ToPar(); - X0Y0_頭_下顎_鱗右6 = pars3["鱗右6"].ToPar(); - X0Y0_頭_下顎_鱗左7 = pars3["鱗左7"].ToPar(); - X0Y0_頭_下顎_鱗右7 = pars3["鱗右7"].ToPar(); - X0Y0_頭_下顎_鱗左8 = pars3["鱗左8"].ToPar(); - X0Y0_頭_下顎_鱗右8 = pars3["鱗右8"].ToPar(); - X0Y0_頭_下顎_鱗左9 = pars3["鱗左9"].ToPar(); - X0Y0_頭_下顎_鱗右9 = pars3["鱗右9"].ToPar(); - X0Y0_頭_下顎_鱗左10 = pars3["鱗左10"].ToPar(); - X0Y0_頭_下顎_鱗右10 = pars3["鱗右10"].ToPar(); - X0Y0_頭_下顎_鱗左11 = pars3["鱗左11"].ToPar(); - X0Y0_頭_下顎_鱗右11 = pars3["鱗右11"].ToPar(); + X0Y0_Head_下顎_顎基 = pars3["顎基"].ToPar(); + X0Y0_Head_下顎_鱗1 = pars3["鱗1"].ToPar(); + X0Y0_Head_下顎_鱗2 = pars3["鱗2"].ToPar(); + X0Y0_Head_下顎_鱗3 = pars3["鱗3"].ToPar(); + X0Y0_Head_下顎_鱗4 = pars3["鱗4"].ToPar(); + X0Y0_Head_下顎_鱗左1 = pars3["鱗左1"].ToPar(); + X0Y0_Head_下顎_鱗右1 = pars3["鱗右1"].ToPar(); + X0Y0_Head_下顎_鱗左2 = pars3["鱗左2"].ToPar(); + X0Y0_Head_下顎_鱗右2 = pars3["鱗右2"].ToPar(); + X0Y0_Head_下顎_鱗左3 = pars3["鱗左3"].ToPar(); + X0Y0_Head_下顎_鱗右3 = pars3["鱗右3"].ToPar(); + X0Y0_Head_下顎_鱗左4 = pars3["鱗左4"].ToPar(); + X0Y0_Head_下顎_鱗右4 = pars3["鱗右4"].ToPar(); + X0Y0_Head_下顎_鱗左5 = pars3["鱗左5"].ToPar(); + X0Y0_Head_下顎_鱗右5 = pars3["鱗右5"].ToPar(); + X0Y0_Head_下顎_鱗左6 = pars3["鱗左6"].ToPar(); + X0Y0_Head_下顎_鱗右6 = pars3["鱗右6"].ToPar(); + X0Y0_Head_下顎_鱗左7 = pars3["鱗左7"].ToPar(); + X0Y0_Head_下顎_鱗右7 = pars3["鱗右7"].ToPar(); + X0Y0_Head_下顎_鱗左8 = pars3["鱗左8"].ToPar(); + X0Y0_Head_下顎_鱗右8 = pars3["鱗右8"].ToPar(); + X0Y0_Head_下顎_鱗左9 = pars3["鱗左9"].ToPar(); + X0Y0_Head_下顎_鱗右9 = pars3["鱗右9"].ToPar(); + X0Y0_Head_下顎_鱗左10 = pars3["鱗左10"].ToPar(); + X0Y0_Head_下顎_鱗右10 = pars3["鱗右10"].ToPar(); + X0Y0_Head_下顎_鱗左11 = pars3["鱗左11"].ToPar(); + X0Y0_Head_下顎_鱗右11 = pars3["鱗右11"].ToPar(); pars2 = pars["輪2"].ToPars(); X0Y0_輪2_革 = pars2["革"].ToPar(); X0Y0_輪2_金具1 = pars2["金具1"].ToPar(); @@ -5598,53 +5598,53 @@ namespace SlaveMatrix 頚_鱗1_鱗16_鱗2_表示 = e.頚_鱗1_鱗16_鱗2_表示; 頚_鱗1_鱗17_鱗1_表示 = e.頚_鱗1_鱗17_鱗1_表示; 頚_鱗1_鱗17_鱗2_表示 = e.頚_鱗1_鱗17_鱗2_表示; - 頭_上顎_顎基_表示 = e.頭_上顎_顎基_表示; - 頭_上顎_鱗4_表示 = e.頭_上顎_鱗4_表示; - 頭_上顎_鱗左1_表示 = e.頭_上顎_鱗左1_表示; - 頭_上顎_鱗右1_表示 = e.頭_上顎_鱗右1_表示; - 頭_上顎_鱗左2_表示 = e.頭_上顎_鱗左2_表示; - 頭_上顎_鱗右2_表示 = e.頭_上顎_鱗右2_表示; - 頭_上顎_鱗左3_表示 = e.頭_上顎_鱗左3_表示; - 頭_上顎_鱗右3_表示 = e.頭_上顎_鱗右3_表示; - 頭_上顎_鱗左4_表示 = e.頭_上顎_鱗左4_表示; - 頭_上顎_鱗右4_表示 = e.頭_上顎_鱗右4_表示; - 頭_上顎_鱗左5_表示 = e.頭_上顎_鱗左5_表示; - 頭_上顎_鱗右5_表示 = e.頭_上顎_鱗右5_表示; - 頭_上顎_鱗左8_表示 = e.頭_上顎_鱗左8_表示; - 頭_上顎_鱗右8_表示 = e.頭_上顎_鱗右8_表示; - 頭_上顎_鱗左9_表示 = e.頭_上顎_鱗左9_表示; - 頭_上顎_鱗右9_表示 = e.頭_上顎_鱗右9_表示; - 頭_上顎_鱗左10_表示 = e.頭_上顎_鱗左10_表示; - 頭_上顎_鱗右10_表示 = e.頭_上顎_鱗右10_表示; - 頭_上顎_鱗左11_表示 = e.頭_上顎_鱗左11_表示; - 頭_上顎_鱗右11_表示 = e.頭_上顎_鱗右11_表示; - 頭_下顎_顎基_表示 = e.頭_下顎_顎基_表示; - 頭_下顎_鱗1_表示 = e.頭_下顎_鱗1_表示; - 頭_下顎_鱗2_表示 = e.頭_下顎_鱗2_表示; - 頭_下顎_鱗3_表示 = e.頭_下顎_鱗3_表示; - 頭_下顎_鱗4_表示 = e.頭_下顎_鱗4_表示; - 頭_下顎_鱗左1_表示 = e.頭_下顎_鱗左1_表示; - 頭_下顎_鱗右1_表示 = e.頭_下顎_鱗右1_表示; - 頭_下顎_鱗左2_表示 = e.頭_下顎_鱗左2_表示; - 頭_下顎_鱗右2_表示 = e.頭_下顎_鱗右2_表示; - 頭_下顎_鱗左3_表示 = e.頭_下顎_鱗左3_表示; - 頭_下顎_鱗右3_表示 = e.頭_下顎_鱗右3_表示; - 頭_下顎_鱗左4_表示 = e.頭_下顎_鱗左4_表示; - 頭_下顎_鱗右4_表示 = e.頭_下顎_鱗右4_表示; - 頭_下顎_鱗左5_表示 = e.頭_下顎_鱗左5_表示; - 頭_下顎_鱗右5_表示 = e.頭_下顎_鱗右5_表示; - 頭_下顎_鱗左6_表示 = e.頭_下顎_鱗左6_表示; - 頭_下顎_鱗右6_表示 = e.頭_下顎_鱗右6_表示; - 頭_下顎_鱗左7_表示 = e.頭_下顎_鱗左7_表示; - 頭_下顎_鱗右7_表示 = e.頭_下顎_鱗右7_表示; - 頭_下顎_鱗左8_表示 = e.頭_下顎_鱗左8_表示; - 頭_下顎_鱗右8_表示 = e.頭_下顎_鱗右8_表示; - 頭_下顎_鱗左9_表示 = e.頭_下顎_鱗左9_表示; - 頭_下顎_鱗右9_表示 = e.頭_下顎_鱗右9_表示; - 頭_下顎_鱗左10_表示 = e.頭_下顎_鱗左10_表示; - 頭_下顎_鱗右10_表示 = e.頭_下顎_鱗右10_表示; - 頭_下顎_鱗左11_表示 = e.頭_下顎_鱗左11_表示; - 頭_下顎_鱗右11_表示 = e.頭_下顎_鱗右11_表示; + Head_上顎_顎基_表示 = e.頭_上顎_顎基_表示; + Head_上顎_鱗4_表示 = e.頭_上顎_鱗4_表示; + Head_上顎_鱗左1_表示 = e.頭_上顎_鱗左1_表示; + Head_上顎_鱗右1_表示 = e.頭_上顎_鱗右1_表示; + Head_上顎_鱗左2_表示 = e.頭_上顎_鱗左2_表示; + Head_上顎_鱗右2_表示 = e.頭_上顎_鱗右2_表示; + Head_上顎_鱗左3_表示 = e.頭_上顎_鱗左3_表示; + Head_上顎_鱗右3_表示 = e.頭_上顎_鱗右3_表示; + Head_上顎_鱗左4_表示 = e.頭_上顎_鱗左4_表示; + Head_上顎_鱗右4_表示 = e.頭_上顎_鱗右4_表示; + Head_上顎_鱗左5_表示 = e.頭_上顎_鱗左5_表示; + Head_上顎_鱗右5_表示 = e.頭_上顎_鱗右5_表示; + Head_上顎_鱗左8_表示 = e.頭_上顎_鱗左8_表示; + Head_上顎_鱗右8_表示 = e.頭_上顎_鱗右8_表示; + Head_上顎_鱗左9_表示 = e.頭_上顎_鱗左9_表示; + Head_上顎_鱗右9_表示 = e.頭_上顎_鱗右9_表示; + Head_上顎_鱗左10_表示 = e.頭_上顎_鱗左10_表示; + Head_上顎_鱗右10_表示 = e.頭_上顎_鱗右10_表示; + Head_上顎_鱗左11_表示 = e.頭_上顎_鱗左11_表示; + Head_上顎_鱗右11_表示 = e.頭_上顎_鱗右11_表示; + Head_下顎_顎基_表示 = e.頭_下顎_顎基_表示; + Head_下顎_鱗1_表示 = e.頭_下顎_鱗1_表示; + Head_下顎_鱗2_表示 = e.頭_下顎_鱗2_表示; + Head_下顎_鱗3_表示 = e.頭_下顎_鱗3_表示; + Head_下顎_鱗4_表示 = e.頭_下顎_鱗4_表示; + Head_下顎_鱗左1_表示 = e.頭_下顎_鱗左1_表示; + Head_下顎_鱗右1_表示 = e.頭_下顎_鱗右1_表示; + Head_下顎_鱗左2_表示 = e.頭_下顎_鱗左2_表示; + Head_下顎_鱗右2_表示 = e.頭_下顎_鱗右2_表示; + Head_下顎_鱗左3_表示 = e.頭_下顎_鱗左3_表示; + Head_下顎_鱗右3_表示 = e.頭_下顎_鱗右3_表示; + Head_下顎_鱗左4_表示 = e.頭_下顎_鱗左4_表示; + Head_下顎_鱗右4_表示 = e.頭_下顎_鱗右4_表示; + Head_下顎_鱗左5_表示 = e.頭_下顎_鱗左5_表示; + Head_下顎_鱗右5_表示 = e.頭_下顎_鱗右5_表示; + Head_下顎_鱗左6_表示 = e.頭_下顎_鱗左6_表示; + Head_下顎_鱗右6_表示 = e.頭_下顎_鱗右6_表示; + Head_下顎_鱗左7_表示 = e.頭_下顎_鱗左7_表示; + Head_下顎_鱗右7_表示 = e.頭_下顎_鱗右7_表示; + Head_下顎_鱗左8_表示 = e.頭_下顎_鱗左8_表示; + Head_下顎_鱗右8_表示 = e.頭_下顎_鱗右8_表示; + Head_下顎_鱗左9_表示 = e.頭_下顎_鱗左9_表示; + Head_下顎_鱗右9_表示 = e.頭_下顎_鱗右9_表示; + Head_下顎_鱗左10_表示 = e.頭_下顎_鱗左10_表示; + Head_下顎_鱗右10_表示 = e.頭_下顎_鱗右10_表示; + Head_下顎_鱗左11_表示 = e.頭_下顎_鱗左11_表示; + Head_下顎_鱗右11_表示 = e.頭_下顎_鱗右11_表示; 輪2_革_表示 = e.輪2_革_表示; 輪2_金具1_表示 = e.輪2_金具1_表示; 輪2_金具2_表示 = e.輪2_金具2_表示; @@ -5844,53 +5844,53 @@ namespace SlaveMatrix X0Y0_頚_鱗1_鱗16_鱗2CP = new ColorP(X0Y0_頚_鱗1_鱗16_鱗2, 頚_鱗1_鱗16_鱗2CD, DisUnit, abj: true); X0Y0_頚_鱗1_鱗17_鱗1CP = new ColorP(X0Y0_頚_鱗1_鱗17_鱗1, 頚_鱗1_鱗17_鱗1CD, DisUnit, abj: true); X0Y0_頚_鱗1_鱗17_鱗2CP = new ColorP(X0Y0_頚_鱗1_鱗17_鱗2, 頚_鱗1_鱗17_鱗2CD, DisUnit, abj: true); - X0Y0_頭_上顎_顎基CP = new ColorP(X0Y0_頭_上顎_顎基, 頭_上顎_顎基CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗4CP = new ColorP(X0Y0_頭_上顎_鱗4, 頭_上顎_鱗4CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左1CP = new ColorP(X0Y0_頭_上顎_鱗左1, 頭_上顎_鱗左1CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右1CP = new ColorP(X0Y0_頭_上顎_鱗右1, 頭_上顎_鱗右1CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左2CP = new ColorP(X0Y0_頭_上顎_鱗左2, 頭_上顎_鱗左2CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右2CP = new ColorP(X0Y0_頭_上顎_鱗右2, 頭_上顎_鱗右2CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左3CP = new ColorP(X0Y0_頭_上顎_鱗左3, 頭_上顎_鱗左3CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右3CP = new ColorP(X0Y0_頭_上顎_鱗右3, 頭_上顎_鱗右3CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左4CP = new ColorP(X0Y0_頭_上顎_鱗左4, 頭_上顎_鱗左4CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右4CP = new ColorP(X0Y0_頭_上顎_鱗右4, 頭_上顎_鱗右4CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左5CP = new ColorP(X0Y0_頭_上顎_鱗左5, 頭_上顎_鱗左5CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右5CP = new ColorP(X0Y0_頭_上顎_鱗右5, 頭_上顎_鱗右5CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左8CP = new ColorP(X0Y0_頭_上顎_鱗左8, 頭_上顎_鱗左8CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右8CP = new ColorP(X0Y0_頭_上顎_鱗右8, 頭_上顎_鱗右8CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左9CP = new ColorP(X0Y0_頭_上顎_鱗左9, 頭_上顎_鱗左9CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右9CP = new ColorP(X0Y0_頭_上顎_鱗右9, 頭_上顎_鱗右9CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左10CP = new ColorP(X0Y0_頭_上顎_鱗左10, 頭_上顎_鱗左10CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右10CP = new ColorP(X0Y0_頭_上顎_鱗右10, 頭_上顎_鱗右10CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗左11CP = new ColorP(X0Y0_頭_上顎_鱗左11, 頭_上顎_鱗左11CD, DisUnit, abj: true); - X0Y0_頭_上顎_鱗右11CP = new ColorP(X0Y0_頭_上顎_鱗右11, 頭_上顎_鱗右11CD, DisUnit, abj: true); - X0Y0_頭_下顎_顎基CP = new ColorP(X0Y0_頭_下顎_顎基, 頭_下顎_顎基CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗1CP = new ColorP(X0Y0_頭_下顎_鱗1, 頭_下顎_鱗1CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗2CP = new ColorP(X0Y0_頭_下顎_鱗2, 頭_下顎_鱗2CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗3CP = new ColorP(X0Y0_頭_下顎_鱗3, 頭_下顎_鱗3CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗4CP = new ColorP(X0Y0_頭_下顎_鱗4, 頭_下顎_鱗4CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左1CP = new ColorP(X0Y0_頭_下顎_鱗左1, 頭_下顎_鱗左1CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右1CP = new ColorP(X0Y0_頭_下顎_鱗右1, 頭_下顎_鱗右1CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左2CP = new ColorP(X0Y0_頭_下顎_鱗左2, 頭_下顎_鱗左2CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右2CP = new ColorP(X0Y0_頭_下顎_鱗右2, 頭_下顎_鱗右2CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左3CP = new ColorP(X0Y0_頭_下顎_鱗左3, 頭_下顎_鱗左3CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右3CP = new ColorP(X0Y0_頭_下顎_鱗右3, 頭_下顎_鱗右3CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左4CP = new ColorP(X0Y0_頭_下顎_鱗左4, 頭_下顎_鱗左4CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右4CP = new ColorP(X0Y0_頭_下顎_鱗右4, 頭_下顎_鱗右4CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左5CP = new ColorP(X0Y0_頭_下顎_鱗左5, 頭_下顎_鱗左5CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右5CP = new ColorP(X0Y0_頭_下顎_鱗右5, 頭_下顎_鱗右5CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左6CP = new ColorP(X0Y0_頭_下顎_鱗左6, 頭_下顎_鱗左6CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右6CP = new ColorP(X0Y0_頭_下顎_鱗右6, 頭_下顎_鱗右6CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左7CP = new ColorP(X0Y0_頭_下顎_鱗左7, 頭_下顎_鱗左7CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右7CP = new ColorP(X0Y0_頭_下顎_鱗右7, 頭_下顎_鱗右7CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左8CP = new ColorP(X0Y0_頭_下顎_鱗左8, 頭_下顎_鱗左8CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右8CP = new ColorP(X0Y0_頭_下顎_鱗右8, 頭_下顎_鱗右8CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左9CP = new ColorP(X0Y0_頭_下顎_鱗左9, 頭_下顎_鱗左9CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右9CP = new ColorP(X0Y0_頭_下顎_鱗右9, 頭_下顎_鱗右9CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左10CP = new ColorP(X0Y0_頭_下顎_鱗左10, 頭_下顎_鱗左10CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右10CP = new ColorP(X0Y0_頭_下顎_鱗右10, 頭_下顎_鱗右10CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗左11CP = new ColorP(X0Y0_頭_下顎_鱗左11, 頭_下顎_鱗左11CD, DisUnit, abj: true); - X0Y0_頭_下顎_鱗右11CP = new ColorP(X0Y0_頭_下顎_鱗右11, 頭_下顎_鱗右11CD, DisUnit, abj: true); + X0Y0_Head_上顎_顎基CP = new ColorP(X0Y0_Head_上顎_顎基, Head_上顎_顎基CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗4CP = new ColorP(X0Y0_Head_上顎_鱗4, Head_上顎_鱗4CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左1CP = new ColorP(X0Y0_Head_上顎_鱗左1, Head_上顎_鱗左1CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右1CP = new ColorP(X0Y0_Head_上顎_鱗右1, Head_上顎_鱗右1CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左2CP = new ColorP(X0Y0_Head_上顎_鱗左2, Head_上顎_鱗左2CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右2CP = new ColorP(X0Y0_Head_上顎_鱗右2, Head_上顎_鱗右2CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左3CP = new ColorP(X0Y0_Head_上顎_鱗左3, Head_上顎_鱗左3CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右3CP = new ColorP(X0Y0_Head_上顎_鱗右3, Head_上顎_鱗右3CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左4CP = new ColorP(X0Y0_Head_上顎_鱗左4, Head_上顎_鱗左4CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右4CP = new ColorP(X0Y0_Head_上顎_鱗右4, Head_上顎_鱗右4CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左5CP = new ColorP(X0Y0_Head_上顎_鱗左5, Head_上顎_鱗左5CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右5CP = new ColorP(X0Y0_Head_上顎_鱗右5, Head_上顎_鱗右5CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左8CP = new ColorP(X0Y0_Head_上顎_鱗左8, Head_上顎_鱗左8CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右8CP = new ColorP(X0Y0_Head_上顎_鱗右8, Head_上顎_鱗右8CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左9CP = new ColorP(X0Y0_Head_上顎_鱗左9, Head_上顎_鱗左9CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右9CP = new ColorP(X0Y0_Head_上顎_鱗右9, Head_上顎_鱗右9CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左10CP = new ColorP(X0Y0_Head_上顎_鱗左10, Head_上顎_鱗左10CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右10CP = new ColorP(X0Y0_Head_上顎_鱗右10, Head_上顎_鱗右10CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗左11CP = new ColorP(X0Y0_Head_上顎_鱗左11, Head_上顎_鱗左11CD, DisUnit, abj: true); + X0Y0_Head_上顎_鱗右11CP = new ColorP(X0Y0_Head_上顎_鱗右11, Head_上顎_鱗右11CD, DisUnit, abj: true); + X0Y0_Head_下顎_顎基CP = new ColorP(X0Y0_Head_下顎_顎基, Head_下顎_顎基CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗1CP = new ColorP(X0Y0_Head_下顎_鱗1, Head_下顎_鱗1CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗2CP = new ColorP(X0Y0_Head_下顎_鱗2, Head_下顎_鱗2CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗3CP = new ColorP(X0Y0_Head_下顎_鱗3, Head_下顎_鱗3CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗4CP = new ColorP(X0Y0_Head_下顎_鱗4, Head_下顎_鱗4CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左1CP = new ColorP(X0Y0_Head_下顎_鱗左1, Head_下顎_鱗左1CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右1CP = new ColorP(X0Y0_Head_下顎_鱗右1, Head_下顎_鱗右1CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左2CP = new ColorP(X0Y0_Head_下顎_鱗左2, Head_下顎_鱗左2CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右2CP = new ColorP(X0Y0_Head_下顎_鱗右2, Head_下顎_鱗右2CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左3CP = new ColorP(X0Y0_Head_下顎_鱗左3, Head_下顎_鱗左3CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右3CP = new ColorP(X0Y0_Head_下顎_鱗右3, Head_下顎_鱗右3CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左4CP = new ColorP(X0Y0_Head_下顎_鱗左4, Head_下顎_鱗左4CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右4CP = new ColorP(X0Y0_Head_下顎_鱗右4, Head_下顎_鱗右4CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左5CP = new ColorP(X0Y0_Head_下顎_鱗左5, Head_下顎_鱗左5CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右5CP = new ColorP(X0Y0_Head_下顎_鱗右5, Head_下顎_鱗右5CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左6CP = new ColorP(X0Y0_Head_下顎_鱗左6, Head_下顎_鱗左6CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右6CP = new ColorP(X0Y0_Head_下顎_鱗右6, Head_下顎_鱗右6CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左7CP = new ColorP(X0Y0_Head_下顎_鱗左7, Head_下顎_鱗左7CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右7CP = new ColorP(X0Y0_Head_下顎_鱗右7, Head_下顎_鱗右7CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左8CP = new ColorP(X0Y0_Head_下顎_鱗左8, Head_下顎_鱗左8CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右8CP = new ColorP(X0Y0_Head_下顎_鱗右8, Head_下顎_鱗右8CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左9CP = new ColorP(X0Y0_Head_下顎_鱗左9, Head_下顎_鱗左9CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右9CP = new ColorP(X0Y0_Head_下顎_鱗右9, Head_下顎_鱗右9CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左10CP = new ColorP(X0Y0_Head_下顎_鱗左10, Head_下顎_鱗左10CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右10CP = new ColorP(X0Y0_Head_下顎_鱗右10, Head_下顎_鱗右10CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗左11CP = new ColorP(X0Y0_Head_下顎_鱗左11, Head_下顎_鱗左11CD, DisUnit, abj: true); + X0Y0_Head_下顎_鱗右11CP = new ColorP(X0Y0_Head_下顎_鱗右11, Head_下顎_鱗右11CD, DisUnit, abj: true); X0Y0_輪2_革CP = new ColorP(X0Y0_輪2_革, 輪2_革CD, DisUnit, abj: true); X0Y0_輪2_金具1CP = new ColorP(X0Y0_輪2_金具1, 輪2_金具1CD, DisUnit, abj: true); X0Y0_輪2_金具2CP = new ColorP(X0Y0_輪2_金具2, 輪2_金具2CD, DisUnit, abj: true); @@ -6099,53 +6099,53 @@ namespace SlaveMatrix Are.Draw(X0Y0_頚_鱗1_鱗16_鱗2); Are.Draw(X0Y0_頚_鱗1_鱗17_鱗1); Are.Draw(X0Y0_頚_鱗1_鱗17_鱗2); - Are.Draw(X0Y0_頭_上顎_顎基); - Are.Draw(X0Y0_頭_上顎_鱗4); - Are.Draw(X0Y0_頭_上顎_鱗左1); - Are.Draw(X0Y0_頭_上顎_鱗右1); - Are.Draw(X0Y0_頭_上顎_鱗左2); - Are.Draw(X0Y0_頭_上顎_鱗右2); - Are.Draw(X0Y0_頭_上顎_鱗左3); - Are.Draw(X0Y0_頭_上顎_鱗右3); - Are.Draw(X0Y0_頭_上顎_鱗左4); - Are.Draw(X0Y0_頭_上顎_鱗右4); - Are.Draw(X0Y0_頭_上顎_鱗左5); - Are.Draw(X0Y0_頭_上顎_鱗右5); - Are.Draw(X0Y0_頭_上顎_鱗左8); - Are.Draw(X0Y0_頭_上顎_鱗右8); - Are.Draw(X0Y0_頭_上顎_鱗左9); - Are.Draw(X0Y0_頭_上顎_鱗右9); - Are.Draw(X0Y0_頭_上顎_鱗左10); - Are.Draw(X0Y0_頭_上顎_鱗右10); - Are.Draw(X0Y0_頭_上顎_鱗左11); - Are.Draw(X0Y0_頭_上顎_鱗右11); - Are.Draw(X0Y0_頭_下顎_顎基); - Are.Draw(X0Y0_頭_下顎_鱗1); - Are.Draw(X0Y0_頭_下顎_鱗2); - Are.Draw(X0Y0_頭_下顎_鱗3); - Are.Draw(X0Y0_頭_下顎_鱗4); - Are.Draw(X0Y0_頭_下顎_鱗左1); - Are.Draw(X0Y0_頭_下顎_鱗右1); - Are.Draw(X0Y0_頭_下顎_鱗左2); - Are.Draw(X0Y0_頭_下顎_鱗右2); - Are.Draw(X0Y0_頭_下顎_鱗左3); - Are.Draw(X0Y0_頭_下顎_鱗右3); - Are.Draw(X0Y0_頭_下顎_鱗左4); - Are.Draw(X0Y0_頭_下顎_鱗右4); - Are.Draw(X0Y0_頭_下顎_鱗左5); - Are.Draw(X0Y0_頭_下顎_鱗右5); - Are.Draw(X0Y0_頭_下顎_鱗左6); - Are.Draw(X0Y0_頭_下顎_鱗右6); - Are.Draw(X0Y0_頭_下顎_鱗左7); - Are.Draw(X0Y0_頭_下顎_鱗右7); - Are.Draw(X0Y0_頭_下顎_鱗左8); - Are.Draw(X0Y0_頭_下顎_鱗右8); - Are.Draw(X0Y0_頭_下顎_鱗左9); - Are.Draw(X0Y0_頭_下顎_鱗右9); - Are.Draw(X0Y0_頭_下顎_鱗左10); - Are.Draw(X0Y0_頭_下顎_鱗右10); - Are.Draw(X0Y0_頭_下顎_鱗左11); - Are.Draw(X0Y0_頭_下顎_鱗右11); + Are.Draw(X0Y0_Head_上顎_顎基); + Are.Draw(X0Y0_Head_上顎_鱗4); + Are.Draw(X0Y0_Head_上顎_鱗左1); + Are.Draw(X0Y0_Head_上顎_鱗右1); + Are.Draw(X0Y0_Head_上顎_鱗左2); + Are.Draw(X0Y0_Head_上顎_鱗右2); + Are.Draw(X0Y0_Head_上顎_鱗左3); + Are.Draw(X0Y0_Head_上顎_鱗右3); + Are.Draw(X0Y0_Head_上顎_鱗左4); + Are.Draw(X0Y0_Head_上顎_鱗右4); + Are.Draw(X0Y0_Head_上顎_鱗左5); + Are.Draw(X0Y0_Head_上顎_鱗右5); + Are.Draw(X0Y0_Head_上顎_鱗左8); + Are.Draw(X0Y0_Head_上顎_鱗右8); + Are.Draw(X0Y0_Head_上顎_鱗左9); + Are.Draw(X0Y0_Head_上顎_鱗右9); + Are.Draw(X0Y0_Head_上顎_鱗左10); + Are.Draw(X0Y0_Head_上顎_鱗右10); + Are.Draw(X0Y0_Head_上顎_鱗左11); + Are.Draw(X0Y0_Head_上顎_鱗右11); + Are.Draw(X0Y0_Head_下顎_顎基); + Are.Draw(X0Y0_Head_下顎_鱗1); + Are.Draw(X0Y0_Head_下顎_鱗2); + Are.Draw(X0Y0_Head_下顎_鱗3); + Are.Draw(X0Y0_Head_下顎_鱗4); + Are.Draw(X0Y0_Head_下顎_鱗左1); + Are.Draw(X0Y0_Head_下顎_鱗右1); + Are.Draw(X0Y0_Head_下顎_鱗左2); + Are.Draw(X0Y0_Head_下顎_鱗右2); + Are.Draw(X0Y0_Head_下顎_鱗左3); + Are.Draw(X0Y0_Head_下顎_鱗右3); + Are.Draw(X0Y0_Head_下顎_鱗左4); + Are.Draw(X0Y0_Head_下顎_鱗右4); + Are.Draw(X0Y0_Head_下顎_鱗左5); + Are.Draw(X0Y0_Head_下顎_鱗右5); + Are.Draw(X0Y0_Head_下顎_鱗左6); + Are.Draw(X0Y0_Head_下顎_鱗右6); + Are.Draw(X0Y0_Head_下顎_鱗左7); + Are.Draw(X0Y0_Head_下顎_鱗右7); + Are.Draw(X0Y0_Head_下顎_鱗左8); + Are.Draw(X0Y0_Head_下顎_鱗右8); + Are.Draw(X0Y0_Head_下顎_鱗左9); + Are.Draw(X0Y0_Head_下顎_鱗右9); + Are.Draw(X0Y0_Head_下顎_鱗左10); + Are.Draw(X0Y0_Head_下顎_鱗右10); + Are.Draw(X0Y0_Head_下顎_鱗左11); + Are.Draw(X0Y0_Head_下顎_鱗右11); Are.Draw(X0Y0_輪2_革); Are.Draw(X0Y0_輪2_金具1); Are.Draw(X0Y0_輪2_金具2); @@ -6428,53 +6428,53 @@ namespace SlaveMatrix X0Y0_頚_鱗1_鱗16_鱗2CP.Update(); X0Y0_頚_鱗1_鱗17_鱗1CP.Update(); X0Y0_頚_鱗1_鱗17_鱗2CP.Update(); - X0Y0_頭_上顎_顎基CP.Update(); - X0Y0_頭_上顎_鱗4CP.Update(); - X0Y0_頭_上顎_鱗左1CP.Update(); - X0Y0_頭_上顎_鱗右1CP.Update(); - X0Y0_頭_上顎_鱗左2CP.Update(); - X0Y0_頭_上顎_鱗右2CP.Update(); - X0Y0_頭_上顎_鱗左3CP.Update(); - X0Y0_頭_上顎_鱗右3CP.Update(); - X0Y0_頭_上顎_鱗左4CP.Update(); - X0Y0_頭_上顎_鱗右4CP.Update(); - X0Y0_頭_上顎_鱗左5CP.Update(); - X0Y0_頭_上顎_鱗右5CP.Update(); - X0Y0_頭_上顎_鱗左8CP.Update(); - X0Y0_頭_上顎_鱗右8CP.Update(); - X0Y0_頭_上顎_鱗左9CP.Update(); - X0Y0_頭_上顎_鱗右9CP.Update(); - X0Y0_頭_上顎_鱗左10CP.Update(); - X0Y0_頭_上顎_鱗右10CP.Update(); - X0Y0_頭_上顎_鱗左11CP.Update(); - X0Y0_頭_上顎_鱗右11CP.Update(); - X0Y0_頭_下顎_顎基CP.Update(); - X0Y0_頭_下顎_鱗1CP.Update(); - X0Y0_頭_下顎_鱗2CP.Update(); - X0Y0_頭_下顎_鱗3CP.Update(); - X0Y0_頭_下顎_鱗4CP.Update(); - X0Y0_頭_下顎_鱗左1CP.Update(); - X0Y0_頭_下顎_鱗右1CP.Update(); - X0Y0_頭_下顎_鱗左2CP.Update(); - X0Y0_頭_下顎_鱗右2CP.Update(); - X0Y0_頭_下顎_鱗左3CP.Update(); - X0Y0_頭_下顎_鱗右3CP.Update(); - X0Y0_頭_下顎_鱗左4CP.Update(); - X0Y0_頭_下顎_鱗右4CP.Update(); - X0Y0_頭_下顎_鱗左5CP.Update(); - X0Y0_頭_下顎_鱗右5CP.Update(); - X0Y0_頭_下顎_鱗左6CP.Update(); - X0Y0_頭_下顎_鱗右6CP.Update(); - X0Y0_頭_下顎_鱗左7CP.Update(); - X0Y0_頭_下顎_鱗右7CP.Update(); - X0Y0_頭_下顎_鱗左8CP.Update(); - X0Y0_頭_下顎_鱗右8CP.Update(); - X0Y0_頭_下顎_鱗左9CP.Update(); - X0Y0_頭_下顎_鱗右9CP.Update(); - X0Y0_頭_下顎_鱗左10CP.Update(); - X0Y0_頭_下顎_鱗右10CP.Update(); - X0Y0_頭_下顎_鱗左11CP.Update(); - X0Y0_頭_下顎_鱗右11CP.Update(); + X0Y0_Head_上顎_顎基CP.Update(); + X0Y0_Head_上顎_鱗4CP.Update(); + X0Y0_Head_上顎_鱗左1CP.Update(); + X0Y0_Head_上顎_鱗右1CP.Update(); + X0Y0_Head_上顎_鱗左2CP.Update(); + X0Y0_Head_上顎_鱗右2CP.Update(); + X0Y0_Head_上顎_鱗左3CP.Update(); + X0Y0_Head_上顎_鱗右3CP.Update(); + X0Y0_Head_上顎_鱗左4CP.Update(); + X0Y0_Head_上顎_鱗右4CP.Update(); + X0Y0_Head_上顎_鱗左5CP.Update(); + X0Y0_Head_上顎_鱗右5CP.Update(); + X0Y0_Head_上顎_鱗左8CP.Update(); + X0Y0_Head_上顎_鱗右8CP.Update(); + X0Y0_Head_上顎_鱗左9CP.Update(); + X0Y0_Head_上顎_鱗右9CP.Update(); + X0Y0_Head_上顎_鱗左10CP.Update(); + X0Y0_Head_上顎_鱗右10CP.Update(); + X0Y0_Head_上顎_鱗左11CP.Update(); + X0Y0_Head_上顎_鱗右11CP.Update(); + X0Y0_Head_下顎_顎基CP.Update(); + X0Y0_Head_下顎_鱗1CP.Update(); + X0Y0_Head_下顎_鱗2CP.Update(); + X0Y0_Head_下顎_鱗3CP.Update(); + X0Y0_Head_下顎_鱗4CP.Update(); + X0Y0_Head_下顎_鱗左1CP.Update(); + X0Y0_Head_下顎_鱗右1CP.Update(); + X0Y0_Head_下顎_鱗左2CP.Update(); + X0Y0_Head_下顎_鱗右2CP.Update(); + X0Y0_Head_下顎_鱗左3CP.Update(); + X0Y0_Head_下顎_鱗右3CP.Update(); + X0Y0_Head_下顎_鱗左4CP.Update(); + X0Y0_Head_下顎_鱗右4CP.Update(); + X0Y0_Head_下顎_鱗左5CP.Update(); + X0Y0_Head_下顎_鱗右5CP.Update(); + X0Y0_Head_下顎_鱗左6CP.Update(); + X0Y0_Head_下顎_鱗右6CP.Update(); + X0Y0_Head_下顎_鱗左7CP.Update(); + X0Y0_Head_下顎_鱗右7CP.Update(); + X0Y0_Head_下顎_鱗左8CP.Update(); + X0Y0_Head_下顎_鱗右8CP.Update(); + X0Y0_Head_下顎_鱗左9CP.Update(); + X0Y0_Head_下顎_鱗右9CP.Update(); + X0Y0_Head_下顎_鱗左10CP.Update(); + X0Y0_Head_下顎_鱗右10CP.Update(); + X0Y0_Head_下顎_鱗左11CP.Update(); + X0Y0_Head_下顎_鱗右11CP.Update(); X0Y0_輪2_革CP.Update(); X0Y0_輪2_金具1CP.Update(); X0Y0_輪2_金具2CP.Update(); @@ -6687,53 +6687,53 @@ namespace SlaveMatrix 頚_鱗1_鱗16_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); 頚_鱗1_鱗17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 頚_鱗1_鱗17_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_下顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_上顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_下顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -6925,53 +6925,53 @@ namespace SlaveMatrix 頚_鱗1_鱗15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 頚_鱗1_鱗16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 頚_鱗1_鱗17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_上顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_下顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_下顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_下顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_上顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_下顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_下顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_下顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); @@ -7163,53 +7163,53 @@ namespace SlaveMatrix 頚_鱗1_鱗15_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 頚_鱗1_鱗16_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 頚_鱗1_鱗17_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_上顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.刺青O); - 頭_上顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_上顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_下顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_下顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); - 頭_下顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); - 頭_下顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_上顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.刺青O); + Head_上顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_上顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_下顎_顎基CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_下顎_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); + Head_下顎_鱗左2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右2CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右3CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右4CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右5CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右6CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右7CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右8CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右9CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右10CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗左11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); + Head_下顎_鱗右11CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); 輪1_革CD = new ColorD(); 輪1_金具1CD = new ColorD(); 輪1_金具2CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭色更新.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭色更新.cs index 6dc8a29..d8c170d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭色更新.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭色更新.cs @@ -48,7 +48,7 @@ namespace SlaveMatrix public void 色更新() { - 頭.X0Y0_頭.GetMiY_MaY(out mm); + 頭.X0Y0_Head.GetMiY_MaY(out mm); 頭.色更新(mm); Ele[] array = 瞼; for (int i = 0; i < array.Length; i++) diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs index f5d95fa..e59f31b 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs @@ -58,7 +58,7 @@ namespace SlaveMatrix public Chest Chest; - public Neck 首; + public Neck Neck; public Head 頭; @@ -2431,10 +2431,10 @@ namespace SlaveMatrix set { ドレス首i = value; - if (首 != null) + if (Neck != null) { - Set表示(首, ドレス首i); - 首.ドレス配色(ドレス首i.色); + Set表示(Neck, ドレス首i); + Neck.ドレス配色(ドレス首i.色); } } } @@ -2880,21 +2880,21 @@ namespace SlaveMatrix { get { - return 首.拘束; + return Neck.拘束; } set { if (value) { 拘束具情報 @default = 拘束具情報.GetDefault(); - 首.拘束 = @default.表示; - 首.首輪配色(@default.色); + Neck.拘束 = @default.表示; + Neck.首輪配色(@default.色); } else { 拘束具情報 拘束具初期化 = Sta.拘束具初期化; - 首.拘束 = 拘束具初期化.表示; - 首.首輪配色(拘束具初期化.色); + Neck.拘束 = 拘束具初期化.表示; + Neck.首輪配色(拘束具初期化.色); } } } @@ -3266,7 +3266,7 @@ namespace SlaveMatrix pp = 翼獣.UpperArm.Par.Par; if (p is 基髪) { - 翼獣.UpperArm.接着 = () => bod.頭.X0Y0_頭.ToGlobal(bod.頭.X0Y0_頭.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.頭.X0Y0_Head.ToGlobal(bod.頭.X0Y0_Head.BasePointBase); } else if (p is Chest) { @@ -3659,7 +3659,7 @@ namespace SlaveMatrix pp = 翼獣.UpperArm.Par.Par; if (p is 基髪) { - 翼獣.UpperArm.接着 = () => bod.頭.X0Y0_頭.ToGlobal(bod.頭.X0Y0_頭.BasePointBase); + 翼獣.UpperArm.接着 = () => bod.頭.X0Y0_Head.ToGlobal(bod.頭.X0Y0_Head.BasePointBase); } else if (p is Chest) { @@ -3897,7 +3897,7 @@ namespace SlaveMatrix } if (Chest != null) { - 首 = Chest.Neck_接続.GetEle(); + Neck = Chest.Neck_接続.GetEle(); 胸腹板_人 = Chest.肌_接続.GetEle<胸腹板>(); 胸肌_人 = Chest.肌_接続.GetEle<胸肌>(); 胸毛_人 = Chest.肌_接続.GetEle<胸毛>(); @@ -3932,9 +3932,9 @@ namespace SlaveMatrix 上着T_ドレス = Chest.肌_接続.GetEle<上着トップ_ドレス>(); 上着T_ドレス.SetHitFalse(); } - if (首 != null) + if (Neck != null) { - 頭 = 首.Head_接続.GetEle(); + 頭 = Neck.Head_接続.GetEle(); } if (頭 != null) { @@ -4058,10 +4058,10 @@ namespace SlaveMatrix 後髪1 = 基髪.後髪_接続.GetEle(); 後髪0 = 基髪.後髪_接続.GetEle(); } - 首.キスマーク = new スタンプK(Med, Are, Cha, this, kd, 首); - sk.Add(首.キスマーク); - 首.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, 首); - sw.Add(首.鞭痕); + Neck.キスマーク = new スタンプK(Med, Are, Cha, this, kd, Neck); + sk.Add(Neck.キスマーク); + Neck.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Neck); + sw.Add(Neck.鞭痕); Chest.キスマーク = new スタンプK(Med, Are, Cha, this, kd, Chest); sk.Add(Chest.キスマーク); Chest.鞭痕 = new スタンプW(Med, Are, Cha, this, wd, Chest); @@ -5265,9 +5265,9 @@ namespace SlaveMatrix } if (Is単眼) { - 頭.X0Y0_頭.JP[7] = new Joi(頭.X0Y0_頭.JP[7].Joint.MulY(0.96)); - 頭.X0Y0_頭.JP[17] = new Joi(頭.X0Y0_頭.JP[17].Joint.MulY(0.96)); - 頭.X0Y0_頭.JP[18] = new Joi(頭.X0Y0_頭.JP[18].Joint.MulY(0.96)); + 頭.X0Y0_Head.JP[7] = new Joi(頭.X0Y0_Head.JP[7].Joint.MulY(0.96)); + 頭.X0Y0_Head.JP[17] = new Joi(頭.X0Y0_Head.JP[17].Joint.MulY(0.96)); + 頭.X0Y0_Head.JP[18] = new Joi(頭.X0Y0_Head.JP[18].Joint.MulY(0.96)); 紅潮.紅潮1_表示 = false; 紅潮.X0Y0_紅潮左.AngleBase = 20.0; 紅潮.X0Y0_紅潮弱左.AngleBase = 20.0; @@ -5766,7 +5766,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -6193,7 +6193,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -6620,7 +6620,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -7046,7 +7046,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -7470,7 +7470,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -7893,7 +7893,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -8345,7 +8345,7 @@ namespace SlaveMatrix } bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -8773,7 +8773,7 @@ namespace SlaveMatrix bod.Waist.描画1(are); bod.Torso.描画0(are); bod.Chest.描画0(are); - bod.首.描画0(are); + bod.Neck.描画0(are); if (bod.肩左 != null) { bod.肩左.描画0(are); @@ -9628,8 +9628,8 @@ namespace SlaveMatrix private void Set人肌色(Color c) { - Color col = 頭.頭CD.色.Col1; - Color col2 = 頭.頭CD.色.Col2; + Color col = 頭.HeadCD.色.Col1; + Color col2 = 頭.HeadCD.色.Col2; Col.GetSkinGrad(ref c, out var ret); ret.Col1 = col; ret.GetRep(out var ret2); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs index e9b98e4..35be918 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -123,7 +123,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -168,7 +168,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -225,7 +225,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -285,7 +285,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -333,7 +333,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -376,7 +376,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -431,7 +431,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -497,7 +497,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -567,7 +567,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -637,7 +637,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -669,7 +669,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -701,7 +701,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -737,7 +737,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -793,7 +793,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -829,7 +829,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -894,7 +894,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -945,7 +945,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1003,7 +1003,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1082,7 +1082,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1175,7 +1175,7 @@ namespace SlaveMatrix WaistD obj = Uni.Waist(); TorsoD 胴D2 = obj.SetTorso(); ChestD ChestD2 = 胴D2.SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1242,7 +1242,7 @@ namespace SlaveMatrix WaistD obj = Uni.Waist(); TorsoD obj2 = obj.SetTorso(); ChestD obj3 = obj2.SetChestR(); - HeadD 頭D2 = obj3.Set首().Set頭R(); + HeadD 頭D2 = obj3.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1351,7 +1351,7 @@ namespace SlaveMatrix WaistD WaistD2 = Uni.Waist(); TorsoD TorsoD2 = WaistD2.SetTorso(); ChestD ChestD2 = TorsoD2.SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1427,7 +1427,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1529,7 +1529,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1591,7 +1591,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -1642,7 +1642,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -1695,7 +1695,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -1740,7 +1740,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1797,7 +1797,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -1910,7 +1910,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2025,7 +2025,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2118,7 +2118,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2225,7 +2225,7 @@ namespace SlaveMatrix public static ChaD Getワーム() { WaistD WaistD2 = Uni.Waist(); - HeadD 頭D2 = WaistD2.SetTorso().SetChestR().Set首() + HeadD 頭D2 = WaistD2.SetTorso().SetChestR().SetNeck() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -2275,7 +2275,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2350,7 +2350,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2412,7 +2412,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set口人(); @@ -2455,7 +2455,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2581,7 +2581,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - NeckD 首D2 = obj.Set首(); + NeckD 首D2 = obj.SetNeck(); HeadD 頭D2; if (b) { @@ -2652,7 +2652,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R1(); + HeadD 頭D2 = obj2.SetNeck().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set単目R(); 頭D2.Set鼻人(); @@ -2694,7 +2694,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set目宇R(); 頭D2.Set鼻人(); @@ -2753,7 +2753,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2808,7 +2808,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2942,7 +2942,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R1(); + HeadD 頭D2 = obj2.SetNeck().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -2999,7 +2999,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R1(); + HeadD 頭D2 = obj2.SetNeck().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3066,7 +3066,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R1(); + HeadD 頭D2 = obj2.SetNeck().Set頭R1(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3139,7 +3139,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD ChestD2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3202,7 +3202,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3274,7 +3274,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3347,7 +3347,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3425,7 +3425,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -3497,7 +3497,7 @@ namespace SlaveMatrix WaistD WaistD2 = Uni.Waist(); TorsoD e = WaistD2.SetTorso(); ChestD ChestD2 = e.SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3607,7 +3607,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD ChestD2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -3672,7 +3672,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -3748,7 +3748,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -3812,7 +3812,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻R(); @@ -3889,7 +3889,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -3952,7 +3952,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4014,7 +4014,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4080,7 +4080,7 @@ namespace SlaveMatrix WaistD obj = Uni.Waist(); TorsoD obj2 = obj.SetTorso(); ChestD obj3 = obj2.SetChestR(); - HeadD 頭D2 = obj3.Set首().Set頭R(); + HeadD 頭D2 = obj3.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4141,7 +4141,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4203,7 +4203,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); BackHair0_肢系D 後髪0_肢系D2 = new BackHair0_肢系D(); EleD eleD2 = new 尾_蛇D(); @@ -4292,7 +4292,7 @@ namespace SlaveMatrix public static ChaD Getヒュドラ() { WaistD WaistD2 = Uni.Waist(); - HeadD 頭D2 = WaistD2.SetTorso().SetChestR().Set首() + HeadD 頭D2 = WaistD2.SetTorso().SetChestR().SetNeck() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); BackHair0_肢系D 後髪0_肢系D2 = new BackHair0_肢系D(); @@ -4343,7 +4343,7 @@ namespace SlaveMatrix public static ChaD Getウロボロス() { WaistD WaistD2 = Uni.Waist(); - HeadD 頭D2 = WaistD2.SetTorso().SetChestR().Set首() + HeadD 頭D2 = WaistD2.SetTorso().SetChestR().SetNeck() .Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); @@ -4382,7 +4382,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R(); + HeadD 頭D2 = obj.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4431,7 +4431,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4518,7 +4518,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = obj.Set首().Set頭R1(); + HeadD 頭D2 = obj.SetNeck().Set頭R1(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4570,7 +4570,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); TorsoD obj = WaistD2.SetTorso(); - HeadD 頭D2 = obj.SetChestR().Set首().Set頭R(); + HeadD 頭D2 = obj.SetChestR().SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4641,7 +4641,7 @@ namespace SlaveMatrix WaistD WaistD2 = Uni.Waist(); TorsoD obj = WaistD2.SetTorso(); ChestD ChestD2 = obj.SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4701,7 +4701,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); eleD.前髪_接続.RemoveAt(0); eleD.前髪接続(new 前髪_目隠れ1D()); @@ -4764,7 +4764,7 @@ namespace SlaveMatrix { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); - HeadD 頭D2 = ChestD2.Set首().Set頭R(); + HeadD 頭D2 = ChestD2.SetNeck().Set頭R(); 基髪D eleD = 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4817,7 +4817,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4852,7 +4852,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4887,7 +4887,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -4923,7 +4923,7 @@ namespace SlaveMatrix WaistD waist_description = Uni.Waist(); TorsoD body_description = waist_description.SetTorso(); ChestD chest_description = body_description.SetChestR(); - NeckD neck_description = chest_description.Set首(); + NeckD neck_description = chest_description.SetNeck(); HeadD head_description = Uni.頭(); neck_description.頭接続(head_description); head_description.目高 = 0.85; @@ -5110,7 +5110,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set双目R(); 頭D2.Set鼻人(); @@ -5145,7 +5145,7 @@ namespace SlaveMatrix { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); - HeadD 頭D2 = obj2.Set首().Set頭R(); + HeadD 頭D2 = obj2.SetNeck().Set頭R(); 頭D2.EnumEleD().GetEleD<基髪D>(); 頭D2.Set目弱R(); 頭D2.Set鼻人(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index 2764237..839bdc7 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -50,13 +50,13 @@ namespace SlaveMatrix public static Type EleDt; - public static Type Chestt; + public static Type ChestType; - public static Type Shouldert; + public static Type ShoulderType; - public static Type Torsot; + public static Type TorsoType; - public static Type Waistt; + public static Type WaistType; public static Type 尾_鯨t; @@ -88,7 +88,7 @@ namespace SlaveMatrix public static Type 耳_獣Dt; - public static Type ShoulderDt; + public static Type ShoulderDType; public static Type 角1_一Dt; @@ -1167,10 +1167,10 @@ namespace SlaveMatrix MaxAre = 0.0584246154149664; Elet = typeof(Ele); EleDt = typeof(EleD); - Chestt = typeof(Chest); - Shouldert = typeof(Shoulder); - Torsot = typeof(Torso); - Waistt = typeof(Waist); + ChestType = typeof(Chest); + ShoulderType = typeof(Shoulder); + TorsoType = typeof(Torso); + WaistType = typeof(Waist); 尾_鯨t = typeof(尾_鯨); UpperArm_人t = typeof(UpperArm_人); UpperArm_鳥t = typeof(UpperArm_鳥); @@ -1186,7 +1186,7 @@ namespace SlaveMatrix 耳_鰭Dt = typeof(耳_鰭D); 耳_羽Dt = typeof(耳_羽D); 耳_獣Dt = typeof(耳_獣D); - ShoulderDt = typeof(ShoulderD); + ShoulderDType = typeof(ShoulderD); 角1_一Dt = typeof(角1_一D); 角1_鬼Dt = typeof(角1_鬼D); 角1_虫Dt = typeof(角1_虫D); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs index d12099e..192da30 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/_Con.cs @@ -283,24 +283,24 @@ namespace SlaveMatrix.GameClasses return ChestD2; } - public static NeckD Set首(this ChestD Chest) + public static NeckD SetNeck(this ChestD Chest) { - NeckD 首D2 = new NeckD(); - Chest.首接続(首D2); - return 首D2; + NeckD NeckD2 = new NeckD(); + Chest.首接続(NeckD2); + return NeckD2; } - public static HeadD Set頭R(this NeckD 首) + public static HeadD Set頭R(this NeckD Neck) { HeadD 頭D2 = Get頭R(); - 首.頭接続(頭D2); + Neck.頭接続(頭D2); return 頭D2; } - public static HeadD Set頭R1(this NeckD 首) + public static HeadD Set頭R1(this NeckD Neck) { HeadD 頭D2 = Get頭R1(); - 首.頭接続(頭D2); + Neck.頭接続(頭D2); return 頭D2; } From 34e59939700dd08c7dd6aa5ca39dfa2af56ec467 Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Mon, 12 Jan 2026 06:39:36 +0400 Subject: [PATCH 05/11] Added rename to Body --- .../BodyPartClasses/BackHair0_カル.cs | 14 +- .../BodyPartClasses/BackHair0_ジグ.cs | 14 +- .../BodyPartClasses/BackHair0_ハネ.cs | 14 +- .../BodyPartClasses/BackHair0_パツ.cs | 14 +- .../BodyPartClasses/BackHair0_下1カル.cs | 14 +- .../BodyPartClasses/BackHair0_下1ジグ.cs | 14 +- .../BodyPartClasses/BackHair0_下1ハネ.cs | 14 +- .../BodyPartClasses/BackHair0_下1パツ.cs | 14 +- .../BodyPartClasses/BackHair0_下2カル.cs | 14 +- .../BodyPartClasses/BackHair0_下2ジグ.cs | 14 +- .../BodyPartClasses/BackHair0_下2ハネ.cs | 14 +- .../BodyPartClasses/BackHair0_下2パツ.cs | 14 +- .../BodyPartClasses/BackHair0_編1カル.cs | 14 +- .../BodyPartClasses/BackHair0_編1ジグ.cs | 14 +- .../BodyPartClasses/BackHair0_編1ハネ.cs | 14 +- .../BodyPartClasses/BackHair0_編1パツ.cs | 14 +- .../BodyPartClasses/BackHair0_編2カル.cs | 14 +- .../BodyPartClasses/BackHair0_編2ジグ.cs | 14 +- .../BodyPartClasses/BackHair0_編2ハネ.cs | 14 +- .../BodyPartClasses/BackHair0_編2パツ.cs | 14 +- .../BodyPartClasses/BackHair0_肢系.cs | 36 ++-- .../BodyPartClasses/BackHair1_結1カル.cs | 12 +- .../BodyPartClasses/BackHair1_結1ジグ.cs | 12 +- .../BodyPartClasses/BackHair1_結1ハネ.cs | 12 +- .../BodyPartClasses/BackHair1_結1パツ.cs | 12 +- .../BodyPartClasses/BackHair1_結2カル.cs | 12 +- .../BodyPartClasses/BackHair1_結2ジグ.cs | 12 +- .../BodyPartClasses/BackHair1_結2ハネ.cs | 12 +- .../BodyPartClasses/BackHair1_結2パツ.cs | 12 +- .../BodyPartClasses/BackHair1_編結.cs | 14 +- .../SlaveMatrix/BodyPartClasses/Chest.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/Cough.cs | 18 +- .../SlaveMatrix/BodyPartClasses/Head.cs | 52 +++--- .../SlaveMatrix/BodyPartClasses/Leg_人.cs | 38 ++--- .../SlaveMatrix/BodyPartClasses/Leg_獣.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/Leg_竜.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/Leg_蹄.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/Leg_鳥.cs | 22 +-- .../BodyPartClasses/LowerArm_人.cs | 20 +-- .../BodyPartClasses/LowerArm_獣.cs | 22 +-- .../BodyPartClasses/LowerArm_蝙.cs | 18 +- .../BodyPartClasses/LowerArm_蹄.cs | 16 +- .../BodyPartClasses/LowerArm_鳥.cs | 18 +- .../SlaveMatrix/BodyPartClasses/Neck.cs | 14 +- .../SlaveMatrix/BodyPartClasses/Shoulder.cs | 10 +- .../BodyPartClasses/SideHair_カル.cs | 12 +- .../BodyPartClasses/SideHair_ジグ.cs | 12 +- .../BodyPartClasses/SideHair_ハネ.cs | 12 +- .../BodyPartClasses/SideHair_パツ.cs | 12 +- .../BodyPartClasses/SideHair_編み.cs | 12 +- .../BodyPartClasses/SideHair_肢系.cs | 14 +- .../SlaveMatrix/BodyPartClasses/Sweat.cs | 8 +- .../SlaveMatrix/BodyPartClasses/TextBubble.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Torso.cs | 18 +- .../SlaveMatrix/BodyPartClasses/Torso_蛇.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/Torso_蟲.cs | 26 +-- .../SlaveMatrix/BodyPartClasses/T剃刀.cs | 12 +- .../BodyPartClasses/UpperArm_人.cs | 12 +- .../BodyPartClasses/UpperArm_獣.cs | 16 +- .../BodyPartClasses/UpperArm_蝙.cs | 12 +- .../BodyPartClasses/UpperArm_蹄.cs | 16 +- .../BodyPartClasses/UpperArm_鳥.cs | 12 +- .../SlaveMatrix/BodyPartClasses/Waist.cs | 48 +++--- .../BodyPartClasses/ぶっかけ_大.cs | 22 +-- .../BodyPartClasses/ぶっかけ_小.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/キスマーク.cs | 8 +- .../SlaveMatrix/BodyPartClasses/キャップ1.cs | 10 +- .../SlaveMatrix/BodyPartClasses/キャップ2.cs | 8 +- .../BodyPartClasses/キャップ処理.cs | 12 +- .../SlaveMatrix/BodyPartClasses/スタンプB.cs | 6 +- .../SlaveMatrix/BodyPartClasses/スタンプK.cs | 6 +- .../SlaveMatrix/BodyPartClasses/スタンプW.cs | 6 +- .../SlaveMatrix/BodyPartClasses/ハンド.cs | 142 ++++++++-------- .../SlaveMatrix/BodyPartClasses/ハンド処理.cs | 4 +- .../BodyPartClasses/バイブ_アナル.cs | 20 +-- .../BodyPartClasses/バイブ_コモン.cs | 20 +-- .../BodyPartClasses/バイブ_ディル.cs | 20 +-- .../BodyPartClasses/バイブ_デンマ.cs | 24 +-- .../BodyPartClasses/バイブ_ドリル.cs | 46 +++--- .../SlaveMatrix/BodyPartClasses/パール.cs | 44 ++--- .../SlaveMatrix/BodyPartClasses/ピアス.cs | 8 +- .../SlaveMatrix/BodyPartClasses/ペニス.cs | 40 ++--- .../SlaveMatrix/BodyPartClasses/ペニス処理.cs | 4 +- .../SlaveMatrix/BodyPartClasses/ボテ腹_人.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/ボテ腹板.cs | 18 +- .../SlaveMatrix/BodyPartClasses/マウス.cs | 52 +++--- .../SlaveMatrix/BodyPartClasses/マウス処理.cs | 2 +- .../SlaveMatrix/BodyPartClasses/ロータ.cs | 20 +-- .../BodyPartClasses/上着トップ_ドレス.cs | 12 +- .../BodyPartClasses/上着ボトム_クロス.cs | 18 +- .../BodyPartClasses/上着ボトム_クロス後.cs | 12 +- .../BodyPartClasses/上着ボトム_前掛け.cs | 20 +-- .../BodyPartClasses/上着ミドル_ドレス.cs | 12 +- .../BodyPartClasses/下着トップ_クロス.cs | 12 +- .../BodyPartClasses/下着トップ_チューブ.cs | 12 +- .../BodyPartClasses/下着トップ_ビキニ.cs | 12 +- .../BodyPartClasses/下着トップ_ブラ.cs | 12 +- .../BodyPartClasses/下着トップ_マイクロ.cs | 12 +- .../BodyPartClasses/下着ボトム_ノーマル.cs | 26 +-- .../BodyPartClasses/下着ボトム_マイクロ.cs | 26 +-- .../SlaveMatrix/BodyPartClasses/下着乳首.cs | 14 +- .../SlaveMatrix/BodyPartClasses/下着陰核.cs | 8 +- .../SlaveMatrix/BodyPartClasses/乳房.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/剃刀処理.cs | 8 +- .../SlaveMatrix/BodyPartClasses/前翅_甲.cs | 26 +-- .../SlaveMatrix/BodyPartClasses/前翅_羽.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/前翅_草.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/前翅_蝶.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/前髪_ジグ.cs | 12 +- .../BodyPartClasses/前髪_ジグ中寄.cs | 12 +- .../BodyPartClasses/前髪_ジグ分け.cs | 12 +- .../BodyPartClasses/前髪_パッツン.cs | 12 +- .../BodyPartClasses/前髪_モジャ.cs | 12 +- .../SlaveMatrix/BodyPartClasses/前髪_三分1.cs | 12 +- .../SlaveMatrix/BodyPartClasses/前髪_三分2.cs | 12 +- .../BodyPartClasses/前髪_上げ片.cs | 12 +- .../BodyPartClasses/前髪_上げ短1.cs | 12 +- .../BodyPartClasses/前髪_上げ短2.cs | 12 +- .../BodyPartClasses/前髪_上げ長1.cs | 12 +- .../BodyPartClasses/前髪_上げ長2.cs | 12 +- .../BodyPartClasses/前髪_中分け1.cs | 12 +- .../BodyPartClasses/前髪_中分け2.cs | 12 +- .../SlaveMatrix/BodyPartClasses/前髪_二分1.cs | 12 +- .../SlaveMatrix/BodyPartClasses/前髪_二分2.cs | 12 +- .../BodyPartClasses/前髪_横流し.cs | 12 +- .../BodyPartClasses/前髪_目隠れ1.cs | 12 +- .../BodyPartClasses/前髪_目隠れ2.cs | 12 +- .../SlaveMatrix/BodyPartClasses/単目.cs | 10 +- .../SlaveMatrix/BodyPartClasses/単眼眉.cs | 14 +- .../SlaveMatrix/BodyPartClasses/単瞼.cs | 40 ++--- .../SlaveMatrix/BodyPartClasses/単足_植.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/単足_粘.cs | 12 +- .../SlaveMatrix/BodyPartClasses/双目.cs | 10 +- .../SlaveMatrix/BodyPartClasses/口_裂け.cs | 40 ++--- .../SlaveMatrix/BodyPartClasses/口_通常.cs | 40 ++--- .../SlaveMatrix/BodyPartClasses/吹出し.cs | 10 +- .../SlaveMatrix/BodyPartClasses/呼気.cs | 12 +- .../SlaveMatrix/BodyPartClasses/噴乳.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/四足胴.cs | 16 +- .../SlaveMatrix/BodyPartClasses/四足胸.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/四足脇.cs | 10 +- .../SlaveMatrix/BodyPartClasses/四足腰.cs | 38 ++--- .../SlaveMatrix/BodyPartClasses/基髪.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/多足_蛸.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/多足_蜘.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/多足_蠍.cs | 40 ++--- .../SlaveMatrix/BodyPartClasses/大顎.cs | 26 +-- .../SlaveMatrix/BodyPartClasses/大顎上.cs | 8 +- .../SlaveMatrix/BodyPartClasses/大顎基.cs | 14 +- .../SlaveMatrix/BodyPartClasses/射精.cs | 56 +++---- .../SlaveMatrix/BodyPartClasses/尾_ウ.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/尾_ガ.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾_ヘ.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/尾_悪.cs | 18 +- .../SlaveMatrix/BodyPartClasses/尾_根.cs | 18 +- .../SlaveMatrix/BodyPartClasses/尾_淫.cs | 18 +- .../SlaveMatrix/BodyPartClasses/尾_牛.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_犬.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_狐.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_猫.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_短.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_竜.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾_腓.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾_虫.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾_蛇.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾_蜘.cs | 16 +- .../SlaveMatrix/BodyPartClasses/尾_蟲.cs | 46 +++--- .../SlaveMatrix/BodyPartClasses/尾_蠍.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾_馬.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_魚.cs | 156 +++++++++--------- .../SlaveMatrix/BodyPartClasses/尾_鯨.cs | 156 +++++++++--------- .../SlaveMatrix/BodyPartClasses/尾_鳥.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_龍.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/尾鰭_魚.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs | 12 +- .../SlaveMatrix/BodyPartClasses/後翅_甲.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/後翅_羽.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/後翅_草.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/後翅_蝶.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/性器_人.cs | 72 ++++---- .../SlaveMatrix/BodyPartClasses/性器_獣.cs | 72 ++++---- .../BodyPartClasses/性器精液_人.cs | 20 +-- .../BodyPartClasses/性器精液_獣.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/手_人.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/手_牛.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/手_獣.cs | 14 +- .../SlaveMatrix/BodyPartClasses/手_蝙.cs | 10 +- .../SlaveMatrix/BodyPartClasses/手_馬.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/手_鳥.cs | 10 +- .../SlaveMatrix/BodyPartClasses/拘束鎖.cs | 8 +- .../SlaveMatrix/BodyPartClasses/挿入処理.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/放尿_人.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/放尿_獣.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/断面_人.cs | 18 +- .../SlaveMatrix/BodyPartClasses/断面_獣.cs | 18 +- .../SlaveMatrix/BodyPartClasses/染み_人.cs | 8 +- .../SlaveMatrix/BodyPartClasses/染み_獣.cs | 8 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs | 16 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs | 18 +- .../SlaveMatrix/BodyPartClasses/涎_裂け.cs | 18 +- .../SlaveMatrix/BodyPartClasses/涎_通常.cs | 18 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/潮吹_大_人.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/潮吹_小_人.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs | 30 ++-- .../SlaveMatrix/BodyPartClasses/獣耳.cs | 28 ++-- .../SlaveMatrix/BodyPartClasses/玉口枷.cs | 8 +- .../SlaveMatrix/BodyPartClasses/目傷.cs | 18 +- .../SlaveMatrix/BodyPartClasses/目尻影.cs | 8 +- .../SlaveMatrix/BodyPartClasses/目隠帯.cs | 8 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs | 14 +- .../SlaveMatrix/BodyPartClasses/瞼_中.cs | 38 ++--- .../SlaveMatrix/BodyPartClasses/瞼_宇.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/瞼_弱.cs | 38 ++--- .../SlaveMatrix/BodyPartClasses/瞼_強.cs | 38 ++--- .../SlaveMatrix/BodyPartClasses/瞼_獣.cs | 38 ++--- .../SlaveMatrix/BodyPartClasses/節尾_曳航.cs | 18 +- .../SlaveMatrix/BodyPartClasses/節尾_鋏.cs | 16 +- .../SlaveMatrix/BodyPartClasses/節足_足百.cs | 18 +- .../SlaveMatrix/BodyPartClasses/節足_足蜘.cs | 18 +- .../SlaveMatrix/BodyPartClasses/節足_足蠍.cs | 18 +- .../SlaveMatrix/BodyPartClasses/紅潮.cs | 8 +- .../SlaveMatrix/BodyPartClasses/縦目.cs | 10 +- .../SlaveMatrix/BodyPartClasses/縦瞼.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/羽根箒.cs | 10 +- .../SlaveMatrix/BodyPartClasses/羽箒処理.cs | 10 +- .../SlaveMatrix/BodyPartClasses/耳_人.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/耳_尖.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/耳_獣.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/耳_羽.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/耳_長.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/耳_鰭.cs | 32 ++-- .../SlaveMatrix/BodyPartClasses/肛門_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/肛門_獣.cs | 10 +- .../BodyPartClasses/肛門精液_人.cs | 20 +-- .../BodyPartClasses/肛門精液_獣.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/背中_光.cs | 12 +- .../SlaveMatrix/BodyPartClasses/背中_甲.cs | 12 +- .../SlaveMatrix/BodyPartClasses/背中_羽.cs | 12 +- .../SlaveMatrix/BodyPartClasses/胴肌.cs | 8 +- .../SlaveMatrix/BodyPartClasses/胴腹板.cs | 8 +- .../SlaveMatrix/BodyPartClasses/胸毛.cs | 8 +- .../SlaveMatrix/BodyPartClasses/胸肌.cs | 8 +- .../SlaveMatrix/BodyPartClasses/胸腹板.cs | 8 +- .../SlaveMatrix/BodyPartClasses/腰肌.cs | 18 +- .../SlaveMatrix/BodyPartClasses/腿_人.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/腿_獣.cs | 16 +- .../SlaveMatrix/BodyPartClasses/腿_竜.cs | 16 +- .../SlaveMatrix/BodyPartClasses/腿_蹄.cs | 16 +- .../SlaveMatrix/BodyPartClasses/腿_鳥.cs | 16 +- .../BodyPartClasses/膣内精液_人.cs | 8 +- .../BodyPartClasses/膣内精液_獣.cs | 8 +- .../SlaveMatrix/BodyPartClasses/膣基_人.cs | 8 +- .../SlaveMatrix/BodyPartClasses/膣基_獣.cs | 8 +- .../SlaveMatrix/BodyPartClasses/舌_短.cs | 12 +- .../SlaveMatrix/BodyPartClasses/舌_長.cs | 12 +- .../SlaveMatrix/BodyPartClasses/花_百.cs | 14 +- .../SlaveMatrix/BodyPartClasses/花_薔.cs | 14 +- .../SlaveMatrix/BodyPartClasses/葉_心.cs | 28 ++-- .../SlaveMatrix/BodyPartClasses/葉_披.cs | 28 ++-- .../SlaveMatrix/BodyPartClasses/虫鎌.cs | 16 +- .../SlaveMatrix/BodyPartClasses/虫顎.cs | 14 +- .../SlaveMatrix/BodyPartClasses/衝撃.cs | 8 +- .../SlaveMatrix/BodyPartClasses/角1_一.cs | 18 +- .../SlaveMatrix/BodyPartClasses/角1_虫.cs | 18 +- .../SlaveMatrix/BodyPartClasses/角1_鬼.cs | 18 +- .../SlaveMatrix/BodyPartClasses/角2.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_山1.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/角2_山2.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/角2_山3.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/角2_巻.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/角2_牛1.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/角2_牛2.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/角2_牛3.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/角2_牛4.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/角2_虫.cs | 26 +-- .../SlaveMatrix/BodyPartClasses/角2_鬼.cs | 22 +-- .../SlaveMatrix/BodyPartClasses/触手_犬.cs | 40 ++--- .../SlaveMatrix/BodyPartClasses/触手_蔦.cs | 74 ++++----- .../SlaveMatrix/BodyPartClasses/触手_触.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/触手_軟.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs | 24 +-- .../SlaveMatrix/BodyPartClasses/触覚_甲.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触覚_節.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触覚_線.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触覚_蛾.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触覚_蝶.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触覚_蠍.cs | 14 +- .../SlaveMatrix/BodyPartClasses/調教鞭.cs | 34 ++-- .../SlaveMatrix/BodyPartClasses/調鞭処理.cs | 8 +- .../SlaveMatrix/BodyPartClasses/足_人.cs | 26 +-- .../SlaveMatrix/BodyPartClasses/足_牛.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/足_獣.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/足_竜.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/足_馬.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/足_鳥.cs | 18 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs | 8 +- .../SlaveMatrix/BodyPartClasses/長物_蛇.cs | 18 +- .../SlaveMatrix/BodyPartClasses/長物_蟲.cs | 28 ++-- .../SlaveMatrix/BodyPartClasses/長物_魚.cs | 52 +++--- .../SlaveMatrix/BodyPartClasses/長物_鯨.cs | 52 +++--- .../SlaveMatrix/BodyPartClasses/鞭痕.cs | 8 +- .../SlaveMatrix/BodyPartClasses/頬目.cs | 10 +- .../SlaveMatrix/BodyPartClasses/頬瞼.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/頬肌.cs | 8 +- .../SlaveMatrix/BodyPartClasses/頭頂_天.cs | 12 +- .../SlaveMatrix/BodyPartClasses/頭頂_宇.cs | 14 +- .../SlaveMatrix/BodyPartClasses/頭頂_皿.cs | 12 +- .../SlaveMatrix/BodyPartClasses/頭頂後_宇.cs | 12 +- .../BodyPartClasses/顔ハイライト.cs | 8 +- .../SlaveMatrix/BodyPartClasses/顔面_甲.cs | 16 +- .../SlaveMatrix/BodyPartClasses/顔面_虫.cs | 16 +- .../SlaveMatrix/BodyPartClasses/顔面_蟲.cs | 16 +- .../SlaveMatrix/BodyPartClasses/飛沫_人.cs | 18 +- .../SlaveMatrix/BodyPartClasses/飛沫_獣.cs | 18 +- .../SlaveMatrix/BodyPartClasses/飛膜_先.cs | 18 +- .../SlaveMatrix/BodyPartClasses/飛膜_根.cs | 18 +- .../SlaveMatrix/BodyPartClasses/鰭_豚.cs | 14 +- .../SlaveMatrix/BodyPartClasses/鰭_魚.cs | 20 +-- .../SlaveMatrix/BodyPartClasses/鰭_鯨.cs | 14 +- .../SlaveMatrix/BodyPartClasses/鳳凰.cs | 14 +- .../SlaveMatrix/BodyPartClasses/鼻_人.cs | 16 +- .../SlaveMatrix/BodyPartClasses/鼻_獣.cs | 16 +- .../SlaveMatrix/BodyPartClasses/鼻水.cs | 18 +- .../SlaveMatrix/BodyPartClasses/鼻肌.cs | 8 +- SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs | 62 +++---- SlaveMatrix/SlaveMatrix/GameClasses/CM.cs | 12 +- SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs | 10 +- SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs | 144 ++++++++-------- .../SlaveMatrix/GameClasses/Reactions.cs | 16 +- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 4 +- .../SlaveMatrix/GameClasses/TrainingUI.cs | 46 +++--- 335 files changed, 3395 insertions(+), 3395 deletions(-) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs index 32a4685..6dcf26c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs @@ -384,10 +384,10 @@ namespace SlaveMatrix 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; @@ -471,7 +471,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public void スライム() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs index e4d9c49..5d00a63 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs @@ -384,10 +384,10 @@ namespace SlaveMatrix 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; @@ -471,7 +471,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public void スライム() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs index 7d6a316..dd80b62 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs @@ -384,10 +384,10 @@ namespace SlaveMatrix 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; @@ -471,7 +471,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public void スライム() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs index a8abe70..79d503a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs @@ -384,10 +384,10 @@ namespace SlaveMatrix 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; @@ -471,7 +471,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public void スライム() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs index e5f50a3..145b750 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs @@ -307,10 +307,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs index 7ba6f66..e630b72 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs @@ -307,10 +307,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs index df3b210..0a96cca 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs @@ -307,10 +307,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs index fdf1087..48770e5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs @@ -307,10 +307,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs index b59d424..bd8a639 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs @@ -351,10 +351,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs index a899cd4..1261646 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs @@ -351,10 +351,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs index 879eac9..a414e01 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs @@ -351,10 +351,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs index f86747f..777f5cc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs @@ -351,10 +351,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs index 168d761..1503dd7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs @@ -604,10 +604,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs index d939d6d..b45b65f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs @@ -604,10 +604,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs index c44d442..1e61fac 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs @@ -604,10 +604,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs index 9de46ed..43c0e7d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs @@ -604,10 +604,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs index 84f6296..ac841da 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs @@ -1087,10 +1087,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs index 2bcd3b5..ea6a4f3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs @@ -1087,10 +1087,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs index 64b5abd..18bc603 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs @@ -1087,10 +1087,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs index ede727f..b3cdbdd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs @@ -1087,10 +1087,10 @@ namespace SlaveMatrix 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; @@ -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() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs index 7c6e753..7cee5f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs @@ -116,27 +116,27 @@ 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) { @@ -145,13 +145,13 @@ namespace SlaveMatrix 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; @@ -318,7 +318,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public void スライム() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs index fdd5b1d..bfdbefb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs @@ -287,10 +287,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs index 8723374..727a0a0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs @@ -287,10 +287,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs index 28536e0..82d4edc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs @@ -287,10 +287,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs index b92a8fa..e7f5b79 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs @@ -287,10 +287,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs index e9f9dc7..9616805 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs @@ -264,10 +264,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs index bb01d7a..a237b8a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs @@ -264,10 +264,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs index 15af3eb..7734837 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs @@ -264,10 +264,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs index 0ed320f..3aabe07 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs @@ -264,10 +264,10 @@ namespace SlaveMatrix 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs index 1da193b..41e95d6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs @@ -414,10 +414,10 @@ namespace SlaveMatrix 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; @@ -512,7 +512,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs index 5c19830..fbcf03f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs @@ -1390,34 +1390,34 @@ namespace SlaveMatrix } } - public JointS Neck_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) { 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs index 84fa2a1..c1271b2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs @@ -349,44 +349,44 @@ 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) { 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; @@ -459,7 +459,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_咳基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs index b7f642e..778f963 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs @@ -989,56 +989,56 @@ namespace SlaveMatrix } } - public JointS 基髪_接続点 => new JointS(本体, X0Y0_Head, 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_Head, 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_Head, 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_Head, 3); + public JointS 鼻_接続点 => new JointS(Body, X0Y0_Head, 3); - public JointS 口_接続点 => new JointS(本体, X0Y0_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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_Head, 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) { Head 頭2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["Head"]); - Pars pars = 本体[0][0]; + 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(); @@ -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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs index 96219a1..9c63692 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs @@ -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) { 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; @@ -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(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs index d9c77f8..cdcc68f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs @@ -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) { 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; @@ -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) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs index e974335..c609584 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs @@ -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) { 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; @@ -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) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs index 60097d0..8634555 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs @@ -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) { 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; @@ -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) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs index 039599f..b69f210 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs @@ -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) { 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; @@ -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) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs index 5d5e1af..04f8923 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs @@ -4612,22 +4612,22 @@ namespace SlaveMatrix } } - public JointS 外腕_接続点 => new JointS(本体, X0Y0_LowerArm, 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_LowerArm, 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_LowerArm, 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 LowerArm_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_人D e) { LowerArm_人 LowerArm_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["LowerArm"]); - Pars pars = 本体[0][0]; + 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(); @@ -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; @@ -5463,7 +5463,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_LowerArm.AngleBase = num * 130.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public void 腕輪尺度修正() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs index 098f533..eb6e0ff 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs @@ -446,21 +446,21 @@ namespace SlaveMatrix } } - public JointS 手_接続点 => new JointS(本体, X0Y0_LowerArm, 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 LowerArm_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_獣D e) { LowerArm_獣 LowerArm_獣2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.腕左["四足LowerArm"][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_LowerArm = pars["下腕"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉下 = pars2["筋肉下"].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; @@ -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); } @@ -583,7 +583,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_LowerArm.AngleBase = num * 133.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs index b6b3364..18688dc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs @@ -552,20 +552,20 @@ namespace SlaveMatrix } } - public JointS 手_接続点 => new JointS(本体, X0Y0_獣翼LowerArm, 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LowerArm, 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 LowerArm_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_蝙D e) { LowerArm_蝙 LowerArm_蝙2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["獣翼LowerArm"]); - Pars pars = 本体[0][0]; + 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(); @@ -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; @@ -705,7 +705,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_獣翼LowerArm.AngleBase = num * -322.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs index 443f28a..40fae54 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs @@ -140,24 +140,24 @@ namespace SlaveMatrix } } - public JointS 手_接続点 => new JointS(本体, X0Y0_LowerArm, 2); + public JointS 手_接続点 => new JointS(Body, X0Y0_LowerArm, 2); public LowerArm_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_蹄D e) { LowerArm_蹄 LowerArm_蹄2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.腕左["四足LowerArm"][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_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(); 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; @@ -214,7 +214,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_LowerArm.AngleBase = num * 160.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs index d51fc69..bede25b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs @@ -2067,20 +2067,20 @@ namespace SlaveMatrix } } - public JointS 手_接続点 => new JointS(本体, X0Y0_鳥翼LowerArm, 15); + public JointS 手_接続点 => new JointS(Body, X0Y0_鳥翼LowerArm, 15); - public JointS 小雨覆_接続点 => new JointS(本体, X0Y0_鳥翼LowerArm, 29); + public JointS 小雨覆_接続点 => new JointS(Body, X0Y0_鳥翼LowerArm, 29); - 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 LowerArm_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_鳥D e) { LowerArm_鳥 LowerArm_鳥2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["鳥翼LowerArm"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["鳥翼LowerArm"]); + Pars pars = Body[0][0]; X0Y0_鳥翼LowerArm = pars["鳥翼下腕"].ToPar(); Pars pars2 = pars["風切羽"].ToPars(); X0Y0_風切羽_羽15 = pars2["羽15"].ToPar(); @@ -2147,8 +2147,8 @@ 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; @@ -2417,7 +2417,7 @@ namespace SlaveMatrix X0Y0_中雨覆羽_羽11.AngleBase = num * 230.821283310604; X0Y0_中雨覆羽_羽12.AngleBase = num * 222.821283310604; X0Y0_中雨覆羽_羽13.AngleBase = num * 214.821283310604; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs index ec0a8c1..2faebfd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs @@ -1163,18 +1163,18 @@ namespace SlaveMatrix } } - public JointS Head_接続点 => new JointS(本体, X0Y0_Neck, 0); + public JointS Head_接続点 => new JointS(Body, X0Y0_Neck, 0); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_首輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_首輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_首輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_首輪_金具右, 0); public Neck(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, NeckD e) { Neck Neck2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["Neck"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["Neck"]); + Pars pars = Body[0][0]; Pars pars2 = pars["植性"].ToPars(); X0Y0_植性_蔦 = pars2["蔦"].ToPar(); X0Y0_植性_棘左上 = pars2["刺左上"].ToPar(); @@ -1240,8 +1240,8 @@ namespace SlaveMatrix X0Y0_首輪_金具3 = pars2["金具3"].ToPar(); X0Y0_首輪_金具左 = pars2["金具左"].ToPar(); X0Y0_首輪_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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs index 5fa582d..060e690 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs @@ -305,14 +305,14 @@ namespace SlaveMatrix } } - public JointS UpperArm_接続点 => new JointS(本体, X0Y0_Shoulder_Shoulder, 1); + public JointS UpperArm_接続点 => new JointS(Body, X0Y0_Shoulder_Shoulder, 1); public Shoulder(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ShoulderD e) { Shoulder Shoulder2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.肩左["Shoulder"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.肩左["Shoulder"]); + Pars pars = Body[0][0]; Pars pars2 = pars["脇"].ToPars(); X0Y0_脇_脇 = pars2["脇"].ToPar(); X0Y0_脇_筋肉 = pars2["筋肉"].ToPar(); @@ -327,8 +327,8 @@ namespace SlaveMatrix X0Y0_Shoulder_傷I4 = pars2["傷I4"].ToPar(); X0Y0_Shoulder_シャツ = pars2["シャツ"].ToPar(); X0Y0_Shoulder_ナース = pars2["ナース"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs index 44afb1b..7f4c476 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs @@ -147,14 +147,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "カル"; dif.Add(new Pars(Sta.胴体["横髪左"][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1 = pars["髪1"].ToPar(); X0Y0_髪2 = pars["髪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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs index 0a8a5d5..93da0bf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs @@ -147,14 +147,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ジグ"; dif.Add(new Pars(Sta.胴体["横髪左"][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1 = pars["髪1"].ToPar(); X0Y0_髪2 = pars["髪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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs index c868c82..556ba61 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs @@ -147,14 +147,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ハネ"; dif.Add(new Pars(Sta.胴体["横髪左"][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1 = pars["髪1"].ToPar(); X0Y0_髪2 = pars["髪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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs index a16ecee..3f68d68 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs @@ -147,14 +147,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "パツ"; dif.Add(new Pars(Sta.胴体["横髪左"][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1 = pars["髪1"].ToPar(); X0Y0_髪2 = pars["髪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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs index f4d6aef..5ae27d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs @@ -420,10 +420,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "編み"; dif.Add(new Pars(Sta.胴体["横髪左"][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 = pars["髪"].ToPar(); Pars pars2 = pars["編節1"].ToPars(); X0Y0_編節1_髪節 = pars2["髪節"].ToPar(); @@ -442,8 +442,8 @@ namespace SlaveMatrix X0Y0_髪左 = pars["髪左"].ToPar(); X0Y0_髪右 = pars["髪右"].ToPar(); X0Y0_髪根 = pars["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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs index 7fbc61d..f54b7aa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix } } - public JointS 肢_接続点 => new JointS(本体, X0Y0_髪, 0); + public JointS 肢_接続点 => new JointS(Body, X0Y0_髪, 0); public SideHair_肢系(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_肢系D e) { @@ -95,13 +95,13 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "肢系"; dif.Add(new Pars(Sta.胴体["横髪左"][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 = pars["髪"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs index 6577c8f..43ccfe6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs @@ -60,10 +60,10 @@ namespace SlaveMatrix if (汗.濃度 != 0.0) { tp = ryps2.r.ToGlobal(local); - 汗.本体.CurJoinRoot.PositionBase = tp + (ryps2.r.ToGlobal(ryps2.c) - tp) * 位置[this.i]; - 汗.本体.JoinPA(); + 汗.Body.CurJoinRoot.PositionBase = tp + (ryps2.r.ToGlobal(ryps2.c) - tp) * 位置[this.i]; + 汗.Body.JoinPA(); 汗.色更新(); - 汗.本体.Draw(Are); + 汗.Body.Draw(Are); } this.i++; } @@ -206,7 +206,7 @@ namespace SlaveMatrix foreach (Ele item in Cha.Bod.Elements.Where((Ele e) => 汗対象.Contains(e.GetType().ToString()))) { ryps = default(ryps); - ryps.r = item.本体.CurJoinRoot; + ryps.r = item.Body.CurJoinRoot; ryps.c = ryps.r.OP.GetCenter(); ryps.ps = (from p in ryps.r.OP.EnumPoints() where ryps.c.Y > p.Y diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs index 412c2ec..88b9e95 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs @@ -205,7 +205,7 @@ namespace SlaveMatrix } if (表示) { - 吹出し.本体.Draw(Are); + 吹出し.Body.Draw(Are); Are.Draw(Tex.Pars); } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs index 85eb923..1436a9d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs @@ -279,21 +279,21 @@ namespace SlaveMatrix } } - public JointS Chest_接続点 => new JointS(本体, X0Y0_Torso, 0); + public JointS Chest_接続点 => new JointS(Body, X0Y0_Torso, 0); - public JointS 肌_接続点 => new JointS(本体, X0Y0_Torso, 5); + public JointS 肌_接続点 => new JointS(Body, X0Y0_Torso, 5); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_Torso, 1); + public JointS 翼左_接続点 => new JointS(Body, X0Y0_Torso, 1); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_Torso, 2); + public JointS 翼右_接続点 => new JointS(Body, X0Y0_Torso, 2); public Torso(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, TorsoD e) { Torso Torso2 = this; ThisType = GetType(); //This had no Torso (胴体) - 本体 = new Difs(Sta.胴体["Torso"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["Torso"]); + Pars pars = Body[0][0]; X0Y0_Torso = pars["胴"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar(); @@ -308,8 +308,8 @@ namespace SlaveMatrix pars3 = pars2["右"].ToPars(); X0Y0_植タトゥ_右_タトゥ2 = pars3["タトゥ2"].ToPar(); X0Y0_植タトゥ_右_タトゥ1 = pars3["タトゥ1"].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; @@ -411,7 +411,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); キスマーク.Draw(Are); 鞭痕.Draw(Are); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs index 693a5df..975baa3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs @@ -316,15 +316,15 @@ namespace SlaveMatrix } } - public JointS 左_接続点 => new JointS(本体, X0Y0_Torso_Torso, 2); + public JointS 左_接続点 => new JointS(Body, X0Y0_Torso_Torso, 2); - public JointS 右_接続点 => new JointS(本体, X0Y0_Torso_Torso, 3); + public JointS 右_接続点 => new JointS(Body, X0Y0_Torso_Torso, 3); - public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso_Torso, 1); + public JointS Torso_接続点 => new JointS(Body, X0Y0_Torso_Torso, 1); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public Torso_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蛇D e) { @@ -337,10 +337,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = pars.Tag; dif.Add(pars); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars2 = 本体[0][0]; + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars2 = Body[0][0]; Pars pars3 = pars2["胴2"].ToPars(); X0Y0_Torso_鱗 = pars3["鱗"].ToPar(); X0Y0_Torso_鱗左 = pars3["鱗左"].ToPar(); @@ -353,8 +353,8 @@ namespace SlaveMatrix X0Y0_輪_金具3 = pars3["金具3"].ToPar(); X0Y0_輪_金具左 = pars3["金具左"].ToPar(); X0Y0_輪_金具右 = pars3["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; @@ -489,7 +489,7 @@ namespace SlaveMatrix { _ = 右; X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs index a0831a3..358f0d0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs @@ -463,15 +463,15 @@ namespace SlaveMatrix } } - public JointS 左_接続点 => new JointS(本体, X0Y0_Torso_Torso, 0); + public JointS 左_接続点 => new JointS(Body, X0Y0_Torso_Torso, 0); - public JointS 右_接続点 => new JointS(本体, X0Y0_Torso_Torso, 1); + public JointS 右_接続点 => new JointS(Body, X0Y0_Torso_Torso, 1); - public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso_Torso, 3); + public JointS Torso_接続点 => new JointS(Body, X0Y0_Torso_Torso, 3); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public Torso_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蟲D e) { @@ -484,10 +484,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = pars.Tag; dif.Add(pars); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars2 = 本体[0][0]; + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars2 = Body[0][0]; Pars pars3 = pars2["胴4"].ToPars(); X0Y0_Torso_背板 = pars3["背板"].ToPar(); X0Y0_Torso_節 = pars3["節"].ToPar(); @@ -504,8 +504,8 @@ namespace SlaveMatrix X0Y0_輪_金具3 = pars3["金具3"].ToPar(); X0Y0_輪_金具左 = pars3["金具左"].ToPar(); X0Y0_輪_金具右 = pars3["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; @@ -618,7 +618,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); 鎖2.描画0(Are); } @@ -634,7 +634,7 @@ namespace SlaveMatrix { _ = 右; X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs index d2420c2..c66d641 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs @@ -485,8 +485,8 @@ namespace SlaveMatrix public T剃刀(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, T剃刀D e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["T字剃刀"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["T字剃刀"]); + Pars pars = Body[0][0]; X0Y0_ヘッド = pars["ヘッド"].ToPar(); Pars pars2 = pars["刃"].ToPars(); X0Y0_刃_刃1 = pars2["刃1"].ToPar(); @@ -509,8 +509,8 @@ namespace SlaveMatrix X0Y0_グリップ_グリップ13 = pars2["グリップ13"].ToPar(); X0Y0_グリップ_グリップ14 = pars2["グリップ14"].ToPar(); X0Y0_グリップ_グリップ15 = pars2["グリップ15"].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; @@ -584,12 +584,12 @@ namespace SlaveMatrix X0Y0_グリップ_グリップ15CP = new ColorP(X0Y0_グリップ_グリップ15, グリップ_グリップ15CD, DisUnit, abj: true); 濃度 = e.濃度; Vector2D local = X0Y0_刃_刃1.OP[0].ps[1]; - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.BasePointBase = item.ToLocal(X0Y0_刃_刃1.ToGlobal(local)); } 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs index 923581d..80ffcc3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs @@ -3441,14 +3441,14 @@ namespace SlaveMatrix } } - public JointS LowerArm_接続点 => new JointS(本体, X0Y0_UpperArm, 1); + public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1); public UpperArm_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_人D e) { UpperArm_人 UpperArm_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["UpperArm"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["UpperArm"]); + Pars pars = Body[0][0]; X0Y0_筋肉上 = pars["筋肉上"].ToPar(); X0Y0_UpperArm = pars["上腕"].ToPar(); X0Y0_筋肉下 = pars["筋肉下"].ToPar(); @@ -3609,8 +3609,8 @@ namespace SlaveMatrix X0Y0_鎧_鎧_鎧1 = pars3["鎧1"].ToPar(); X0Y0_鎧_鎧_鎧2 = pars3["鎧2"].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; @@ -4047,7 +4047,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_UpperArm.AngleBase = num * -30.0; 尺度XC = 0.95; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is布(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs index 33f738e..49f5cff 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs @@ -266,17 +266,17 @@ namespace SlaveMatrix } } - public JointS LowerArm_接続点 => new JointS(本体, X0Y0_UpperArm, 1); + public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1); public UpperArm_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_獣D e) { UpperArm_獣 UpperArm_獣2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.腕左["四足UpperArm"][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_筋肉上 = pars["筋肉上"].ToPar(); X0Y0_UpperArm = pars["上腕"].ToPar(); X0Y0_筋肉下 = pars["筋肉下"].ToPar(); @@ -289,8 +289,8 @@ namespace SlaveMatrix X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar(); X0Y0_竜性_鱗1 = pars2["鱗1"].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; @@ -359,7 +359,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_UpperArm.AngleBase = num * -65.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs index e4edb27..ea71574 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs @@ -505,7 +505,7 @@ namespace SlaveMatrix } } - public JointS LowerArm_接続点 => new JointS(本体, X0Y0_獣翼UpperArm, 0); + public JointS LowerArm_接続点 => new JointS(Body, X0Y0_獣翼UpperArm, 0); public UpperArm_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_蝙D e) { @@ -513,8 +513,8 @@ namespace SlaveMatrix 飛膜 = new 飛膜_根(DisUnit, 配色指定, 体配色); 飛膜.Par = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["獣翼UpperArm"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["獣翼UpperArm"]); + Pars pars = Body[0][0]; X0Y0_獣翼UpperArm = pars["獣翼上腕"].ToPar(); Pars pars2 = pars["鱗"].ToPars(); X0Y0_竜性_鱗1 = pars2["鱗1"].ToPar(); @@ -524,8 +524,8 @@ namespace SlaveMatrix X0Y0_竜性_鱗5 = pars2["鱗5"].ToPar(); X0Y0_竜性_鱗6 = pars2["鱗6"].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; @@ -595,7 +595,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_獣翼UpperArm.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void Dispose() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs index bca3a36..4cf4159 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs @@ -140,23 +140,23 @@ namespace SlaveMatrix } } - public JointS LowerArm_接続点 => new JointS(本体, X0Y0_UpperArm, 1); + public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1); public UpperArm_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_蹄D e) { UpperArm_蹄 UpperArm_蹄2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.腕左["四足UpperArm"][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_筋肉上 = pars["筋肉上"].ToPar(); X0Y0_UpperArm = pars["上腕"].ToPar(); X0Y0_筋肉下 = pars["筋肉下"].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; @@ -213,7 +213,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_UpperArm.AngleBase = num * -96.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs index 7329159..4ccc0b1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs @@ -398,14 +398,14 @@ namespace SlaveMatrix } } - public JointS LowerArm_接続点 => new JointS(本体, X0Y0_鳥翼UpperArm, 0); + public JointS LowerArm_接続点 => new JointS(Body, X0Y0_鳥翼UpperArm, 0); public UpperArm_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_鳥D e) { UpperArm_鳥 UpperArm_鳥2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["鳥翼UpperArm"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["鳥翼UpperArm"]); + Pars pars = Body[0][0]; Pars pars2 = pars["風切羽"].ToPars(); X0Y0_風切羽_羽3 = pars2["羽3"].ToPar(); X0Y0_風切羽_羽2 = pars2["羽2"].ToPar(); @@ -419,8 +419,8 @@ namespace SlaveMatrix X0Y0_竜性_鱗3 = pars2["鱗3"].ToPar(); X0Y0_竜性_鱗4 = pars2["鱗4"].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; @@ -503,7 +503,7 @@ namespace SlaveMatrix X0Y0_風切羽_羽1.AngleBase = num * -100.129973503791; X0Y0_風切羽_羽2.AngleBase = num * -102.129973503791; X0Y0_風切羽_羽3.AngleBase = num * -103.129973503791; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs index 1424ccd..44bc9d7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs @@ -2129,34 +2129,34 @@ namespace SlaveMatrix } } - public JointS Torso_接続点 => new JointS(本体, X0Y0_Waist, 0); + public JointS Torso_接続点 => new JointS(Body, X0Y0_Waist, 0); - public JointS 腿左_接続点 => new JointS(本体, X0Y0_Waist, 1); + public JointS 腿左_接続点 => new JointS(Body, X0Y0_Waist, 1); - public JointS 腿右_接続点 => new JointS(本体, X0Y0_Waist, 2); + public JointS 腿右_接続点 => new JointS(Body, X0Y0_Waist, 2); - public JointS 膣基_接続点 => new JointS(本体, X0Y0_Waist, 4); + public JointS 膣基_接続点 => new JointS(Body, X0Y0_Waist, 4); - public JointS 肛門_接続点 => new JointS(本体, X0Y0_Waist, 5); + public JointS 肛門_接続点 => new JointS(Body, X0Y0_Waist, 5); - public JointS 尾_接続点 => new JointS(本体, X0Y0_Waist, 5); + public JointS 尾_接続点 => new JointS(Body, X0Y0_Waist, 5); - public JointS 半身_接続点 => new JointS(本体, X0Y0_Waist, 5); + public JointS 半身_接続点 => new JointS(Body, X0Y0_Waist, 5); - public JointS 上着_接続点 => new JointS(本体, X0Y0_Waist, 6); + public JointS 上着_接続点 => new JointS(Body, X0Y0_Waist, 6); - public JointS 肌_接続点 => new JointS(本体, X0Y0_Waist, 7); + public JointS 肌_接続点 => new JointS(Body, X0Y0_Waist, 7); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_Waist, 8); + public JointS 翼左_接続点 => new JointS(Body, X0Y0_Waist, 8); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_Waist, 9); + public JointS 翼右_接続点 => new JointS(Body, X0Y0_Waist, 9); public Waist(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, WaistD e) { Waist Waist2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["Waist"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["Waist"]); + Pars pars = Body[0][0]; X0Y0_Waist = pars["腰"].ToPar(); X0Y0_股 = pars["股"].ToPar(); X0Y0_下腹 = pars["下腹"].ToPar(); @@ -2212,7 +2212,7 @@ namespace SlaveMatrix X0Y0_ハイライト上右 = pars["ハイライト上右"].ToPar(); X0Y0_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y0_ハイライト下右 = pars["ハイライト下右"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_Waist = pars["腰"].ToPar(); X0Y1_股 = pars["股"].ToPar(); X0Y1_下腹 = pars["下腹"].ToPar(); @@ -2268,7 +2268,7 @@ namespace SlaveMatrix X0Y1_ハイライト上右 = pars["ハイライト上右"].ToPar(); X0Y1_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y1_ハイライト下右 = pars["ハイライト下右"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_Waist = pars["腰"].ToPar(); X0Y2_股 = pars["股"].ToPar(); X0Y2_下腹 = pars["下腹"].ToPar(); @@ -2324,7 +2324,7 @@ namespace SlaveMatrix X0Y2_ハイライト上右 = pars["ハイライト上右"].ToPar(); X0Y2_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y2_ハイライト下右 = pars["ハイライト下右"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_Waist = pars["腰"].ToPar(); X0Y3_股 = pars["股"].ToPar(); X0Y3_下腹 = pars["下腹"].ToPar(); @@ -2380,7 +2380,7 @@ namespace SlaveMatrix X0Y3_ハイライト上右 = pars["ハイライト上右"].ToPar(); X0Y3_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y3_ハイライト下右 = pars["ハイライト下右"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_Waist = pars["腰"].ToPar(); X0Y4_股 = pars["股"].ToPar(); X0Y4_下腹 = pars["下腹"].ToPar(); @@ -2436,8 +2436,8 @@ namespace SlaveMatrix X0Y4_ハイライト上右 = pars["ハイライト上右"].ToPar(); X0Y4_ハイライト下左 = pars["ハイライト下左"].ToPar(); X0Y4_ハイライト下右 = pars["ハイライト下右"].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; @@ -2934,17 +2934,17 @@ namespace SlaveMatrix public override void 接続P() { - 本体.JoinP(); + Body.JoinP(); } public override void 接続PA() { - 本体.JoinPA(); + Body.JoinPA(); } public override void 描画0(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_Waist); @@ -3016,7 +3016,7 @@ namespace SlaveMatrix public override void 描画1(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_ハイライト); @@ -3203,7 +3203,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_WaistCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs index 35ef855..a93b638 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs @@ -111,21 +111,21 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.スタンプ["ぶっかけ"][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_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].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; @@ -168,7 +168,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs index 23aef94..6b621c7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs @@ -111,21 +111,21 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.スタンプ["ぶっかけ"][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_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].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; @@ -168,7 +168,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs index 3503aea..20413f4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public キスマーク(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, キスマークD e) { ThisType = GetType(); - 本体 = new Difs(Sta.スタンプ["キスマーク"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.スタンプ["キスマーク"]); + Pars pars = Body[0][0]; X0Y0_キスマーク = pars["キスマーク"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs index 12319bc..6454951 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs @@ -121,12 +121,12 @@ namespace SlaveMatrix public キャップ1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, キャップ1D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["キャップ中"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["キャップ中"]); + Pars pars = Body[0][0]; X0Y0_根本 = pars["根本"].ToPar(); X0Y0_先端 = pars["先端"].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; @@ -164,7 +164,7 @@ namespace SlaveMatrix X0Y0_先端CP = new ColorP(X0Y0_先端, 先端CD, DisUnit, abj: true); 濃度 = e.濃度; Vector2D local = X0Y0_根本.OP[0].ps[2]; - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.BasePointBase = item.ToLocal(X0Y0_根本.ToGlobal(local)); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs index 1a6c074..edfdd98 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs @@ -121,12 +121,12 @@ namespace SlaveMatrix public キャップ2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, キャップ2D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["キャップ左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["キャップ左"]); + Pars pars = Body[0][0]; X0Y0_根本 = pars["根本"].ToPar(); X0Y0_先端 = pars["先端"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs index 7c96511..3d79f3d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs @@ -289,7 +289,7 @@ namespace SlaveMatrix { if (キャップ中着 && (cd.e is キャップ1 || cd.c == ContactType.Nucleus)) { - 調教UI.ハンド右.本体.IndexX = 5; + 調教UI.ハンド右.Body.IndexX = 5; 調教UI.Set_キャップ中(調教UI.ハンド右); 切替時(キャップ中); } @@ -298,22 +298,22 @@ namespace SlaveMatrix 調教UI.ハンド右CM.Show = false; 調教UI.ハンド左表示 = true; 調教UI.ハンド左.位置B = cp; - 調教UI.ハンド左.本体.IndexX = 5; + 調教UI.ハンド左.Body.IndexX = 5; 調教UI.Set_キャップ左(調教UI.ハンド左); 切替時(キャップ左); } else if (キャップ右着 && (cd.e is キャップ2 || cd.c == ContactType.Milk) && cd.e.右) { - 調教UI.ハンド右.本体.IndexX = 5; + 調教UI.ハンド右.Body.IndexX = 5; 調教UI.Set_キャップ右(調教UI.ハンド右); 切替時(キャップ右); } - else if (cd.c != ContactType.Milk && (キャップ中着 || キャップ左着 || キャップ右着) && (調教UI.ハンド右.本体.IndexX == 5 || 調教UI.ハンド左.本体.IndexX == 5)) + else if (cd.c != ContactType.Milk && (キャップ中着 || キャップ左着 || キャップ右着) && (調教UI.ハンド右.Body.IndexX == 5 || 調教UI.ハンド左.Body.IndexX == 5)) { 調教UI.ハンド左表示 = false; 調教UI.ハンド右CM.Show = true; - 調教UI.ハンド右.本体.IndexX = 0; - 調教UI.ハンド左.本体.IndexX = 0; + 調教UI.ハンド右.Body.IndexX = 0; + 調教UI.ハンド左.Body.IndexX = 0; } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs index 4bab422..8542133 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs @@ -21,10 +21,10 @@ namespace SlaveMatrix { if (stum.Sta.表示) { - p = stum.Ele.本体.Current.GetPar(stum.Path); + p = stum.Ele.Body.Current.GetPar(stum.Path); stum.Sta.位置B = p.ToGlobal(stum.Pos); stum.Sta.色更新(); - stum.Sta.本体.Draw(Are); + stum.Sta.Body.Draw(Are); } } } @@ -50,7 +50,7 @@ namespace SlaveMatrix sep.Sta.Xv = RNG.XS.NextDouble(); sep.Sta.右 = RNG.XS.NextBool(); sep.Ele = he; - sep.Par = he.本体.GetHitPar_(hc); + sep.Par = he.Body.GetHitPar_(hc); sep.Path = sep.Par.GetPath(); sep.Pos = sep.Par.ToLocal(cp); if (参照.ContainsKey(he)) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs index 8126658..02addba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs @@ -17,11 +17,11 @@ namespace SlaveMatrix } foreach (sep stum in sta) { - p = stum.Ele.本体.Current.GetPar(stum.Path); + p = stum.Ele.Body.Current.GetPar(stum.Path); stum.Sta.角度B = p.AngleBase - stum.Par.AngleBase; stum.Sta.位置B = p.ToGlobal(stum.Pos); stum.Sta.色更新(); - stum.Sta.本体.Draw(Are); + stum.Sta.Body.Draw(Are); } } catch @@ -33,7 +33,7 @@ namespace SlaveMatrix { if (チェック1(he) && he == Par) { - p = he.本体.GetHitPar_(hc); + p = he.Body.GetHitPar_(hc); c2 = he.GetParOfColorP(p).ColorD.色; if (c2.Col1 == Cha.配色.人肌O.Col1 || c2.Col2 == Cha.配色.人肌O.Col1) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs index 5634cbd..a25cb44 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs @@ -17,11 +17,11 @@ namespace SlaveMatrix } foreach (sep stum in sta) { - p = stum.Ele.本体.Current.GetPar(stum.Path); + p = stum.Ele.Body.Current.GetPar(stum.Path); stum.Sta.角度B = p.AngleBase - stum.Par.AngleBase; stum.Sta.位置B = p.ToGlobal(stum.Pos); stum.Sta.色更新(); - stum.Sta.本体.Draw(Are); + stum.Sta.Body.Draw(Are); } } catch @@ -33,7 +33,7 @@ namespace SlaveMatrix { if (チェック2(he) && he == Par) { - p = he.本体.GetHitPar_(hc); + p = he.Body.GetHitPar_(hc); c2 = he.GetParOfColorP(p).ColorD.色; if (c2.Col1 == Cha.配色.人肌O.Col1 || c2.Col2 == Cha.配色.人肌O.Col1) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs index 4ba0738..bc8b76c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs @@ -3798,8 +3798,8 @@ namespace SlaveMatrix public ハンド(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, ハンドD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["ハンド"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["ハンド"]); + Pars pars = Body[0][0]; X0Y0_親指 = pars["親指"].ToPar(); X0Y0_手 = pars["手"].ToPar(); X0Y0_小指 = pars["小指"].ToPar(); @@ -3819,7 +3819,7 @@ namespace SlaveMatrix X0Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X0Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X0Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_親指 = pars["親指"].ToPar(); X1Y0_手 = pars["手"].ToPar(); X1Y0_小指 = pars["小指"].ToPar(); @@ -3839,7 +3839,7 @@ namespace SlaveMatrix X1Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X1Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X1Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[2][0]; + pars = Body[2][0]; X2Y0_親指 = pars["親指"].ToPar(); X2Y0_手 = pars["手"].ToPar(); X2Y0_小指 = pars["小指"].ToPar(); @@ -3859,7 +3859,7 @@ namespace SlaveMatrix X2Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X2Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X2Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[2][1]; + pars = Body[2][1]; X2Y1_親指 = pars["親指"].ToPar(); X2Y1_手 = pars["手"].ToPar(); X2Y1_小指 = pars["小指"].ToPar(); @@ -3879,7 +3879,7 @@ namespace SlaveMatrix X2Y1_呪印_鎖1 = pars2["鎖1"].ToPar(); X2Y1_呪印_鎖2 = pars2["鎖2"].ToPar(); X2Y1_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[2][2]; + pars = Body[2][2]; X2Y2_親指 = pars["親指"].ToPar(); X2Y2_手 = pars["手"].ToPar(); X2Y2_小指 = pars["小指"].ToPar(); @@ -3899,7 +3899,7 @@ namespace SlaveMatrix X2Y2_呪印_鎖1 = pars2["鎖1"].ToPar(); X2Y2_呪印_鎖2 = pars2["鎖2"].ToPar(); X2Y2_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[2][3]; + pars = Body[2][3]; X2Y3_親指 = pars["親指"].ToPar(); X2Y3_手 = pars["手"].ToPar(); X2Y3_小指 = pars["小指"].ToPar(); @@ -3919,7 +3919,7 @@ namespace SlaveMatrix X2Y3_呪印_鎖1 = pars2["鎖1"].ToPar(); X2Y3_呪印_鎖2 = pars2["鎖2"].ToPar(); X2Y3_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[2][4]; + pars = Body[2][4]; X2Y4_親指 = pars["親指"].ToPar(); X2Y4_手 = pars["手"].ToPar(); X2Y4_小指 = pars["小指"].ToPar(); @@ -3939,7 +3939,7 @@ namespace SlaveMatrix X2Y4_呪印_鎖1 = pars2["鎖1"].ToPar(); X2Y4_呪印_鎖2 = pars2["鎖2"].ToPar(); X2Y4_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[3][0]; + pars = Body[3][0]; X3Y0_親指 = pars["親指"].ToPar(); X3Y0_手 = pars["手"].ToPar(); X3Y0_小指 = pars["小指"].ToPar(); @@ -3959,7 +3959,7 @@ namespace SlaveMatrix X3Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X3Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X3Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[4][0]; + pars = Body[4][0]; X4Y0_親指 = pars["親指"].ToPar(); X4Y0_手 = pars["手"].ToPar(); X4Y0_小指 = pars["小指"].ToPar(); @@ -3979,7 +3979,7 @@ namespace SlaveMatrix X4Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X4Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X4Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[5][0]; + pars = Body[5][0]; X5Y0_親指 = pars["親指"].ToPar(); X5Y0_手 = pars["手"].ToPar(); X5Y0_小指 = pars["小指"].ToPar(); @@ -3999,7 +3999,7 @@ namespace SlaveMatrix X5Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X5Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X5Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[5][1]; + pars = Body[5][1]; X5Y1_親指 = pars["親指"].ToPar(); X5Y1_手 = pars["手"].ToPar(); X5Y1_小指 = pars["小指"].ToPar(); @@ -4019,7 +4019,7 @@ namespace SlaveMatrix X5Y1_呪印_鎖1 = pars2["鎖1"].ToPar(); X5Y1_呪印_鎖2 = pars2["鎖2"].ToPar(); X5Y1_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[5][2]; + pars = Body[5][2]; X5Y2_親指 = pars["親指"].ToPar(); X5Y2_手 = pars["手"].ToPar(); X5Y2_小指 = pars["小指"].ToPar(); @@ -4039,7 +4039,7 @@ namespace SlaveMatrix X5Y2_呪印_鎖1 = pars2["鎖1"].ToPar(); X5Y2_呪印_鎖2 = pars2["鎖2"].ToPar(); X5Y2_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[5][3]; + pars = Body[5][3]; X5Y3_親指 = pars["親指"].ToPar(); X5Y3_手 = pars["手"].ToPar(); X5Y3_小指 = pars["小指"].ToPar(); @@ -4059,7 +4059,7 @@ namespace SlaveMatrix X5Y3_呪印_鎖1 = pars2["鎖1"].ToPar(); X5Y3_呪印_鎖2 = pars2["鎖2"].ToPar(); X5Y3_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[5][4]; + pars = Body[5][4]; X5Y4_親指 = pars["親指"].ToPar(); X5Y4_手 = pars["手"].ToPar(); X5Y4_小指 = pars["小指"].ToPar(); @@ -4079,7 +4079,7 @@ namespace SlaveMatrix X5Y4_呪印_鎖1 = pars2["鎖1"].ToPar(); X5Y4_呪印_鎖2 = pars2["鎖2"].ToPar(); X5Y4_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[6][0]; + pars = Body[6][0]; X6Y0_親指 = pars["親指"].ToPar(); X6Y0_手 = pars["手"].ToPar(); X6Y0_小指 = pars["小指"].ToPar(); @@ -4099,7 +4099,7 @@ namespace SlaveMatrix X6Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X6Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X6Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[6][1]; + pars = Body[6][1]; X6Y1_親指 = pars["親指"].ToPar(); X6Y1_手 = pars["手"].ToPar(); X6Y1_小指 = pars["小指"].ToPar(); @@ -4119,7 +4119,7 @@ namespace SlaveMatrix X6Y1_呪印_鎖1 = pars2["鎖1"].ToPar(); X6Y1_呪印_鎖2 = pars2["鎖2"].ToPar(); X6Y1_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[6][2]; + pars = Body[6][2]; X6Y2_親指 = pars["親指"].ToPar(); X6Y2_手 = pars["手"].ToPar(); X6Y2_小指 = pars["小指"].ToPar(); @@ -4139,7 +4139,7 @@ namespace SlaveMatrix X6Y2_呪印_鎖1 = pars2["鎖1"].ToPar(); X6Y2_呪印_鎖2 = pars2["鎖2"].ToPar(); X6Y2_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[6][3]; + pars = Body[6][3]; X6Y3_親指 = pars["親指"].ToPar(); X6Y3_手 = pars["手"].ToPar(); X6Y3_小指 = pars["小指"].ToPar(); @@ -4159,7 +4159,7 @@ namespace SlaveMatrix X6Y3_呪印_鎖1 = pars2["鎖1"].ToPar(); X6Y3_呪印_鎖2 = pars2["鎖2"].ToPar(); X6Y3_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[6][4]; + pars = Body[6][4]; X6Y4_親指 = pars["親指"].ToPar(); X6Y4_手 = pars["手"].ToPar(); X6Y4_小指 = pars["小指"].ToPar(); @@ -4179,7 +4179,7 @@ namespace SlaveMatrix X6Y4_呪印_鎖1 = pars2["鎖1"].ToPar(); X6Y4_呪印_鎖2 = pars2["鎖2"].ToPar(); X6Y4_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[7][0]; + pars = Body[7][0]; X7Y0_小指 = pars["小指"].ToPar(); X7Y0_薬指 = pars["薬指"].ToPar(); X7Y0_中指 = pars["中指"].ToPar(); @@ -4199,7 +4199,7 @@ namespace SlaveMatrix X7Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X7Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X7Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[7][1]; + pars = Body[7][1]; X7Y1_小指 = pars["小指"].ToPar(); X7Y1_薬指 = pars["薬指"].ToPar(); X7Y1_中指 = pars["中指"].ToPar(); @@ -4219,7 +4219,7 @@ namespace SlaveMatrix X7Y1_呪印_鎖1 = pars2["鎖1"].ToPar(); X7Y1_呪印_鎖2 = pars2["鎖2"].ToPar(); X7Y1_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[7][2]; + pars = Body[7][2]; X7Y2_小指 = pars["小指"].ToPar(); X7Y2_薬指 = pars["薬指"].ToPar(); X7Y2_中指 = pars["中指"].ToPar(); @@ -4239,7 +4239,7 @@ namespace SlaveMatrix X7Y2_呪印_鎖1 = pars2["鎖1"].ToPar(); X7Y2_呪印_鎖2 = pars2["鎖2"].ToPar(); X7Y2_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[7][3]; + pars = Body[7][3]; X7Y3_小指 = pars["小指"].ToPar(); X7Y3_薬指 = pars["薬指"].ToPar(); X7Y3_中指 = pars["中指"].ToPar(); @@ -4259,7 +4259,7 @@ namespace SlaveMatrix X7Y3_呪印_鎖1 = pars2["鎖1"].ToPar(); X7Y3_呪印_鎖2 = pars2["鎖2"].ToPar(); X7Y3_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[7][4]; + pars = Body[7][4]; X7Y4_小指 = pars["小指"].ToPar(); X7Y4_薬指 = pars["薬指"].ToPar(); X7Y4_中指 = pars["中指"].ToPar(); @@ -4279,77 +4279,77 @@ namespace SlaveMatrix X7Y4_呪印_鎖1 = pars2["鎖1"].ToPar(); X7Y4_呪印_鎖2 = pars2["鎖2"].ToPar(); X7Y4_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[8][0]; + pars = Body[8][0]; X8Y0_手 = pars["手"].ToPar(); X8Y0_小指 = pars["小指"].ToPar(); X8Y0_薬指 = pars["薬指"].ToPar(); X8Y0_中指 = pars["中指"].ToPar(); X8Y0_人指 = pars["人指"].ToPar(); X8Y0_親指 = pars["親指"].ToPar(); - pars = 本体[8][1]; + pars = Body[8][1]; X8Y1_手 = pars["手"].ToPar(); X8Y1_小指 = pars["小指"].ToPar(); X8Y1_薬指 = pars["薬指"].ToPar(); X8Y1_中指 = pars["中指"].ToPar(); X8Y1_人指 = pars["人指"].ToPar(); X8Y1_親指 = pars["親指"].ToPar(); - pars = 本体[8][2]; + pars = Body[8][2]; X8Y2_手 = pars["手"].ToPar(); X8Y2_小指 = pars["小指"].ToPar(); X8Y2_薬指 = pars["薬指"].ToPar(); X8Y2_中指 = pars["中指"].ToPar(); X8Y2_人指 = pars["人指"].ToPar(); X8Y2_親指 = pars["親指"].ToPar(); - pars = 本体[8][3]; + pars = Body[8][3]; X8Y3_手 = pars["手"].ToPar(); X8Y3_小指 = pars["小指"].ToPar(); X8Y3_薬指 = pars["薬指"].ToPar(); X8Y3_中指 = pars["中指"].ToPar(); X8Y3_人指 = pars["人指"].ToPar(); X8Y3_親指 = pars["親指"].ToPar(); - pars = 本体[8][4]; + pars = Body[8][4]; X8Y4_手 = pars["手"].ToPar(); X8Y4_小指 = pars["小指"].ToPar(); X8Y4_薬指 = pars["薬指"].ToPar(); X8Y4_中指 = pars["中指"].ToPar(); X8Y4_人指 = pars["人指"].ToPar(); X8Y4_親指 = pars["親指"].ToPar(); - pars = 本体[9][0]; + pars = Body[9][0]; X9Y0_手 = pars["手"].ToPar(); X9Y0_小指 = pars["小指"].ToPar(); X9Y0_薬指 = pars["薬指"].ToPar(); X9Y0_中指 = pars["中指"].ToPar(); X9Y0_人指 = pars["人指"].ToPar(); X9Y0_親指 = pars["親指"].ToPar(); - pars = 本体[9][1]; + pars = Body[9][1]; X9Y1_手 = pars["手"].ToPar(); X9Y1_小指 = pars["小指"].ToPar(); X9Y1_薬指 = pars["薬指"].ToPar(); X9Y1_中指 = pars["中指"].ToPar(); X9Y1_人指 = pars["人指"].ToPar(); X9Y1_親指 = pars["親指"].ToPar(); - pars = 本体[9][2]; + pars = Body[9][2]; X9Y2_手 = pars["手"].ToPar(); X9Y2_小指 = pars["小指"].ToPar(); X9Y2_薬指 = pars["薬指"].ToPar(); X9Y2_中指 = pars["中指"].ToPar(); X9Y2_人指 = pars["人指"].ToPar(); X9Y2_親指 = pars["親指"].ToPar(); - pars = 本体[9][3]; + pars = Body[9][3]; X9Y3_手 = pars["手"].ToPar(); X9Y3_小指 = pars["小指"].ToPar(); X9Y3_薬指 = pars["薬指"].ToPar(); X9Y3_中指 = pars["中指"].ToPar(); X9Y3_人指 = pars["人指"].ToPar(); X9Y3_親指 = pars["親指"].ToPar(); - pars = 本体[9][4]; + pars = Body[9][4]; X9Y4_手 = pars["手"].ToPar(); X9Y4_小指 = pars["小指"].ToPar(); X9Y4_薬指 = pars["薬指"].ToPar(); X9Y4_中指 = pars["中指"].ToPar(); X9Y4_人指 = pars["人指"].ToPar(); X9Y4_親指 = pars["親指"].ToPar(); - pars = 本体[10][0]; + pars = Body[10][0]; X10Y0_親指 = pars["親指"].ToPar(); X10Y0_手 = pars["手"].ToPar(); X10Y0_小指 = pars["小指"].ToPar(); @@ -4369,7 +4369,7 @@ namespace SlaveMatrix X10Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X10Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X10Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[10][1]; + pars = Body[10][1]; X10Y1_親指 = pars["親指"].ToPar(); X10Y1_手 = pars["手"].ToPar(); X10Y1_小指 = pars["小指"].ToPar(); @@ -4389,7 +4389,7 @@ namespace SlaveMatrix X10Y1_呪印_鎖1 = pars2["鎖1"].ToPar(); X10Y1_呪印_鎖2 = pars2["鎖2"].ToPar(); X10Y1_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[10][2]; + pars = Body[10][2]; X10Y2_親指 = pars["親指"].ToPar(); X10Y2_手 = pars["手"].ToPar(); X10Y2_小指 = pars["小指"].ToPar(); @@ -4409,7 +4409,7 @@ namespace SlaveMatrix X10Y2_呪印_鎖1 = pars2["鎖1"].ToPar(); X10Y2_呪印_鎖2 = pars2["鎖2"].ToPar(); X10Y2_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[10][3]; + pars = Body[10][3]; X10Y3_親指 = pars["親指"].ToPar(); X10Y3_手 = pars["手"].ToPar(); X10Y3_小指 = pars["小指"].ToPar(); @@ -4429,7 +4429,7 @@ namespace SlaveMatrix X10Y3_呪印_鎖1 = pars2["鎖1"].ToPar(); X10Y3_呪印_鎖2 = pars2["鎖2"].ToPar(); X10Y3_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[10][4]; + pars = Body[10][4]; X10Y4_親指 = pars["親指"].ToPar(); X10Y4_手 = pars["手"].ToPar(); X10Y4_小指 = pars["小指"].ToPar(); @@ -4449,7 +4449,7 @@ namespace SlaveMatrix X10Y4_呪印_鎖1 = pars2["鎖1"].ToPar(); X10Y4_呪印_鎖2 = pars2["鎖2"].ToPar(); X10Y4_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[11][0]; + pars = Body[11][0]; X11Y0_小指 = pars["小指"].ToPar(); X11Y0_薬指 = pars["薬指"].ToPar(); X11Y0_中指 = pars["中指"].ToPar(); @@ -4468,7 +4468,7 @@ namespace SlaveMatrix X11Y0_呪印_輪3_輪内 = pars3["輪内"].ToPar(); X11Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X11Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[12][0]; + pars = Body[12][0]; X12Y0_親指 = pars["親指"].ToPar(); X12Y0_手 = pars["手"].ToPar(); X12Y0_小指 = pars["小指"].ToPar(); @@ -4488,7 +4488,7 @@ namespace SlaveMatrix X12Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X12Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X12Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[13][0]; + pars = Body[13][0]; X13Y0_中指 = pars["中指"].ToPar(); X13Y0_人指 = pars["人指"].ToPar(); X13Y0_手 = pars["手"].ToPar(); @@ -4505,7 +4505,7 @@ namespace SlaveMatrix X13Y0_呪印_輪3_輪内 = pars3["輪内"].ToPar(); X13Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X13Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[14][0]; + pars = Body[14][0]; X14Y0_親指 = pars["親指"].ToPar(); X14Y0_手 = pars["手"].ToPar(); X14Y0_小指 = pars["小指"].ToPar(); @@ -4525,7 +4525,7 @@ namespace SlaveMatrix X14Y0_呪印_鎖1 = pars2["鎖1"].ToPar(); X14Y0_呪印_鎖2 = pars2["鎖2"].ToPar(); X14Y0_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[14][1]; + pars = Body[14][1]; X14Y1_親指 = pars["親指"].ToPar(); X14Y1_手 = pars["手"].ToPar(); X14Y1_小指 = pars["小指"].ToPar(); @@ -4545,7 +4545,7 @@ namespace SlaveMatrix X14Y1_呪印_鎖1 = pars2["鎖1"].ToPar(); X14Y1_呪印_鎖2 = pars2["鎖2"].ToPar(); X14Y1_呪印_鎖3 = pars2["鎖3"].ToPar(); - pars = 本体[14][2]; + pars = Body[14][2]; X14Y2_親指 = pars["親指"].ToPar(); X14Y2_手 = pars["手"].ToPar(); X14Y2_小指 = pars["小指"].ToPar(); @@ -4565,8 +4565,8 @@ namespace SlaveMatrix X14Y2_呪印_鎖1 = pars2["鎖1"].ToPar(); X14Y2_呪印_鎖2 = pars2["鎖2"].ToPar(); X14Y2_呪印_鎖3 = pars2["鎖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; @@ -5223,12 +5223,12 @@ namespace SlaveMatrix X8Y3_手.BasePointBase = X8Y3_手.ToLocal(X8Y3_中指.ToGlobal(X8Y3_中指.JP[0].Joint)); X8Y4_手.BasePointBase = X8Y4_手.ToLocal(X8Y4_中指.ToGlobal(X8Y4_中指.JP[0].Joint)); 尺度B = 1.075; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: Are.Draw(X0Y0_親指); @@ -5265,7 +5265,7 @@ namespace SlaveMatrix Are.Draw(X1Y0_呪印_鎖3); break; case 2: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X2Y0_親指); @@ -5389,7 +5389,7 @@ namespace SlaveMatrix Are.Draw(X4Y0_呪印_鎖3); break; case 5: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X5Y0_親指); @@ -5479,7 +5479,7 @@ namespace SlaveMatrix } break; case 6: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X6Y0_人指); @@ -5499,7 +5499,7 @@ namespace SlaveMatrix } break; case 7: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X7Y0_人指); @@ -5519,7 +5519,7 @@ namespace SlaveMatrix } break; case 8: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X8Y0_薬指); @@ -5544,7 +5544,7 @@ namespace SlaveMatrix } break; case 9: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X9Y0_手); @@ -5589,7 +5589,7 @@ namespace SlaveMatrix } break; case 10: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X10Y0_親指); @@ -5726,7 +5726,7 @@ namespace SlaveMatrix Are.Draw(X13Y0_呪印_鎖3); break; default: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X14Y0_親指); @@ -5786,10 +5786,10 @@ namespace SlaveMatrix public override void 描画1(RenderArea Are) { - switch (本体.IndexX) + switch (Body.IndexX) { case 6: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X6Y0_親指); @@ -5874,7 +5874,7 @@ namespace SlaveMatrix } break; case 7: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X7Y0_小指); @@ -5959,7 +5959,7 @@ namespace SlaveMatrix } break; case 8: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X8Y0_手); @@ -5998,7 +5998,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: X0Y0_親指CP.Update(); @@ -6035,7 +6035,7 @@ namespace SlaveMatrix X1Y0_呪印_鎖3CP.Update(); break; case 2: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X2Y0_親指CP.Update(); @@ -6159,7 +6159,7 @@ namespace SlaveMatrix X4Y0_呪印_鎖3CP.Update(); break; case 5: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X5Y0_親指CP.Update(); @@ -6249,7 +6249,7 @@ namespace SlaveMatrix } break; case 6: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X6Y0Pars.GetMiY_MaY(out mm); @@ -6344,7 +6344,7 @@ namespace SlaveMatrix } break; case 7: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X7Y0Pars.GetMiY_MaY(out mm); @@ -6439,7 +6439,7 @@ namespace SlaveMatrix } break; case 8: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X8Y0_手CP.Update(); @@ -6484,7 +6484,7 @@ namespace SlaveMatrix } break; case 9: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X9Y0_手CP.Update(); @@ -6529,7 +6529,7 @@ namespace SlaveMatrix } break; case 10: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X10Y0_親指CP.Update(); @@ -6666,7 +6666,7 @@ namespace SlaveMatrix X13Y0_呪印_鎖3CP.Update(); break; default: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X14Y0_親指CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs index 91fabf9..72a1dda 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs @@ -859,8 +859,8 @@ namespace SlaveMatrix 調教UI.Set_乳首(調教UI.ハンド左, 右: false); 調教UI.押し(ref cd); 乳繰りモード(ref cd); - 調教UI.ハンド右.Yi = (調教UI.ハンド右.Yi + dt.Sign() * 2).Clamp(0, 調教UI.ハンド右.本体.CountY); - 調教UI.ハンド左.Yi = (調教UI.ハンド左.Yi - dt.Sign() * 2).Clamp(0, 調教UI.ハンド左.本体.CountY); + 調教UI.ハンド右.Yi = (調教UI.ハンド右.Yi + dt.Sign() * 2).Clamp(0, 調教UI.ハンド右.Body.CountY); + 調教UI.ハンド左.Yi = (調教UI.ハンド左.Yi - dt.Sign() * 2).Clamp(0, 調教UI.ハンド左.Body.CountY); 乳繰りsi(); 調教UI.乳首演出(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs index 2fa17ef..84c4ead 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs @@ -560,8 +560,8 @@ namespace SlaveMatrix public バイブ_アナル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_アナルD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["アナル"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["アナル"]); + Pars pars = Body[0][0]; X0Y0_ヘッド = pars["ヘッド"].ToPar(); Pars pars2 = pars["ユニット"].ToPars(); X0Y0_ユニット_ユニット = pars2["ユニット"].ToPar(); @@ -574,7 +574,7 @@ namespace SlaveMatrix X0Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_ヘッド = pars["ヘッド"].ToPar(); pars2 = pars["ユニット"].ToPars(); X0Y1_ユニット_ユニット = pars2["ユニット"].ToPar(); @@ -587,7 +587,7 @@ namespace SlaveMatrix X0Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_ヘッド = pars["ヘッド"].ToPar(); pars2 = pars["ユニット"].ToPars(); X0Y2_ユニット_ユニット = pars2["ユニット"].ToPar(); @@ -600,7 +600,7 @@ namespace SlaveMatrix X0Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_ヘッド = pars["ヘッド"].ToPar(); pars2 = pars["ユニット"].ToPars(); X0Y3_ユニット_ユニット = pars2["ユニット"].ToPar(); @@ -613,7 +613,7 @@ namespace SlaveMatrix X0Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_ヘッド = pars["ヘッド"].ToPar(); pars2 = pars["ユニット"].ToPars(); X0Y4_ユニット_ユニット = pars2["ユニット"].ToPar(); @@ -626,8 +626,8 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y4_ユニット_パワー4 = pars2["パワー4"].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; @@ -733,12 +733,12 @@ namespace SlaveMatrix X0Y4_ユニット_ユニット.BasePointBase = X0Y4_ユニット_ユニット.ToLocal(X0Y4_ヘッド.ToGlobal(X0Y4_ヘッド.JP[0].Joint)); 尺度B *= 1.07; 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_ヘッドCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs index 846a101..81dcff4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs @@ -974,8 +974,8 @@ namespace SlaveMatrix public バイブ_コモン(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_コモンD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["コモン"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["コモン"]); + Pars pars = Body[0][0]; X0Y0_ヘッド = pars["ヘッド"].ToPar(); X0Y0_イボ1 = pars["イボ1"].ToPar(); X0Y0_イボ2 = pars["イボ2"].ToPar(); @@ -1000,7 +1000,7 @@ namespace SlaveMatrix X0Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_ヘッド = pars["ヘッド"].ToPar(); X0Y1_イボ1 = pars["イボ1"].ToPar(); X0Y1_イボ2 = pars["イボ2"].ToPar(); @@ -1025,7 +1025,7 @@ namespace SlaveMatrix X0Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_ヘッド = pars["ヘッド"].ToPar(); X0Y2_イボ1 = pars["イボ1"].ToPar(); X0Y2_イボ2 = pars["イボ2"].ToPar(); @@ -1047,7 +1047,7 @@ namespace SlaveMatrix X0Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_ヘッド = pars["ヘッド"].ToPar(); X0Y3_イボ1 = pars["イボ1"].ToPar(); X0Y3_イボ2 = pars["イボ2"].ToPar(); @@ -1066,7 +1066,7 @@ namespace SlaveMatrix X0Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_ヘッド = pars["ヘッド"].ToPar(); pars2 = pars["ユニット"].ToPars(); X0Y4_ユニット_ユニット = pars2["ユニット"].ToPar(); @@ -1079,8 +1079,8 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y4_ユニット_パワー4 = pars2["パワー4"].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; @@ -1237,12 +1237,12 @@ namespace SlaveMatrix X0Y4_ユニット_ユニット.BasePointBase = X0Y4_ユニット_ユニット.ToLocal(X0Y4_ヘッド.ToGlobal(X0Y4_ヘッド.JP[0].Joint)); 尺度B *= 1.07; 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_ヘッドCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs index ff94b46..3044bb8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs @@ -683,8 +683,8 @@ namespace SlaveMatrix public バイブ_ディル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_ディルD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["ディル"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["ディル"]); + Pars pars = Body[0][0]; X0Y0_ヘッド = pars["ヘッド"].ToPar(); X0Y0_血管1 = pars["血管1"].ToPar(); X0Y0_血管2 = pars["血管2"].ToPar(); @@ -700,7 +700,7 @@ namespace SlaveMatrix X0Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_ヘッド = pars["ヘッド"].ToPar(); X0Y1_血管1 = pars["血管1"].ToPar(); X0Y1_血管2 = pars["血管2"].ToPar(); @@ -716,7 +716,7 @@ namespace SlaveMatrix X0Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_ヘッド = pars["ヘッド"].ToPar(); X0Y2_血管1 = pars["血管1"].ToPar(); X0Y2_血管2 = pars["血管2"].ToPar(); @@ -731,7 +731,7 @@ namespace SlaveMatrix X0Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_ヘッド = pars["ヘッド"].ToPar(); X0Y3_血管1 = pars["血管1"].ToPar(); X0Y3_血管2 = pars["血管2"].ToPar(); @@ -746,7 +746,7 @@ namespace SlaveMatrix X0Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_ヘッド = pars["ヘッド"].ToPar(); X0Y4_血管 = pars["血管"].ToPar(); pars2 = pars["ユニット"].ToPars(); @@ -760,8 +760,8 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y4_ユニット_パワー4 = pars2["パワー4"].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; @@ -882,12 +882,12 @@ namespace SlaveMatrix X0Y4_ユニット_ユニット.BasePointBase = X0Y4_ユニット_ユニット.ToLocal(X0Y4_ヘッド.ToGlobal(X0Y4_ヘッド.JP[2].Joint)); 尺度B *= 1.07; 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_ヘッドCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs index 5eb39dd..477aaf0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs @@ -806,8 +806,8 @@ namespace SlaveMatrix public バイブ_デンマ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_デンマD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["デンマ"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["デンマ"]); + Pars pars = Body[0][0]; X0Y0_ヘッド = pars["ヘッド"].ToPar(); X0Y0_ヘッド線1 = pars["ヘッド線1"].ToPar(); X0Y0_ヘッド線2 = pars["ヘッド線2"].ToPar(); @@ -826,7 +826,7 @@ namespace SlaveMatrix X0Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_ヘッド = pars["ヘッド"].ToPar(); X0Y1_ヘッド線1 = pars["ヘッド線1"].ToPar(); X0Y1_ヘッド線2 = pars["ヘッド線2"].ToPar(); @@ -845,7 +845,7 @@ namespace SlaveMatrix X0Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_ヘッド = pars["ヘッド"].ToPar(); X0Y2_ヘッド線1 = pars["ヘッド線1"].ToPar(); X0Y2_ヘッド線2 = pars["ヘッド線2"].ToPar(); @@ -863,7 +863,7 @@ namespace SlaveMatrix X0Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_ヘッド = pars["ヘッド"].ToPar(); X0Y3_ヘッド線1 = pars["ヘッド線1"].ToPar(); X0Y3_ヘッド線2 = pars["ヘッド線2"].ToPar(); @@ -880,7 +880,7 @@ namespace SlaveMatrix X0Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_ヘッド = pars["ヘッド"].ToPar(); X0Y4_ヘッド線 = pars["ヘッド線"].ToPar(); X0Y4_拡張ユニット = pars["拡張ユニット"].ToPar(); @@ -896,10 +896,10 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y4_ユニット_パワー4 = pars2["パワー4"].ToPar(); - 本体.SetJoints(); - 接続根 = new JointD(本体); - 本体.SetJoints(); - 接続根 = new JointD(本体); + Body.SetJoints(); + 接続根 = new JointD(Body); + 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; @@ -1036,12 +1036,12 @@ namespace SlaveMatrix X0Y4_ユニット_ユニット.BasePointBase = X0Y4_ユニット_ユニット.ToLocal(X0Y4_ヘッド.ToGlobal(X0Y4_ヘッド.JP[1].Joint)); 尺度B *= 1.07; 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_ヘッドCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs index d0b966b..33342b3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs @@ -2645,8 +2645,8 @@ namespace SlaveMatrix public バイブ_ドリル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_ドリルD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["ドリル"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["ドリル"]); + Pars pars = Body[0][0]; X0Y0_ヘッド = pars["ヘッド"].ToPar(); X0Y0_イボ1 = pars["イボ1"].ToPar(); X0Y0_イボ2 = pars["イボ2"].ToPar(); @@ -2677,7 +2677,7 @@ namespace SlaveMatrix X0Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_ヘッド = pars["ヘッド"].ToPar(); X0Y1_イボ1 = pars["イボ1"].ToPar(); X0Y1_イボ2 = pars["イボ2"].ToPar(); @@ -2707,7 +2707,7 @@ namespace SlaveMatrix X0Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_ヘッド = pars["ヘッド"].ToPar(); X0Y2_イボ1 = pars["イボ1"].ToPar(); X0Y2_イボ2 = pars["イボ2"].ToPar(); @@ -2732,7 +2732,7 @@ namespace SlaveMatrix X0Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_ヘッド = pars["ヘッド"].ToPar(); X0Y3_イボ1 = pars["イボ1"].ToPar(); X0Y3_イボ2 = pars["イボ2"].ToPar(); @@ -2752,7 +2752,7 @@ namespace SlaveMatrix X0Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_ヘッド = pars["ヘッド"].ToPar(); X0Y4_イボ1 = pars["イボ1"].ToPar(); X0Y4_イボ2 = pars["イボ2"].ToPar(); @@ -2768,7 +2768,7 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X0Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X0Y4_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_ヘッド = pars["ヘッド"].ToPar(); X1Y0_イボ1 = pars["イボ1"].ToPar(); X1Y0_イボ2 = pars["イボ2"].ToPar(); @@ -2800,7 +2800,7 @@ namespace SlaveMatrix X1Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X1Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X1Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_ヘッド = pars["ヘッド"].ToPar(); X1Y1_イボ1 = pars["イボ1"].ToPar(); X1Y1_イボ2 = pars["イボ2"].ToPar(); @@ -2830,7 +2830,7 @@ namespace SlaveMatrix X1Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X1Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X1Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_ヘッド = pars["ヘッド"].ToPar(); X1Y2_イボ1 = pars["イボ1"].ToPar(); X1Y2_イボ2 = pars["イボ2"].ToPar(); @@ -2856,7 +2856,7 @@ namespace SlaveMatrix X1Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X1Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X1Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_ヘッド = pars["ヘッド"].ToPar(); X1Y3_イボ1 = pars["イボ1"].ToPar(); X1Y3_イボ2 = pars["イボ2"].ToPar(); @@ -2877,7 +2877,7 @@ namespace SlaveMatrix X1Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X1Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X1Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_ヘッド = pars["ヘッド"].ToPar(); X1Y4_イボ1 = pars["イボ1"].ToPar(); X1Y4_イボ2 = pars["イボ2"].ToPar(); @@ -2893,7 +2893,7 @@ namespace SlaveMatrix X1Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X1Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X1Y4_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[2][0]; + pars = Body[2][0]; X2Y0_ヘッド = pars["ヘッド"].ToPar(); X2Y0_イボ1 = pars["イボ1"].ToPar(); X2Y0_イボ2 = pars["イボ2"].ToPar(); @@ -2927,7 +2927,7 @@ namespace SlaveMatrix X2Y0_ユニット_パワー2 = pars2["パワー2"].ToPar(); X2Y0_ユニット_パワー3 = pars2["パワー3"].ToPar(); X2Y0_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[2][1]; + pars = Body[2][1]; X2Y1_ヘッド = pars["ヘッド"].ToPar(); X2Y1_イボ1 = pars["イボ1"].ToPar(); X2Y1_イボ2 = pars["イボ2"].ToPar(); @@ -2959,7 +2959,7 @@ namespace SlaveMatrix X2Y1_ユニット_パワー2 = pars2["パワー2"].ToPar(); X2Y1_ユニット_パワー3 = pars2["パワー3"].ToPar(); X2Y1_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[2][2]; + pars = Body[2][2]; X2Y2_ヘッド = pars["ヘッド"].ToPar(); X2Y2_イボ1 = pars["イボ1"].ToPar(); X2Y2_イボ2 = pars["イボ2"].ToPar(); @@ -2986,7 +2986,7 @@ namespace SlaveMatrix X2Y2_ユニット_パワー2 = pars2["パワー2"].ToPar(); X2Y2_ユニット_パワー3 = pars2["パワー3"].ToPar(); X2Y2_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[2][3]; + pars = Body[2][3]; X2Y3_ヘッド = pars["ヘッド"].ToPar(); X2Y3_イボ1 = pars["イボ1"].ToPar(); X2Y3_イボ2 = pars["イボ2"].ToPar(); @@ -3009,7 +3009,7 @@ namespace SlaveMatrix X2Y3_ユニット_パワー2 = pars2["パワー2"].ToPar(); X2Y3_ユニット_パワー3 = pars2["パワー3"].ToPar(); X2Y3_ユニット_パワー4 = pars2["パワー4"].ToPar(); - pars = 本体[2][4]; + pars = Body[2][4]; X2Y4_ヘッド = pars["ヘッド"].ToPar(); X2Y4_イボ1 = pars["イボ1"].ToPar(); X2Y4_イボ2 = pars["イボ2"].ToPar(); @@ -3026,8 +3026,8 @@ namespace SlaveMatrix X2Y4_ユニット_パワー2 = pars2["パワー2"].ToPar(); X2Y4_ユニット_パワー3 = pars2["パワー3"].ToPar(); X2Y4_ユニット_パワー4 = pars2["パワー4"].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; @@ -3459,15 +3459,15 @@ namespace SlaveMatrix X2Y4_ユニット_ユニット.BasePointBase = X2Y4_ユニット_ユニット.ToLocal(X2Y4_ヘッド.ToGlobal(X2Y4_ヘッド.JP[4].Joint)); 尺度B *= 1.07; 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_ヘッドCP.Update(); @@ -3594,7 +3594,7 @@ namespace SlaveMatrix } return; case 1: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_ヘッドCP.Update(); @@ -3724,7 +3724,7 @@ namespace SlaveMatrix } return; } - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X2Y0_ヘッドCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs index 989729f..6d41e0a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs @@ -995,8 +995,8 @@ namespace SlaveMatrix public パール(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, パールD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["パール"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["パール"]); + Pars pars = Body[0][0]; X0Y0_軸 = pars["軸"].ToPar(); X0Y0_玉境界 = pars["玉境界"].ToPar(); X0Y0_玉1 = pars["玉1"].ToPar(); @@ -1008,7 +1008,7 @@ namespace SlaveMatrix X0Y0_玉7 = pars["玉7"].ToPar(); X0Y0_輪上 = pars["輪上"].ToPar(); X0Y0_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_軸 = pars["軸"].ToPar(); X0Y1_玉境界 = pars["玉境界"].ToPar(); X0Y1_玉1 = pars["玉1"].ToPar(); @@ -1020,7 +1020,7 @@ namespace SlaveMatrix X0Y1_玉7 = pars["玉7"].ToPar(); X0Y1_輪上 = pars["輪上"].ToPar(); X0Y1_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_軸 = pars["軸"].ToPar(); X0Y2_玉境界 = pars["玉境界"].ToPar(); X0Y2_玉1 = pars["玉1"].ToPar(); @@ -1031,7 +1031,7 @@ namespace SlaveMatrix X0Y2_玉6 = pars["玉6"].ToPar(); X0Y2_輪上 = pars["輪上"].ToPar(); X0Y2_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_軸 = pars["軸"].ToPar(); X0Y3_玉境界 = pars["玉境界"].ToPar(); X0Y3_玉1 = pars["玉1"].ToPar(); @@ -1042,7 +1042,7 @@ namespace SlaveMatrix X0Y3_玉6 = pars["玉6"].ToPar(); X0Y3_輪上 = pars["輪上"].ToPar(); X0Y3_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_軸 = pars["軸"].ToPar(); X0Y4_玉境界 = pars["玉境界"].ToPar(); X0Y4_玉1 = pars["玉1"].ToPar(); @@ -1052,7 +1052,7 @@ namespace SlaveMatrix X0Y4_玉5 = pars["玉5"].ToPar(); X0Y4_輪上 = pars["輪上"].ToPar(); X0Y4_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_軸 = pars["軸"].ToPar(); X0Y5_玉境界 = pars["玉境界"].ToPar(); X0Y5_玉1 = pars["玉1"].ToPar(); @@ -1062,7 +1062,7 @@ namespace SlaveMatrix X0Y5_玉5 = pars["玉5"].ToPar(); X0Y5_輪上 = pars["輪上"].ToPar(); X0Y5_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_軸 = pars["軸"].ToPar(); X0Y6_玉境界 = pars["玉境界"].ToPar(); X0Y6_玉1 = pars["玉1"].ToPar(); @@ -1071,7 +1071,7 @@ namespace SlaveMatrix X0Y6_玉4 = pars["玉4"].ToPar(); X0Y6_輪上 = pars["輪上"].ToPar(); X0Y6_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_軸 = pars["軸"].ToPar(); X0Y7_玉境界 = pars["玉境界"].ToPar(); X0Y7_玉1 = pars["玉1"].ToPar(); @@ -1080,7 +1080,7 @@ namespace SlaveMatrix X0Y7_玉4 = pars["玉4"].ToPar(); X0Y7_輪上 = pars["輪上"].ToPar(); X0Y7_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_軸 = pars["軸"].ToPar(); X0Y8_玉境界 = pars["玉境界"].ToPar(); X0Y8_玉1 = pars["玉1"].ToPar(); @@ -1088,7 +1088,7 @@ namespace SlaveMatrix X0Y8_玉3 = pars["玉3"].ToPar(); X0Y8_輪上 = pars["輪上"].ToPar(); X0Y8_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][9]; + pars = Body[0][9]; X0Y9_軸 = pars["軸"].ToPar(); X0Y9_玉境界 = pars["玉境界"].ToPar(); X0Y9_玉1 = pars["玉1"].ToPar(); @@ -1096,48 +1096,48 @@ namespace SlaveMatrix X0Y9_玉3 = pars["玉3"].ToPar(); X0Y9_輪上 = pars["輪上"].ToPar(); X0Y9_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][10]; + pars = Body[0][10]; X0Y10_軸 = pars["軸"].ToPar(); X0Y10_玉境界 = pars["玉境界"].ToPar(); X0Y10_玉1 = pars["玉1"].ToPar(); X0Y10_玉2 = pars["玉2"].ToPar(); X0Y10_輪上 = pars["輪上"].ToPar(); X0Y10_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][11]; + pars = Body[0][11]; X0Y11_軸 = pars["軸"].ToPar(); X0Y11_玉境界 = pars["玉境界"].ToPar(); X0Y11_玉1 = pars["玉1"].ToPar(); X0Y11_玉2 = pars["玉2"].ToPar(); X0Y11_輪上 = pars["輪上"].ToPar(); X0Y11_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][12]; + pars = Body[0][12]; X0Y12_軸 = pars["軸"].ToPar(); X0Y12_玉境界 = pars["玉境界"].ToPar(); X0Y12_玉 = pars["玉"].ToPar(); X0Y12_輪上 = pars["輪上"].ToPar(); X0Y12_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][13]; + pars = Body[0][13]; X0Y13_軸 = pars["軸"].ToPar(); X0Y13_玉境界 = pars["玉境界"].ToPar(); X0Y13_玉 = pars["玉"].ToPar(); X0Y13_輪上 = pars["輪上"].ToPar(); X0Y13_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][14]; + pars = Body[0][14]; X0Y14_軸 = pars["軸"].ToPar(); X0Y14_玉境界 = pars["玉境界"].ToPar(); X0Y14_輪上 = pars["輪上"].ToPar(); X0Y14_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][15]; + pars = Body[0][15]; X0Y15_軸 = pars["軸"].ToPar(); X0Y15_玉境界 = pars["玉境界"].ToPar(); X0Y15_輪上 = pars["輪上"].ToPar(); X0Y15_輪下 = pars["輪下"].ToPar(); - pars = 本体[0][16]; + pars = Body[0][16]; X0Y16_軸 = pars["軸"].ToPar(); X0Y16_輪上境界 = pars["輪上境界"].ToPar(); X0Y16_輪下 = pars["輪下"].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; @@ -1325,12 +1325,12 @@ namespace SlaveMatrix X0Y16_輪下.BasePointBase = X0Y16_輪下.ToLocal(X0Y16_輪上境界.ToGlobal(X0Y16_輪上境界.JP[0].Joint)); 尺度B *= 1.07; 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_軸CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs index 6b9d5a8..27b8f0c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs @@ -100,11 +100,11 @@ namespace SlaveMatrix public ピアス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ピアスD e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["ピアス"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["ピアス"]); + Pars pars = Body[0][0]; X0Y0_ピアス = pars["ピアス"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs index 1d28d68..16d1b95 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs @@ -430,71 +430,71 @@ namespace SlaveMatrix } } - public JointS 尿道_接続点 => new JointS(本体, X0Y0_陰茎, 3); + public JointS 尿道_接続点 => new JointS(Body, X0Y0_陰茎, 3); public ペニス(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, ペニスD e) { ペニス ペニス2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["ペニス"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["ペニス"]); + Pars pars = Body[0][0]; X0Y0_陰嚢 = pars["陰嚢"].ToPar(); X0Y0_陰茎 = pars["陰茎"].ToPar(); X0Y0_血管下 = pars["血管下"].ToPar(); X0Y0_血管上 = pars["血管上"].ToPar(); X0Y0_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_陰嚢 = pars["陰嚢"].ToPar(); X0Y1_陰茎 = pars["陰茎"].ToPar(); X0Y1_血管下 = pars["血管下"].ToPar(); X0Y1_血管上 = pars["血管上"].ToPar(); X0Y1_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_陰嚢 = pars["陰嚢"].ToPar(); X0Y2_陰茎 = pars["陰茎"].ToPar(); X0Y2_血管下 = pars["血管下"].ToPar(); X0Y2_血管上 = pars["血管上"].ToPar(); X0Y2_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_陰嚢 = pars["陰嚢"].ToPar(); X0Y3_陰茎 = pars["陰茎"].ToPar(); X0Y3_血管下 = pars["血管下"].ToPar(); X0Y3_血管上 = pars["血管上"].ToPar(); X0Y3_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_陰嚢 = pars["陰嚢"].ToPar(); X0Y4_陰茎 = pars["陰茎"].ToPar(); X0Y4_血管下 = pars["血管下"].ToPar(); X0Y4_血管上 = pars["血管上"].ToPar(); X0Y4_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_陰嚢 = pars["陰嚢"].ToPar(); X1Y0_陰茎 = pars["陰茎"].ToPar(); X1Y0_血管下 = pars["血管下"].ToPar(); X1Y0_血管上 = pars["血管上"].ToPar(); X1Y0_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_陰嚢 = pars["陰嚢"].ToPar(); X1Y1_陰茎 = pars["陰茎"].ToPar(); X1Y1_血管下 = pars["血管下"].ToPar(); X1Y1_血管上 = pars["血管上"].ToPar(); X1Y1_亀頭 = pars["亀頭"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_陰嚢 = pars["陰嚢"].ToPar(); X1Y2_陰茎 = pars["陰茎"].ToPar(); X1Y2_血管下 = pars["血管下"].ToPar(); X1Y2_血管上 = pars["血管上"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_陰嚢 = pars["陰嚢"].ToPar(); X1Y3_陰茎 = pars["陰茎"].ToPar(); X1Y3_血管下 = pars["血管下"].ToPar(); X1Y3_血管上 = pars["血管上"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_陰嚢 = pars["陰嚢"].ToPar(); X1Y4_陰茎 = pars["陰茎"].ToPar(); X1Y4_血管下 = pars["血管下"].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; @@ -603,11 +603,11 @@ namespace SlaveMatrix X1Y3_陰嚢.BasePointBase = X1Y3_陰嚢.ToLocal(X1Y3_陰茎.ToGlobal(X1Y3_陰茎.JP[2].Joint)); X1Y4_陰嚢.BasePointBase = X1Y4_陰嚢.ToLocal(X1Y4_陰茎.ToGlobal(X1Y4_陰茎.JP[2].Joint)); Vector2D position = AreM.GetPosition(ref AreM.BasePoint); - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.PositionBase = position; } - 本体.JoinPAall(); + Body.JoinPAall(); 尺度B *= 1.07; 尺度B = 1.08; } @@ -621,15 +621,15 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { AreM.Clear(); - 本体.Draw(AreM); + Body.Draw(AreM); Are.Draw(AreM); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_陰嚢CP.Update(); @@ -670,7 +670,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_陰嚢CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs index 7ceb7eb..6878dfd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs @@ -612,7 +612,7 @@ namespace SlaveMatrix Runing = delegate(Mot m) { xc = 1.0 + 0.2 * m.Value; - foreach (Par item in 調教UI.ペニス.本体.EnumAllPar()) + foreach (Par item in 調教UI.ペニス.Body.EnumAllPar()) { if (item.Tag != "陰嚢") { @@ -677,7 +677,7 @@ namespace SlaveMatrix 調教UI.射精.Yv = m.Value; if (調教UI.射精.Yv >= 0.65 && 調教UI.Focus == ペニス) { - p = 調教UI.射精.本体.Current.EnumAllPar().First(); + p = 調教UI.射精.Body.Current.EnumAllPar().First(); cp = p.ToGlobal(p.OP.GetCenter() + Oth.GetRandomVector() * 0.0025); hc = ペニス処理2.Med.GetHitColor(ペニス処理2.Med.FromBasePosition(cp)); ペニス処理2.Bod.Addぶっかけ(cp, hc); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs index 135c3f1..bec1512 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs @@ -416,14 +416,14 @@ namespace SlaveMatrix } } - public JointS 腹板_接続点 => new JointS(本体, X0Y0_腹, 0); + public JointS 腹板_接続点 => new JointS(Body, X0Y0_腹, 0); public ボテ腹_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ボテ腹_人D e) { ボテ腹_人 ボテ腹_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["ボテ腹"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["ボテ腹"]); + Pars pars = Body[0][0]; X0Y0_腹 = pars["腹"].ToPar(); X0Y0_ハイライト = pars["ハイライト"].ToPar(); X0Y0_臍 = pars["臍"].ToPar(); @@ -431,7 +431,7 @@ namespace SlaveMatrix X0Y0_ハイライト左2 = pars["ハイライト左2"].ToPar(); X0Y0_ハイライト右1 = pars["ハイライト右1"].ToPar(); X0Y0_ハイライト右2 = pars["ハイライト右2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_腹 = pars["腹"].ToPar(); X0Y1_ハイライト = pars["ハイライト"].ToPar(); X0Y1_臍 = pars["臍"].ToPar(); @@ -439,7 +439,7 @@ namespace SlaveMatrix X0Y1_ハイライト左2 = pars["ハイライト左2"].ToPar(); X0Y1_ハイライト右1 = pars["ハイライト右1"].ToPar(); X0Y1_ハイライト右2 = pars["ハイライト右2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_腹 = pars["腹"].ToPar(); X0Y2_ハイライト = pars["ハイライト"].ToPar(); X0Y2_臍 = pars["臍"].ToPar(); @@ -447,7 +447,7 @@ namespace SlaveMatrix X0Y2_ハイライト左2 = pars["ハイライト左2"].ToPar(); X0Y2_ハイライト右1 = pars["ハイライト右1"].ToPar(); X0Y2_ハイライト右2 = pars["ハイライト右2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_腹 = pars["腹"].ToPar(); X0Y3_ハイライト = pars["ハイライト"].ToPar(); X0Y3_臍 = pars["臍"].ToPar(); @@ -455,7 +455,7 @@ namespace SlaveMatrix X0Y3_ハイライト左2 = pars["ハイライト左2"].ToPar(); X0Y3_ハイライト右1 = pars["ハイライト右1"].ToPar(); X0Y3_ハイライト右2 = pars["ハイライト右2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_腹 = pars["腹"].ToPar(); X0Y4_ハイライト = pars["ハイライト"].ToPar(); X0Y4_臍 = pars["臍"].ToPar(); @@ -463,8 +463,8 @@ namespace SlaveMatrix X0Y4_ハイライト左2 = pars["ハイライト左2"].ToPar(); X0Y4_ハイライト右1 = pars["ハイライト右1"].ToPar(); X0Y4_ハイライト右2 = pars["ハイライト右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; @@ -591,14 +591,14 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); キスマーク.Draw(Are); 鞭痕.Draw(Are); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_腹CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs index 6fafee1..be2c7ec 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs @@ -155,30 +155,30 @@ namespace SlaveMatrix } } - public JointS 腹板_接続点 => new JointS(本体, X0Y0_腹, 0); + public JointS 腹板_接続点 => new JointS(Body, X0Y0_腹, 0); public ボテ腹_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ボテ腹_獣D e) { ボテ腹_獣 ボテ腹_獣2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足ボテ腹"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足ボテ腹"]); + Pars pars = Body[0][0]; X0Y0_腹 = pars["腹"].ToPar(); X0Y0_臍 = pars["臍"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_腹 = pars["腹"].ToPar(); X0Y1_臍 = pars["臍"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_腹 = pars["腹"].ToPar(); X0Y2_臍 = pars["臍"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_腹 = pars["腹"].ToPar(); X0Y3_臍 = pars["臍"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_腹 = pars["腹"].ToPar(); X0Y4_臍 = pars["臍"].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; @@ -257,7 +257,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_腹CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs index 5826696..6e3579a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs @@ -425,8 +425,8 @@ namespace SlaveMatrix public ボテ腹板(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ボテ腹板D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["ボテ腹板"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["ボテ腹板"]); + Pars pars = Body[0][0]; Pars pars2 = pars["腹板4"].ToPars(); X0Y0_腹板4_腹板 = pars2["腹板"].ToPar(); X0Y0_腹板4_縦線 = pars2["縦線"].ToPar(); @@ -439,7 +439,7 @@ namespace SlaveMatrix pars2 = pars["腹板1"].ToPars(); X0Y0_腹板1_腹板 = pars2["腹板"].ToPar(); X0Y0_腹板1_縦線 = pars2["縦線"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["腹板4"].ToPars(); X0Y1_腹板4_腹板 = pars2["腹板"].ToPar(); X0Y1_腹板4_縦線 = pars2["縦線"].ToPar(); @@ -452,7 +452,7 @@ namespace SlaveMatrix pars2 = pars3["腹板1"].ToPars(); X0Y1_腹板1_腹板 = pars2["腹板"].ToPar(); X0Y1_腹板1_縦線 = pars2["縦線"].ToPar(); - Pars pars4 = 本体[0][2]; + Pars pars4 = Body[0][2]; pars2 = pars4["腹板4"].ToPars(); X0Y2_腹板4_腹板 = pars2["腹板"].ToPar(); X0Y2_腹板4_縦線 = pars2["縦線"].ToPar(); @@ -465,7 +465,7 @@ namespace SlaveMatrix pars2 = pars4["腹板1"].ToPars(); X0Y2_腹板1_腹板 = pars2["腹板"].ToPar(); X0Y2_腹板1_縦線 = pars2["縦線"].ToPar(); - Pars pars5 = 本体[0][3]; + Pars pars5 = Body[0][3]; pars2 = pars5["腹板4"].ToPars(); X0Y3_腹板4_腹板 = pars2["腹板"].ToPar(); X0Y3_腹板4_縦線 = pars2["縦線"].ToPar(); @@ -478,7 +478,7 @@ namespace SlaveMatrix pars2 = pars5["腹板1"].ToPars(); X0Y3_腹板1_腹板 = pars2["腹板"].ToPar(); X0Y3_腹板1_縦線 = pars2["縦線"].ToPar(); - Pars pars6 = 本体[0][4]; + Pars pars6 = Body[0][4]; pars2 = pars6["腹板4"].ToPars(); X0Y4_腹板4_腹板 = pars2["腹板"].ToPar(); X0Y4_腹板4_縦線 = pars2["縦線"].ToPar(); @@ -491,8 +491,8 @@ namespace SlaveMatrix pars2 = pars6["腹板1"].ToPars(); X0Y4_腹板1_腹板 = pars2["腹板"].ToPar(); X0Y4_腹板1_縦線 = pars2["縦線"].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; @@ -578,7 +578,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_腹板4_腹板CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs index b3c4281..e2f4084 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs @@ -332,59 +332,59 @@ namespace SlaveMatrix public マウス(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, マウスD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["マウス"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["マウス"]); + Pars pars = Body[0][0]; X0Y0_上唇 = pars["上唇"].ToPar(); X0Y0_下唇 = pars["下唇"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_上唇 = pars["上唇"].ToPar(); X1Y0_下唇 = pars["下唇"].ToPar(); - pars = 本体[2][0]; + pars = Body[2][0]; X2Y0_舌 = pars["舌"].ToPar(); X2Y0_上唇 = pars["上唇"].ToPar(); X2Y0_下唇 = pars["下唇"].ToPar(); - pars = 本体[3][0]; + pars = Body[3][0]; X3Y0_舌 = pars["舌"].ToPar(); X3Y0_上唇 = pars["上唇"].ToPar(); X3Y0_下唇 = pars["下唇"].ToPar(); - pars = 本体[3][1]; + pars = Body[3][1]; X3Y1_舌 = pars["舌"].ToPar(); X3Y1_上唇 = pars["上唇"].ToPar(); X3Y1_下唇 = pars["下唇"].ToPar(); - pars = 本体[3][2]; + pars = Body[3][2]; X3Y2_舌 = pars["舌"].ToPar(); X3Y2_上唇 = pars["上唇"].ToPar(); X3Y2_下唇 = pars["下唇"].ToPar(); - pars = 本体[3][3]; + pars = Body[3][3]; X3Y3_舌 = pars["舌"].ToPar(); X3Y3_上唇 = pars["上唇"].ToPar(); X3Y3_下唇 = pars["下唇"].ToPar(); - pars = 本体[3][4]; + pars = Body[3][4]; X3Y4_舌 = pars["舌"].ToPar(); X3Y4_上唇 = pars["上唇"].ToPar(); X3Y4_下唇 = pars["下唇"].ToPar(); - pars = 本体[4][0]; + pars = Body[4][0]; X4Y0_舌 = pars["舌"].ToPar(); X4Y0_上唇 = pars["上唇"].ToPar(); X4Y0_下唇 = pars["下唇"].ToPar(); - pars = 本体[4][1]; + pars = Body[4][1]; X4Y1_舌 = pars["舌"].ToPar(); X4Y1_上唇 = pars["上唇"].ToPar(); X4Y1_下唇 = pars["下唇"].ToPar(); - pars = 本体[4][2]; + pars = Body[4][2]; X4Y2_舌 = pars["舌"].ToPar(); X4Y2_上唇 = pars["上唇"].ToPar(); X4Y2_下唇 = pars["下唇"].ToPar(); - pars = 本体[4][3]; + pars = Body[4][3]; X4Y3_舌 = pars["舌"].ToPar(); X4Y3_上唇 = pars["上唇"].ToPar(); X4Y3_下唇 = pars["下唇"].ToPar(); - pars = 本体[4][4]; + pars = Body[4][4]; X4Y4_舌 = pars["舌"].ToPar(); X4Y4_上唇 = pars["上唇"].ToPar(); X4Y4_下唇 = pars["下唇"].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; @@ -463,18 +463,18 @@ namespace SlaveMatrix X4Y3_上唇.BasePointBase = X4Y3_上唇.ToLocal(X4Y3_舌.ToGlobal(X4Y3_舌.JP[0].Joint)); X4Y4_上唇.BasePointBase = X4Y4_上唇.ToLocal(X4Y4_舌.ToGlobal(X4Y4_舌.JP[0].Joint)); 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) { - switch (本体.IndexX) + switch (Body.IndexX) { case 2: Are.Draw(X2Y0_舌); break; case 3: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X3Y0_舌); @@ -494,7 +494,7 @@ namespace SlaveMatrix } break; case 4: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X4Y0_舌); @@ -518,7 +518,7 @@ namespace SlaveMatrix public override void 描画1(RenderArea Are) { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: Are.Draw(X0Y0_上唇); @@ -533,7 +533,7 @@ namespace SlaveMatrix Are.Draw(X2Y0_下唇); break; case 3: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X3Y0_上唇); @@ -558,7 +558,7 @@ namespace SlaveMatrix } break; default: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X4Y0_上唇); @@ -587,7 +587,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: X0Y0_上唇CP.Update(); @@ -603,7 +603,7 @@ namespace SlaveMatrix X2Y0_下唇CP.Update(); break; case 3: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X3Y0_舌CP.Update(); @@ -633,7 +633,7 @@ namespace SlaveMatrix } break; default: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X4Y0_舌CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs index 0c63b52..8824425 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs @@ -320,7 +320,7 @@ namespace SlaveMatrix 調教UI.押し(ref cd); } 調教UI.マウス.Xi = 3; - 調教UI.マウス.Yi = (調教UI.マウス.Yi - dt.Sign() * 2).Clamp(0, 調教UI.マウス.本体.CountY); + 調教UI.マウス.Yi = (調教UI.マウス.Yi - dt.Sign() * 2).Clamp(0, 調教UI.マウス.Body.CountY); if (cd.c == ContactType.Mouth) { 対象.Ele.濃度 = 0.5; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs index af1ef54..0b347d9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs @@ -189,27 +189,27 @@ namespace SlaveMatrix public ロータ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ロータD e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["ロータ"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["ロータ"]); + Pars pars = Body[0][0]; X0Y0_ロータ = pars["ロータ"].ToPar(); X0Y0_ロータ線 = pars["ロータ線"].ToPar(); X0Y0_コード = pars["コード"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_ロータ = pars["ロータ"].ToPar(); X0Y1_ロータ線 = pars["ロータ線"].ToPar(); X0Y1_コード = pars["コード"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_ロータ = pars["ロータ"].ToPar(); X0Y2_ロータ線 = pars["ロータ線"].ToPar(); X0Y2_コード = pars["コード"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_ロータ = pars["ロータ"].ToPar(); X0Y3_コード = pars["コード"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_ロータ = pars["ロータ"].ToPar(); X0Y4_コード = pars["コード"].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; @@ -264,12 +264,12 @@ namespace SlaveMatrix X0Y3_ロータ.BasePointBase = X0Y3_ロータ.ToLocal(X0Y3_ロータ.ToGlobal(X0Y3_ロータ.JP[1].Joint)); X0Y4_ロータ.BasePointBase = X0Y4_ロータ.ToLocal(X0Y4_ロータ.ToGlobal(X0Y4_ロータ.JP[1].Joint)); 尺度B = 1.08; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_ロータCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs index bafdb0c..8178893 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs @@ -698,10 +698,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着トップ"][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_服基 = pars["服基"].ToPar(); Pars pars2 = pars["紐"].ToPars(); Pars pars3 = pars2["紐1"].ToPars(); @@ -748,8 +748,8 @@ namespace SlaveMatrix X0Y0_右_柄_柄2 = pars3["柄2"].ToPar(); X0Y0_右_バスト = pars2["バスト"].ToPar(); X0Y0_右_縁 = pars2["縁"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs index 16f62e8..3e8c41b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs @@ -640,17 +640,17 @@ namespace SlaveMatrix } } - public JointS 上着ボトム後_接続点 => new JointS(本体, X0Y0_中_下地, 4); + public JointS 上着ボトム後_接続点 => new JointS(Body, X0Y0_中_下地, 4); public 上着ボトム_クロス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着ボトム_クロスD e) { 上着ボトム_クロス 上着ボトム_クロス2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着ボトム前"][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]; Pars pars2 = pars["中"].ToPars(); X0Y0_中_下地 = pars2["下地"].ToPar(); X0Y0_中_皺1 = pars2["皺1"].ToPar(); @@ -671,7 +671,7 @@ namespace SlaveMatrix X0Y0_右_皺4 = pars2["皺4"].ToPar(); X0Y0_右_皺5 = pars2["皺5"].ToPar(); X0Y0_右_皺6 = pars2["皺6"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["中"].ToPars(); X0Y1_中_下地 = pars2["下地"].ToPar(); X0Y1_中_皺1 = pars2["皺1"].ToPar(); @@ -692,8 +692,8 @@ namespace SlaveMatrix X0Y1_右_皺4 = pars2["皺4"].ToPar(); X0Y1_右_皺5 = pars2["皺5"].ToPar(); X0Y1_右_皺6 = pars2["皺6"].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; @@ -813,7 +813,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_中_下地CP.Update(); X0Y0_中_皺1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs index 5f1e315..8abf372 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs @@ -172,19 +172,19 @@ namespace SlaveMatrix public 上着ボトム_クロス後(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着ボトム_クロス後D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["上着ボトム後"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["上着ボトム後"]); + Pars pars = Body[0][0]; X0Y0_下地 = pars["下地"].ToPar(); Pars pars2 = pars["染み"].ToPars(); X0Y0_染み_染み2 = pars2["染み2"].ToPar(); X0Y0_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_下地 = pars["下地"].ToPar(); pars2 = pars["染み"].ToPars(); X0Y1_染み_染み2 = pars2["染み2"].ToPar(); X0Y1_染み_染み1 = pars2["染み1"].ToPar(); - 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; @@ -243,7 +243,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_下地CP.Update(); X0Y0_染み_染み2CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs index d21225a..706b13e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs @@ -373,10 +373,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着ボトム前"][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_帯 = pars["帯"].ToPar(); X0Y0_巻 = pars["巻"].ToPar(); Pars pars2 = pars["縁後"].ToPars(); @@ -390,7 +390,7 @@ namespace SlaveMatrix X0Y0_縁前_縁左 = pars2["縁左"].ToPar(); X0Y0_縁前_縁右 = pars2["縁右"].ToPar(); X0Y0_縁前_縁中 = pars2["縁中"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_帯 = pars["帯"].ToPar(); X0Y1_巻 = pars["巻"].ToPar(); pars2 = pars["縁後"].ToPars(); @@ -403,8 +403,8 @@ namespace SlaveMatrix X0Y1_縁前_縁左 = pars2["縁左"].ToPar(); X0Y1_縁前_縁右 = pars2["縁右"].ToPar(); X0Y1_縁前_縁中 = pars2["縁中"].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; @@ -474,7 +474,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_帯); Are.Draw(X0Y0_巻); @@ -495,7 +495,7 @@ namespace SlaveMatrix public void 前(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_前掛_前掛1); Are.Draw(X0Y0_前掛_前掛2); @@ -517,7 +517,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_帯CP.Update(); X0Y0_巻CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs index bc2f146..180e3e0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs @@ -325,10 +325,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着ミドル"][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_服 = pars["服"].ToPar(); Pars pars2 = pars["縁"].ToPars(); X0Y0_縁_縁左 = pars2["縁左"].ToPar(); @@ -344,8 +344,8 @@ namespace SlaveMatrix pars4 = pars3["柄2"].ToPars(); X0Y0_柄_柄右_柄2_柄1 = pars4["柄1"].ToPar(); X0Y0_柄_柄右_柄2_柄2 = pars4["柄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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs index 9026900..263a943 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs @@ -592,10 +592,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][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]; Pars pars2 = pars["布"].ToPars(); Pars pars3 = pars2["布左"].ToPars(); X0Y0_布_布左_布 = pars3["布"].ToPar(); @@ -625,8 +625,8 @@ namespace SlaveMatrix pars3 = pars2["縁"].ToPars(); X0Y0_カップ左_縁_縁1 = pars3["縁1"].ToPar(); X0Y0_カップ左_縁_縁2 = pars3["縁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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs index 842867f..d8279d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs @@ -536,10 +536,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][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]; Pars pars2 = pars["布"].ToPars(); Pars pars3 = pars2["布左"].ToPars(); X0Y0_布_布左_布 = pars3["布"].ToPar(); @@ -564,8 +564,8 @@ namespace SlaveMatrix pars2 = pars["縁"].ToPars(); X0Y0_縁_縁1 = pars2["縁1"].ToPar(); X0Y0_縁_縁2 = pars2["縁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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs index c2be727..37f8620 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs @@ -448,10 +448,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][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_紐 = pars["紐"].ToPar(); Pars pars2 = pars["カップ左"].ToPars(); X0Y0_カップ左_紐 = pars2["紐"].ToPar(); @@ -469,8 +469,8 @@ namespace SlaveMatrix X0Y0_カップ右_縁_縁2 = pars3["縁2"].ToPar(); X0Y0_カップ右_縁_縁3 = pars3["縁3"].ToPar(); X0Y0_カップ右_縁_縁4 = pars3["縁4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs index 6fd68a3..3078281 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs @@ -2303,10 +2303,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][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]; Pars pars2 = pars["バンド"].ToPars(); X0Y0_バンド_バンド = pars2["バンド"].ToPar(); Pars pars3 = pars2["縁"].ToPars(); @@ -2415,8 +2415,8 @@ namespace SlaveMatrix pars2 = pars["リボン"].ToPars(); X0Y0_リボン_リボン = pars2["リボン"].ToPar(); X0Y0_リボン_結び目 = pars2["結び目"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs index fa7db2e..c3837ca 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs @@ -448,10 +448,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][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_紐 = pars["紐"].ToPar(); Pars pars2 = pars["カップ左"].ToPars(); X0Y0_カップ左_紐 = pars2["紐"].ToPar(); @@ -469,8 +469,8 @@ namespace SlaveMatrix X0Y0_カップ右_縁_縁2 = pars3["縁2"].ToPar(); X0Y0_カップ右_縁_縁3 = pars3["縁3"].ToPar(); X0Y0_カップ右_縁_縁4 = pars3["縁4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs index facc1ce..5067bca 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs @@ -2713,10 +2713,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着ボトム"][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_紐左 = pars["紐左"].ToPar(); X0Y0_紐右 = pars["紐右"].ToPar(); X0Y0_下地 = pars["下地"].ToPar(); @@ -2791,7 +2791,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y0_染み_染み2 = pars2["染み2"].ToPar(); X0Y0_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_紐左 = pars["紐左"].ToPar(); X0Y1_紐右 = pars["紐右"].ToPar(); X0Y1_下地 = pars["下地"].ToPar(); @@ -2866,7 +2866,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y1_染み_染み2 = pars2["染み2"].ToPar(); X0Y1_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_紐左 = pars["紐左"].ToPar(); X0Y2_紐右 = pars["紐右"].ToPar(); X0Y2_下地 = pars["下地"].ToPar(); @@ -2941,7 +2941,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y2_染み_染み2 = pars2["染み2"].ToPar(); X0Y2_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_紐左 = pars["紐左"].ToPar(); X0Y3_紐右 = pars["紐右"].ToPar(); X0Y3_下地 = pars["下地"].ToPar(); @@ -3016,7 +3016,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y3_染み_染み2 = pars2["染み2"].ToPar(); X0Y3_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_紐左 = pars["紐左"].ToPar(); X0Y4_紐右 = pars["紐右"].ToPar(); X0Y4_下地 = pars["下地"].ToPar(); @@ -3091,8 +3091,8 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y4_染み_染み2 = pars2["染み2"].ToPar(); X0Y4_染み_染み1 = pars2["染み1"].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; @@ -3471,7 +3471,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_紐左); @@ -3498,7 +3498,7 @@ namespace SlaveMatrix public override void 描画1(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_下地); @@ -3774,7 +3774,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_紐左CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs index a5603af..6159366 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs @@ -1788,10 +1788,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着ボトム"][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_紐左 = pars["紐左"].ToPar(); X0Y0_紐右 = pars["紐右"].ToPar(); X0Y0_下地 = pars["下地"].ToPar(); @@ -1838,7 +1838,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y0_染み_染み2 = pars2["染み2"].ToPar(); X0Y0_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_紐左 = pars["紐左"].ToPar(); X0Y1_紐右 = pars["紐右"].ToPar(); X0Y1_下地 = pars["下地"].ToPar(); @@ -1885,7 +1885,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y1_染み_染み2 = pars2["染み2"].ToPar(); X0Y1_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_紐左 = pars["紐左"].ToPar(); X0Y2_紐右 = pars["紐右"].ToPar(); X0Y2_下地 = pars["下地"].ToPar(); @@ -1932,7 +1932,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y2_染み_染み2 = pars2["染み2"].ToPar(); X0Y2_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_紐左 = pars["紐左"].ToPar(); X0Y3_紐右 = pars["紐右"].ToPar(); X0Y3_下地 = pars["下地"].ToPar(); @@ -1979,7 +1979,7 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y3_染み_染み2 = pars2["染み2"].ToPar(); X0Y3_染み_染み1 = pars2["染み1"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_紐左 = pars["紐左"].ToPar(); X0Y4_紐右 = pars["紐右"].ToPar(); X0Y4_下地 = pars["下地"].ToPar(); @@ -2026,8 +2026,8 @@ namespace SlaveMatrix pars2 = pars["染み"].ToPars(); X0Y4_染み_染み2 = pars2["染み2"].ToPar(); X0Y4_染み_染み1 = pars2["染み1"].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; @@ -2291,7 +2291,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_紐左); @@ -2318,7 +2318,7 @@ namespace SlaveMatrix public override void 描画1(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_下地); @@ -2509,7 +2509,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_紐左CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs index f827541..50aefd5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs @@ -165,28 +165,28 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeBase; + return Body.CurJoinRoot.SizeBase; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeBase = value; } - 本体.JoinP(); + Body.JoinP(); } } public 下着乳首(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着乳首D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["下着乳首左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["下着乳首左"]); + Pars pars = Body[0][0]; X0Y0_乳首 = pars["乳首"].ToPar(); X0Y0_染み2 = pars["染み2"].ToPar(); X0Y0_染み1 = pars["染み1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs index d184759..9c450ce 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 下着陰核(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着陰核D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["下着陰核"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["下着陰核"]); + Pars pars = Body[0][0]; X0Y0_陰核 = pars["陰核"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs index a564d62..611ff83 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs @@ -741,15 +741,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeBase; + return Body.CurJoinRoot.SizeBase; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeBase = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -757,15 +757,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeYBase; + return Body.CurJoinRoot.SizeYBase; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeYBase = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -790,14 +790,14 @@ namespace SlaveMatrix } } - public JointS 噴乳_接続点 => new JointS(本体, X0Y0_乳首, 0); + public JointS 噴乳_接続点 => new JointS(Body, X0Y0_乳首, 0); public 乳房(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 乳房D e) { 乳房 乳房2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["胸左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["胸左"]); + Pars pars = Body[0][0]; X0Y0_乳房 = pars["乳房"].ToPar(); X0Y0_乳輪 = pars["乳輪"].ToPar(); X0Y0_乳首 = pars["乳首"].ToPar(); @@ -813,7 +813,7 @@ namespace SlaveMatrix X0Y0_傷I2 = pars["傷I2"].ToPar(); pars2 = pars["虫性"].ToPars(); X0Y0_虫性_甲殻 = pars2["甲殻"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_乳房 = pars["乳房"].ToPar(); X0Y1_乳輪 = pars["乳輪"].ToPar(); X0Y1_乳首 = pars["乳首"].ToPar(); @@ -829,7 +829,7 @@ namespace SlaveMatrix X0Y1_傷I2 = pars["傷I2"].ToPar(); pars2 = pars["虫性"].ToPars(); X0Y1_虫性_甲殻 = pars2["甲殻"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_乳房 = pars["乳房"].ToPar(); X0Y2_乳輪 = pars["乳輪"].ToPar(); X0Y2_乳首 = pars["乳首"].ToPar(); @@ -843,7 +843,7 @@ namespace SlaveMatrix X0Y2_傷I2 = pars["傷I2"].ToPar(); pars2 = pars["虫性"].ToPars(); X0Y2_虫性_甲殻 = pars2["甲殻"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_乳房 = pars["乳房"].ToPar(); X0Y3_乳輪 = pars["乳輪"].ToPar(); X0Y3_乳首 = pars["乳首"].ToPar(); @@ -858,7 +858,7 @@ namespace SlaveMatrix X0Y3_傷I2 = pars["傷I2"].ToPar(); pars2 = pars["虫性"].ToPars(); X0Y3_虫性_甲殻 = pars2["甲殻"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_乳房 = pars["乳房"].ToPar(); X0Y4_乳輪 = pars["乳輪"].ToPar(); X0Y4_乳首 = pars["乳首"].ToPar(); @@ -873,8 +873,8 @@ namespace SlaveMatrix X0Y4_傷I2 = pars["傷I2"].ToPar(); pars2 = pars["虫性"].ToPars(); X0Y4_虫性_甲殻 = pars2["甲殻"].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; @@ -1006,7 +1006,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_乳房); @@ -1094,7 +1094,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_乳房CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs index 63dda8b..8bfafbd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs @@ -53,9 +53,9 @@ namespace SlaveMatrix private void 移動時(ref Color hc) { p = null; - if (Bod.腰肌_人 != null && Bod.腰肌_人.本体.IsHit(ref hc)) + if (Bod.腰肌_人 != null && Bod.腰肌_人.Body.IsHit(ref hc)) { - p = Bod.腰肌_人.本体.GetHitPar_(hc); + p = Bod.腰肌_人.Body.GetHitPar_(hc); } if (p != null && (p.Tag == "獣毛" || p.Tag == "陰毛")) { @@ -121,9 +121,9 @@ namespace SlaveMatrix return; } p = null; - if (Bod.腰肌_人 != null && Bod.腰肌_人.本体.IsHit(ref hc)) + if (Bod.腰肌_人 != null && Bod.腰肌_人.Body.IsHit(ref hc)) { - p = Bod.腰肌_人.本体.GetHitPar_(hc); + p = Bod.腰肌_人.Body.GetHitPar_(hc); } if (mb == MouseButtons.Left && p != null && (p.Tag == "獣毛" || p.Tag == "陰毛")) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs index 51f7dc5..b4a130c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs @@ -236,7 +236,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -703,21 +703,21 @@ namespace SlaveMatrix } } - public JointS 軸1_接続点 => new JointS(本体, X0Y0_付根_付根0, 0); + public JointS 軸1_接続点 => new JointS(Body, X0Y0_付根_付根0, 0); - public JointS 軸2_接続点 => new JointS(本体, X0Y0_前翅_前翅軸_軸1, 0); + public JointS 軸2_接続点 => new JointS(Body, X0Y0_前翅_前翅軸_軸1, 0); - public JointS 軸3_接続点 => new JointS(本体, X0Y0_前翅_前翅軸_軸2, 0); + public JointS 軸3_接続点 => new JointS(Body, X0Y0_前翅_前翅軸_軸2, 0); public 前翅_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前翅_甲D e) { 前翅_甲 前翅_甲2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][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]; Pars pars2 = pars["前翅"].ToPars(); Pars pars3 = pars2["前翅軸"].ToPars(); X0Y0_前翅_前翅軸_軸1 = pars3["軸1"].ToPar(); @@ -740,7 +740,7 @@ namespace SlaveMatrix X0Y0_甲付根 = pars["甲付根"].ToPar(); X0Y0_紋1 = pars["紋1"].ToPar(); X0Y0_紋2 = pars["紋2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; pars2 = pars["前翅"].ToPars(); pars3 = pars2["前翅軸"].ToPars(); X0Y1_前翅_前翅軸_軸1 = pars3["軸1"].ToPar(); @@ -770,8 +770,8 @@ namespace SlaveMatrix X0Y1_欠け2 = pars["欠け2"].ToPar(); X0Y1_欠け3 = pars["欠け3"].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; @@ -922,12 +922,12 @@ namespace SlaveMatrix X0Y1_前翅_前翅甲_甲1.AngleBase = num * -4.0; X0Y0_甲付根.AngleBase = num * 5.0; X0Y1_甲付根.AngleBase = num * 5.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_前翅_前翅軸_軸1CP.Update(); X0Y0_前翅_前翅軸_軸2CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs index 3cb3bd2..6fc71a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs @@ -323,7 +323,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -904,10 +904,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][1]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["前翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["前翅"].ToPars(); X0Y0_前翅_前翅 = pars["前翅"].ToPar(); X0Y0_前翅_翅脈1 = pars["翅脈1"].ToPar(); X0Y0_前翅_翅脈2 = pars["翅脈2"].ToPar(); @@ -941,7 +941,7 @@ namespace SlaveMatrix X0Y0_前翅_翅脈網2_翅脈網線1 = pars2["翅脈網線1"].ToPar(); X0Y0_前翅_翅脈網2_翅脈網線2 = pars2["翅脈網線2"].ToPar(); X0Y0_前翅_翅脈網2_翅脈網線3 = pars2["翅脈網線3"].ToPar(); - pars = 本体[0][1]["前翅"].ToPars(); + pars = Body[0][1]["前翅"].ToPars(); X0Y1_前翅_前翅 = pars["前翅"].ToPar(); X0Y1_前翅_翅脈1 = pars["翅脈1"].ToPar(); X0Y1_前翅_翅脈2 = pars["翅脈2"].ToPar(); @@ -976,8 +976,8 @@ namespace SlaveMatrix X0Y1_前翅_翅脈網2_翅脈網線2 = pars2["翅脈網線2"].ToPar(); X0Y1_前翅_翅脈網2_翅脈網線3 = pars2["翅脈網線3"].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; @@ -1110,12 +1110,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_前翅_前翅.AngleBase = num * 14.0; X0Y1_前翅_前翅.AngleBase = num * 14.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_前翅_前翅CP.Update(); X0Y0_前翅_翅脈1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs index d9d5a72..69f2855 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs @@ -133,7 +133,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -402,10 +402,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][3]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["前翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["前翅"].ToPars(); X0Y0_前翅_前翅1 = pars["前翅1"].ToPar(); X0Y0_前翅_翅脈線1 = pars["翅脈線1"].ToPar(); X0Y0_前翅_翅脈線2 = pars["翅脈線2"].ToPar(); @@ -418,7 +418,7 @@ namespace SlaveMatrix X0Y0_前翅_前翅2 = pars["前翅2"].ToPar(); X0Y0_前翅_紋1 = pars["紋1"].ToPar(); X0Y0_前翅_紋2 = pars["紋2"].ToPar(); - pars = 本体[0][1]["前翅"].ToPars(); + pars = Body[0][1]["前翅"].ToPars(); X0Y1_前翅_前翅1 = pars["前翅1"].ToPar(); X0Y1_前翅_翅脈線1 = pars["翅脈線1"].ToPar(); X0Y1_前翅_翅脈線2 = pars["翅脈線2"].ToPar(); @@ -432,8 +432,8 @@ namespace SlaveMatrix X0Y1_前翅_紋1 = pars["紋1"].ToPar(); X0Y1_前翅_紋2 = pars["紋2"].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; @@ -510,12 +510,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_前翅_前翅1.AngleBase = num * 10.0; X0Y1_前翅_前翅1.AngleBase = num * 10.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_前翅_前翅1CP.Update(); X0Y0_前翅_翅脈線1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs index 2bbca5f..c6b4916 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs @@ -225,7 +225,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -668,10 +668,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][2]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["前翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["前翅"].ToPars(); X0Y0_前翅_前翅 = pars["前翅"].ToPar(); Pars pars2 = pars["水青"].ToPars(); X0Y0_前翅_水青_柄 = pars2["柄"].ToPar(); @@ -695,7 +695,7 @@ namespace SlaveMatrix X0Y0_前翅_揚羽_紋4 = pars2["紋4"].ToPar(); X0Y0_前翅_揚羽_紋5 = pars2["紋5"].ToPar(); X0Y0_前翅_揚羽_紋6 = pars2["紋6"].ToPar(); - pars = 本体[0][1]["前翅"].ToPars(); + pars = Body[0][1]["前翅"].ToPars(); X0Y1_前翅_前翅 = pars["前翅"].ToPar(); pars2 = pars["水青"].ToPars(); X0Y1_前翅_水青_柄 = pars2["柄"].ToPar(); @@ -720,8 +720,8 @@ namespace SlaveMatrix X0Y1_前翅_揚羽_紋5 = pars2["紋5"].ToPar(); X0Y1_前翅_揚羽_紋6 = pars2["紋6"].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; @@ -825,12 +825,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_前翅_前翅.AngleBase = num * 29.0; X0Y1_前翅_前翅.AngleBase = num * 29.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_前翅_前翅CP.Update(); X0Y0_前翅_水青_柄CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs index dfa04d3..8b9a506 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs @@ -818,10 +818,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ジグ"; dif.Add(new Pars(Sta.胴体["前髪"][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_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); X0Y0_髪左3 = pars["髪左3"].ToPar(); @@ -861,8 +861,8 @@ namespace SlaveMatrix X0Y0_ハイライト右 = pars["ハイライト右"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs index 8972f8d..51b1b17 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs @@ -818,10 +818,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ジグ中寄"; dif.Add(new Pars(Sta.胴体["前髪"][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_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); X0Y0_髪左3 = pars["髪左3"].ToPar(); @@ -861,8 +861,8 @@ namespace SlaveMatrix X0Y0_ハイライト右 = pars["ハイライト右"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs index ae8eaf9..5bc02ed 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs @@ -818,10 +818,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ジグ分け"; dif.Add(new Pars(Sta.胴体["前髪"][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_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); X0Y0_髪左3 = pars["髪左3"].ToPar(); @@ -861,8 +861,8 @@ namespace SlaveMatrix X0Y0_髪中央 = pars["髪中央"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs index a32e734..f2cb123 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs @@ -818,10 +818,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "パッツン"; dif.Add(new Pars(Sta.胴体["前髪"][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_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); X0Y0_髪左3 = pars["髪左3"].ToPar(); @@ -861,8 +861,8 @@ namespace SlaveMatrix X0Y0_髪中央 = pars["髪中央"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs index 9ae3531..166bfb7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs @@ -818,10 +818,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "モジャ"; dif.Add(new Pars(Sta.胴体["前髪"][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_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); X0Y0_髪左3 = pars["髪左3"].ToPar(); @@ -861,8 +861,8 @@ namespace SlaveMatrix X0Y0_髪中央 = pars["髪中央"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs index 6b0b045..407f14a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs @@ -862,10 +862,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "三分1"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -907,8 +907,8 @@ namespace SlaveMatrix X0Y0_髪左6 = pars["髪左6"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs index 8cdf665..39f9bcd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs @@ -793,10 +793,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "三分2"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -836,8 +836,8 @@ namespace SlaveMatrix X0Y0_髪中央 = pars["髪中央"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs index fe11ecf..063b646 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs @@ -727,10 +727,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "上げ片"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); Pars pars2 = pars["編み左"].ToPars(); @@ -767,8 +767,8 @@ namespace SlaveMatrix X0Y0_髪右3 = pars["髪右3"].ToPar(); X0Y0_髪右4 = pars["髪右4"].ToPar(); X0Y0_ハイライト右 = pars["ハイライト右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs index a0be5df..8c87262 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs @@ -749,10 +749,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "上げ短1"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -790,8 +790,8 @@ namespace SlaveMatrix X0Y0_髪右根2 = pars["髪右根2"].ToPar(); X0Y0_髪右3 = pars["髪右3"].ToPar(); X0Y0_髪右4 = pars["髪右4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs index fc56f7c..14c72a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs @@ -749,10 +749,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "上げ短2"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -790,8 +790,8 @@ namespace SlaveMatrix X0Y0_髪ハネ右 = pars["髪ハネ右"].ToPar(); X0Y0_髪右3 = pars["髪右3"].ToPar(); X0Y0_髪右4 = pars["髪右4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs index 03f5f2b..720eb35 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs @@ -749,10 +749,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "上げ長1"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -790,8 +790,8 @@ namespace SlaveMatrix X0Y0_髪右根2 = pars["髪右根2"].ToPar(); X0Y0_髪右3 = pars["髪右3"].ToPar(); X0Y0_髪右4 = pars["髪右4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs index 24f656e..88c2cd7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs @@ -749,10 +749,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "上げ長2"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -790,8 +790,8 @@ namespace SlaveMatrix X0Y0_髪ハネ右 = pars["髪ハネ右"].ToPar(); X0Y0_髪右3 = pars["髪右3"].ToPar(); X0Y0_髪右4 = pars["髪右4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs index b8c349a..711ced8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs @@ -665,10 +665,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "中分け1"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -702,8 +702,8 @@ namespace SlaveMatrix X0Y0_髪ハネ右 = pars["髪ハネ右"].ToPar(); X0Y0_髪右4 = pars["髪右4"].ToPar(); X0Y0_ハイライト右 = pars["ハイライト右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs index 057d601..81da074 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs @@ -663,10 +663,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "中分け2"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -700,8 +700,8 @@ namespace SlaveMatrix X0Y0_髪ハネ右 = pars["髪ハネ右"].ToPar(); X0Y0_ハイライト右 = pars["ハイライト右"].ToPar(); X0Y0_髪右4 = pars["髪右4"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs index 30350e7..4bf8ea5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs @@ -818,10 +818,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "二分1"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -861,8 +861,8 @@ namespace SlaveMatrix X0Y0_ハイライト右 = pars["ハイライト右"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs index e25fa0c..7e896ba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs @@ -749,10 +749,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "二分2"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -790,8 +790,8 @@ namespace SlaveMatrix X0Y0_ハイライト右 = pars["ハイライト右"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs index 850d6bd..0137dc6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs @@ -772,10 +772,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "横流し"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); @@ -813,8 +813,8 @@ namespace SlaveMatrix X0Y0_髪頭頂横左2 = pars["髪頭頂横左2"].ToPar(); X0Y0_髪頭頂横右1 = pars["髪頭頂横右1"].ToPar(); X0Y0_髪頭頂横右2 = pars["髪頭頂横右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs index 242c9b3..3d96ab1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs @@ -730,10 +730,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "目隠れ1"; dif.Add(new Pars(Sta.胴体["前髪"][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_髪左1 = pars["髪左1"].ToPar(); X0Y0_髪左2 = pars["髪左2"].ToPar(); Pars pars2 = pars["編み左"].ToPars(); @@ -769,8 +769,8 @@ namespace SlaveMatrix X0Y0_髪右7 = pars["髪右7"].ToPar(); X0Y0_ハイライト左 = pars["ハイライト左"].ToPar(); X0Y0_ハイライト右 = pars["ハイライト右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs index a9af060..68b56d9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs @@ -749,10 +749,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "目隠れ2"; dif.Add(new Pars(Sta.胴体["前髪"][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(); X0Y0_髪左1 = pars["髪左1"].ToPar(); Pars pars2 = pars["編み左"].ToPars(); @@ -790,8 +790,8 @@ namespace SlaveMatrix X0Y0_髪右根2 = pars["髪右根2"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs index 0e7c68f..270f7a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs @@ -219,14 +219,14 @@ namespace SlaveMatrix } } - public JointS 瞼_接続点 => new JointS(本体, X0Y0_白目, 0); + public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); public 単目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単目D e) { 単目 単目2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["単眼目"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["単眼目"]); + Pars pars = Body[0][0]; X0Y0_白目 = pars["白目"].ToPar(); Pars pars2 = pars["黒目"].ToPars(); X0Y0_黒目_黒目 = pars2["黒目"].ToPar(); @@ -234,8 +234,8 @@ namespace SlaveMatrix X0Y0_黒目_ハイライト上 = pars2["ハイライト上"].ToPar(); X0Y0_黒目_ハイライト下 = pars2["ハイライト下"].ToPar(); X0Y0_黒目_ハート = pars2["ハート"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs index 785de61..2cd5c56 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs @@ -124,15 +124,15 @@ namespace SlaveMatrix public 単眼眉(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単眼眉D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["単眼眉"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["単眼眉"]); + Pars pars = Body[0][0]; X0Y0_眉 = pars["眉"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_眉 = pars["眉"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_眉 = pars["眉"].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; @@ -173,7 +173,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_眉CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs index 0bdedaf..0b11c78 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs @@ -1259,7 +1259,7 @@ namespace SlaveMatrix { サイズ_ = value; double rate = 0.98 + 0.06 * サイズ_; - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { Vector2D center = item.OP.GetCenter(); item.OP.ScalingXY(center, rate); @@ -1271,8 +1271,8 @@ namespace SlaveMatrix public 単瞼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単瞼D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["単眼瞼"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["単眼瞼"]); + Pars pars = Body[0][0]; X0Y0_瞼下 = pars["瞼下"].ToPar(); X0Y0_瞼上 = pars["瞼上"].ToPar(); X0Y0_二重 = pars["二重"].ToPar(); @@ -1286,7 +1286,7 @@ namespace SlaveMatrix X0Y0_睫毛下下左 = pars["睫毛下下左"].ToPar(); X0Y0_睫毛下上右 = pars["睫毛下上右"].ToPar(); X0Y0_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_瞼下 = pars["瞼下"].ToPar(); X0Y1_瞼上 = pars["瞼上"].ToPar(); X0Y1_二重 = pars["二重"].ToPar(); @@ -1300,7 +1300,7 @@ namespace SlaveMatrix X0Y1_睫毛下下左 = pars["睫毛下下左"].ToPar(); X0Y1_睫毛下上右 = pars["睫毛下上右"].ToPar(); X0Y1_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_瞼下 = pars["瞼下"].ToPar(); X0Y2_瞼上 = pars["瞼上"].ToPar(); X0Y2_二重 = pars["二重"].ToPar(); @@ -1314,7 +1314,7 @@ namespace SlaveMatrix X0Y2_睫毛下下左 = pars["睫毛下下左"].ToPar(); X0Y2_睫毛下上右 = pars["睫毛下上右"].ToPar(); X0Y2_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_瞼下 = pars["瞼下"].ToPar(); X0Y3_瞼上 = pars["瞼上"].ToPar(); X0Y3_二重 = pars["二重"].ToPar(); @@ -1328,7 +1328,7 @@ namespace SlaveMatrix X0Y3_睫毛下下左 = pars["睫毛下下左"].ToPar(); X0Y3_睫毛下上右 = pars["睫毛下上右"].ToPar(); X0Y3_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_瞼下 = pars["瞼下"].ToPar(); X0Y4_瞼上 = pars["瞼上"].ToPar(); X0Y4_二重 = pars["二重"].ToPar(); @@ -1342,7 +1342,7 @@ namespace SlaveMatrix X0Y4_睫毛下下左 = pars["睫毛下下左"].ToPar(); X0Y4_睫毛下上右 = pars["睫毛下上右"].ToPar(); X0Y4_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_瞼下 = pars["瞼下"].ToPar(); X1Y0_瞼上 = pars["瞼上"].ToPar(); X1Y0_二重 = pars["二重"].ToPar(); @@ -1356,7 +1356,7 @@ namespace SlaveMatrix X1Y0_睫毛下下左 = pars["睫毛下下左"].ToPar(); X1Y0_睫毛下上右 = pars["睫毛下上右"].ToPar(); X1Y0_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_瞼下 = pars["瞼下"].ToPar(); X1Y1_瞼上 = pars["瞼上"].ToPar(); X1Y1_二重 = pars["二重"].ToPar(); @@ -1370,7 +1370,7 @@ namespace SlaveMatrix X1Y1_睫毛下下左 = pars["睫毛下下左"].ToPar(); X1Y1_睫毛下上右 = pars["睫毛下上右"].ToPar(); X1Y1_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_瞼下 = pars["瞼下"].ToPar(); X1Y2_瞼上 = pars["瞼上"].ToPar(); X1Y2_二重 = pars["二重"].ToPar(); @@ -1384,7 +1384,7 @@ namespace SlaveMatrix X1Y2_睫毛下下左 = pars["睫毛下下左"].ToPar(); X1Y2_睫毛下上右 = pars["睫毛下上右"].ToPar(); X1Y2_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_瞼下 = pars["瞼下"].ToPar(); X1Y3_瞼上 = pars["瞼上"].ToPar(); X1Y3_二重 = pars["二重"].ToPar(); @@ -1398,7 +1398,7 @@ namespace SlaveMatrix X1Y3_睫毛下下左 = pars["睫毛下下左"].ToPar(); X1Y3_睫毛下上右 = pars["睫毛下上右"].ToPar(); X1Y3_睫毛下下右 = pars["睫毛下下右"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_瞼下 = pars["瞼下"].ToPar(); X1Y4_瞼上 = pars["瞼上"].ToPar(); X1Y4_二重 = pars["二重"].ToPar(); @@ -1412,8 +1412,8 @@ namespace SlaveMatrix X1Y4_睫毛下下左 = pars["睫毛下下左"].ToPar(); X1Y4_睫毛下上右 = pars["睫毛下上右"].ToPar(); X1Y4_睫毛下下右 = pars["睫毛下下右"].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; @@ -1613,9 +1613,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼下CP.Update(); @@ -1696,7 +1696,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼下CP.Update(); @@ -1779,9 +1779,9 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼下CP.Update(mm); @@ -1862,7 +1862,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼下CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs index 8be5bb0..afae71d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs @@ -909,19 +909,19 @@ namespace SlaveMatrix } } - public JointS 根外左_接続点 => new JointS(本体, X0Y0_幹下, 0); + public JointS 根外左_接続点 => new JointS(Body, X0Y0_幹下, 0); - public JointS 根内左_接続点 => new JointS(本体, X0Y0_幹下, 1); + public JointS 根内左_接続点 => new JointS(Body, X0Y0_幹下, 1); - public JointS 根中央_接続点 => new JointS(本体, X0Y0_幹下, 2); + public JointS 根中央_接続点 => new JointS(Body, X0Y0_幹下, 2); - public JointS 根内右_接続点 => new JointS(本体, X0Y0_幹下, 3); + public JointS 根内右_接続点 => new JointS(Body, X0Y0_幹下, 3); - public JointS 根外右_接続点 => new JointS(本体, X0Y0_幹下, 4); + public JointS 根外右_接続点 => new JointS(Body, X0Y0_幹下, 4); - 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 単足_植(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単足_植D e) { @@ -930,10 +930,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "植"; dif.Add(new Pars(Sta.半身["単足"][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_幹上 = pars["幹上"].ToPar(); X0Y0_幹下 = pars["幹下"].ToPar(); X0Y0_葉左 = pars["葉左"].ToPar(); @@ -976,8 +976,8 @@ 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; @@ -1164,12 +1164,12 @@ namespace SlaveMatrix { _ = 右; X0Y0_幹下.AngleBase = 10.0.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); 鎖2.描画0(Are); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs index 3c70293..5bd1c2c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs @@ -808,10 +808,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "粘"; dif.Add(new Pars(Sta.半身["単足"][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_粘液0 = pars["粘液0"].ToPar(); X0Y0_粘液1 = pars["粘液1"].ToPar(); Pars pars2 = pars["粘液2"].ToPars(); @@ -851,8 +851,8 @@ namespace SlaveMatrix X0Y0_粘液上右_粘液 = pars2["粘液"].ToPar(); X0Y0_粘液上右_ハイライト = pars2["ハイライト"].ToPar(); X0Y0_ハイライト = pars["ハイライト"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs index d4ec121..1943a91 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs @@ -219,14 +219,14 @@ namespace SlaveMatrix } } - public JointS 瞼_接続点 => new JointS(本体, X0Y0_白目, 0); + public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); public 双目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 双目D e) { 双目 双目2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["目左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["目左"]); + Pars pars = Body[0][0]; X0Y0_白目 = pars["白目"].ToPar(); Pars pars2 = pars["黒目"].ToPars(); X0Y0_黒目_黒目 = pars2["黒目"].ToPar(); @@ -234,8 +234,8 @@ namespace SlaveMatrix X0Y0_黒目_ハート = pars2["ハート"].ToPar(); X0Y0_黒目_ハイライト上 = pars2["ハイライト上"].ToPar(); X0Y0_黒目_ハイライト下 = pars2["ハイライト下"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs index d1f174c..5a877b0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs @@ -587,105 +587,105 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["口"][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_口 = pars["口"].ToPar(); X0Y0_歯 = pars["歯"].ToPar(); X0Y0_口紅上 = pars["口紅上"].ToPar(); Pars pars2 = pars["口紅下"].ToPars(); X0Y0_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y0_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_口 = pars["口"].ToPar(); X0Y1_歯 = pars["歯"].ToPar(); X0Y1_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y1_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y1_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_口 = pars["口"].ToPar(); X0Y2_歯 = pars["歯"].ToPar(); X0Y2_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y2_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y2_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_口 = pars["口"].ToPar(); X0Y3_歯 = pars["歯"].ToPar(); X0Y3_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y3_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y3_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_口 = pars["口"].ToPar(); X0Y4_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y4_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y4_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_口 = pars["口"].ToPar(); X0Y5_歯 = pars["歯"].ToPar(); X0Y5_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y5_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y5_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_口 = pars["口"].ToPar(); X0Y6_歯 = pars["歯"].ToPar(); X0Y6_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y6_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y6_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_口 = pars["口"].ToPar(); X0Y7_歯 = pars["歯"].ToPar(); X0Y7_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y7_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y7_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_口 = pars["口"].ToPar(); X0Y8_歯 = pars["歯"].ToPar(); X0Y8_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y8_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y8_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][9]; + pars = Body[0][9]; X0Y9_口 = pars["口"].ToPar(); X0Y9_歯 = pars["歯"].ToPar(); X0Y9_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y9_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y9_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][10]; + pars = Body[0][10]; X0Y10_口 = pars["口"].ToPar(); X0Y10_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y10_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y10_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][11]; + pars = Body[0][11]; X0Y11_口 = pars["口"].ToPar(); X0Y11_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y11_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y11_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][12]; + pars = Body[0][12]; X0Y12_口 = pars["口"].ToPar(); X0Y12_歯 = pars["歯"].ToPar(); X0Y12_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y12_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y12_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][13]; + pars = Body[0][13]; X0Y13_口 = pars["口"].ToPar(); X0Y13_口紅上 = pars["口紅上"].ToPar(); pars2 = pars["口紅下"].ToPars(); X0Y13_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y13_口紅下_ハイライト = pars2["ハイライト"].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; @@ -812,7 +812,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_口CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs index 9f6ac71..d7e1727 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs @@ -791,10 +791,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["口"][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_口 = pars["口"].ToPar(); X0Y0_口紅上 = pars["口紅上"].ToPar(); X0Y0_牙左 = pars["牙左"].ToPar(); @@ -802,7 +802,7 @@ namespace SlaveMatrix Pars pars2 = pars["口紅下"].ToPars(); X0Y0_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y0_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_口 = pars["口"].ToPar(); X0Y1_口紅上 = pars["口紅上"].ToPar(); X0Y1_牙左 = pars["牙左"].ToPar(); @@ -810,7 +810,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y1_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y1_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_口 = pars["口"].ToPar(); X0Y2_口紅上 = pars["口紅上"].ToPar(); X0Y2_歯 = pars["歯"].ToPar(); @@ -819,7 +819,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y2_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y2_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_口 = pars["口"].ToPar(); X0Y3_口紅上 = pars["口紅上"].ToPar(); X0Y3_歯 = pars["歯"].ToPar(); @@ -828,7 +828,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y3_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y3_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_口 = pars["口"].ToPar(); X0Y4_口紅上 = pars["口紅上"].ToPar(); X0Y4_牙左 = pars["牙左"].ToPar(); @@ -836,7 +836,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y4_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y4_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_口 = pars["口"].ToPar(); X0Y5_口紅上 = pars["口紅上"].ToPar(); X0Y5_牙左 = pars["牙左"].ToPar(); @@ -844,7 +844,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y5_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y5_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_口 = pars["口"].ToPar(); X0Y6_口紅上 = pars["口紅上"].ToPar(); X0Y6_牙左 = pars["牙左"].ToPar(); @@ -852,7 +852,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y6_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y6_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_口 = pars["口"].ToPar(); X0Y7_歯 = pars["歯"].ToPar(); X0Y7_口紅上 = pars["口紅上"].ToPar(); @@ -861,7 +861,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y7_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y7_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_口 = pars["口"].ToPar(); X0Y8_歯 = pars["歯"].ToPar(); X0Y8_口紅上 = pars["口紅上"].ToPar(); @@ -870,7 +870,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y8_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y8_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][9]; + pars = Body[0][9]; X0Y9_口 = pars["口"].ToPar(); X0Y9_口紅上 = pars["口紅上"].ToPar(); X0Y9_牙左 = pars["牙左"].ToPar(); @@ -878,7 +878,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y9_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y9_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][10]; + pars = Body[0][10]; X0Y10_口 = pars["口"].ToPar(); X0Y10_口紅上 = pars["口紅上"].ToPar(); X0Y10_牙左 = pars["牙左"].ToPar(); @@ -886,7 +886,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y10_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y10_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][11]; + pars = Body[0][11]; X0Y11_口 = pars["口"].ToPar(); X0Y11_口紅上 = pars["口紅上"].ToPar(); X0Y11_牙左 = pars["牙左"].ToPar(); @@ -894,7 +894,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y11_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y11_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][12]; + pars = Body[0][12]; X0Y12_口 = pars["口"].ToPar(); X0Y12_口紅上 = pars["口紅上"].ToPar(); X0Y12_牙左 = pars["牙左"].ToPar(); @@ -902,7 +902,7 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y12_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y12_口紅下_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][13]; + pars = Body[0][13]; X0Y13_口 = pars["口"].ToPar(); X0Y13_頬左 = pars["頬左"].ToPar(); X0Y13_頬右 = pars["頬右"].ToPar(); @@ -912,8 +912,8 @@ namespace SlaveMatrix pars2 = pars["口紅下"].ToPars(); X0Y13_口紅下_口紅 = pars2["口紅"].ToPar(); X0Y13_口紅下_ハイライト = pars2["ハイライト"].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; @@ -1053,7 +1053,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_口CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs index a0885f1..ac6ea5c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs @@ -85,16 +85,16 @@ namespace SlaveMatrix } } - public JointS 吹出し_接続点 => new JointS(本体, X0Y0_吹出し, 0); + public JointS 吹出し_接続点 => new JointS(Body, X0Y0_吹出し, 0); public 吹出し(double DisUnit) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["吹出し"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["吹出し"]); + Pars pars = Body[0][0]; X0Y0_吹出し = pars["吹出し"].ToPar(); - 本体.SetJoints(); - 接続根 = new JointD(本体); + Body.SetJoints(); + 接続根 = new JointD(Body); 吹出しCD = new ColorD(); 吹出しCD.線 = Col.Black; 吹出しCD.色 = new Color2(ref Col.White, ref Col.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs index 3b42fe8..14924bb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs @@ -403,8 +403,8 @@ namespace SlaveMatrix public 呼気(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 呼気D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["呼気"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["呼気"]); + Pars pars = Body[0][0]; Pars pars2 = pars["呼気左1"].ToPars(); X0Y0_呼気左1_呼気1 = pars2["呼気1"].ToPar(); X0Y0_呼気左1_呼気2 = pars2["呼気2"].ToPar(); @@ -423,7 +423,7 @@ namespace SlaveMatrix pars2 = pars["呼気右3"].ToPars(); X0Y0_呼気右3_呼気1 = pars2["呼気1"].ToPar(); X0Y0_呼気右3_呼気2 = pars2["呼気2"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["呼気左1"].ToPars(); X0Y1_呼気左1_呼気1 = pars2["呼気1"].ToPar(); X0Y1_呼気左1_呼気2 = pars2["呼気2"].ToPar(); @@ -442,8 +442,8 @@ namespace SlaveMatrix pars2 = pars3["呼気右3"].ToPars(); X0Y1_呼気右3_呼気1 = pars2["呼気1"].ToPar(); X0Y1_呼気右3_呼気2 = pars2["呼気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; @@ -516,7 +516,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_呼気左1_呼気1CP.Update(); X0Y0_呼気左1_呼気2CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs index 10aec90..8c710de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs @@ -347,47 +347,47 @@ namespace SlaveMatrix public 噴乳(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 噴乳D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["噴乳左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["噴乳左"]); + Pars pars = Body[0][0]; X0Y0_母乳垂れ1 = pars["母乳垂れ1"].ToPar(); X0Y0_母乳垂れ2 = pars["母乳垂れ2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_母乳1 = pars["母乳1"].ToPar(); X0Y1_母乳2 = pars["母乳2"].ToPar(); X0Y1_母乳3 = pars["母乳3"].ToPar(); X0Y1_母乳4 = pars["母乳4"].ToPar(); X0Y1_母乳垂れ1 = pars["母乳垂れ1"].ToPar(); X0Y1_母乳垂れ2 = pars["母乳垂れ2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_母乳1 = pars["母乳1"].ToPar(); X0Y2_母乳2 = pars["母乳2"].ToPar(); X0Y2_母乳3 = pars["母乳3"].ToPar(); X0Y2_母乳4 = pars["母乳4"].ToPar(); X0Y2_母乳垂れ1 = pars["母乳垂れ1"].ToPar(); X0Y2_母乳垂れ2 = pars["母乳垂れ2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_母乳1 = pars["母乳1"].ToPar(); X0Y3_母乳2 = pars["母乳2"].ToPar(); X0Y3_母乳3 = pars["母乳3"].ToPar(); X0Y3_母乳4 = pars["母乳4"].ToPar(); X0Y3_母乳垂れ1 = pars["母乳垂れ1"].ToPar(); X0Y3_母乳垂れ2 = pars["母乳垂れ2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_母乳1 = pars["母乳1"].ToPar(); X0Y4_母乳2 = pars["母乳2"].ToPar(); X0Y4_母乳3 = pars["母乳3"].ToPar(); X0Y4_母乳4 = pars["母乳4"].ToPar(); X0Y4_母乳垂れ1 = pars["母乳垂れ1"].ToPar(); X0Y4_母乳垂れ2 = pars["母乳垂れ2"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_母乳1 = pars["母乳1"].ToPar(); X0Y5_母乳2 = pars["母乳2"].ToPar(); X0Y5_母乳3 = pars["母乳3"].ToPar(); X0Y5_母乳4 = pars["母乳4"].ToPar(); X0Y5_母乳垂れ1 = pars["母乳垂れ1"].ToPar(); X0Y5_母乳垂れ2 = pars["母乳垂れ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; @@ -462,7 +462,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_母乳垂れ1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs index c275dd8..bcd8cfe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs @@ -191,20 +191,20 @@ namespace SlaveMatrix } } - public JointS Waist_接続点 => new JointS(本体, X0Y0_Torso, 4); + public JointS Waist_接続点 => new JointS(Body, X0Y0_Torso, 4); - public JointS 肌_接続点 => new JointS(本体, X0Y0_Torso, 5); + public JointS 肌_接続点 => new JointS(Body, X0Y0_Torso, 5); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_Torso, 0); + public JointS 翼左_接続点 => new JointS(Body, X0Y0_Torso, 0); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_Torso, 1); + public JointS 翼右_接続点 => new JointS(Body, X0Y0_Torso, 1); public 四足胴(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足胴D e) { 四足胴 四足胴2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足胴"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足胴"]); + Pars pars = Body[0][0]; X0Y0_Torso = pars["Torso"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar(); @@ -212,8 +212,8 @@ namespace SlaveMatrix pars2 = pars["獣性"].ToPars(); X0Y0_獣性_獣毛左 = pars2["獣毛左"].ToPar(); X0Y0_獣性_獣毛右 = pars2["獣毛右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs index 35416c0..b212a4b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs @@ -786,34 +786,34 @@ namespace SlaveMatrix } } - public JointS 脇左_接続点 => new JointS(本体, X0Y0_胸郭, 0); + public JointS 脇左_接続点 => new JointS(Body, X0Y0_胸郭, 0); - public JointS 脇右_接続点 => new JointS(本体, X0Y0_胸郭, 1); + public JointS 脇右_接続点 => new JointS(Body, X0Y0_胸郭, 1); - public JointS Torso_接続点 => new JointS(本体, X0Y0_胸郭, 9); + public JointS Torso_接続点 => new JointS(Body, X0Y0_胸郭, 9); - public JointS 胸左_接続点 => new JointS(本体, X0Y0_胸郭, 2); + public JointS 胸左_接続点 => new JointS(Body, X0Y0_胸郭, 2); - public JointS 胸右_接続点 => new JointS(本体, X0Y0_胸郭, 3); + public JointS 胸右_接続点 => new JointS(Body, X0Y0_胸郭, 3); - 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, 7); + public JointS 翼上左_接続点 => new JointS(Body, X0Y0_胸郭, 7); - public JointS 翼上右_接続点 => new JointS(本体, X0Y0_胸郭, 8); + public JointS 翼上右_接続点 => new JointS(Body, X0Y0_胸郭, 8); - 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 四足胸(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足胸D e) { 四足胸 四足胸2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足胸郭"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足胸郭"]); + 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(); @@ -857,8 +857,8 @@ namespace SlaveMatrix X0Y0_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y0_竜性_右_鱗2 = pars3["鱗2"].ToPar(); X0Y0_竜性_右_鱗3 = pars3["鱗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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs index 2fa1f45..d4064b3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs @@ -120,18 +120,18 @@ namespace SlaveMatrix } } - public JointS UpperArm_接続点 => new JointS(本体, X0Y0_脇, 0); + public JointS UpperArm_接続点 => new JointS(Body, X0Y0_脇, 0); public 四足脇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足脇D e) { 四足脇 四足脇2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.肩左["四足脇"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.肩左["四足脇"]); + Pars pars = Body[0][0]; X0Y0_脇 = pars["脇"].ToPar(); X0Y0_筋肉 = pars["筋肉"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs index d77f605..ef9d6f4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs @@ -1368,32 +1368,32 @@ namespace SlaveMatrix } } - public JointS 腿左_接続点 => new JointS(本体, X0Y0_Waist, 0); + public JointS 腿左_接続点 => new JointS(Body, X0Y0_Waist, 0); - public JointS 腿右_接続点 => new JointS(本体, X0Y0_Waist, 1); + public JointS 腿右_接続点 => new JointS(Body, X0Y0_Waist, 1); - public JointS 膣基_接続点 => new JointS(本体, X0Y0_Waist, 3); + public JointS 膣基_接続点 => new JointS(Body, X0Y0_Waist, 3); - public JointS 肛門_接続点 => new JointS(本体, X0Y0_Waist, 4); + public JointS 肛門_接続点 => new JointS(Body, X0Y0_Waist, 4); - public JointS 尾_接続点 => new JointS(本体, X0Y0_Waist, 4); + public JointS 尾_接続点 => new JointS(Body, X0Y0_Waist, 4); - public JointS 半身_接続点 => new JointS(本体, X0Y0_Waist, 4); + public JointS 半身_接続点 => new JointS(Body, X0Y0_Waist, 4); - public JointS 上着_接続点 => new JointS(本体, X0Y0_Waist, 5); + public JointS 上着_接続点 => new JointS(Body, X0Y0_Waist, 5); - public JointS 肌_接続点 => new JointS(本体, X0Y0_Waist, 6); + public JointS 肌_接続点 => new JointS(Body, X0Y0_Waist, 6); - public JointS 翼左_接続点 => new JointS(本体, X0Y0_Waist, 7); + public JointS 翼左_接続点 => new JointS(Body, X0Y0_Waist, 7); - public JointS 翼右_接続点 => new JointS(本体, X0Y0_Waist, 8); + public JointS 翼右_接続点 => new JointS(Body, X0Y0_Waist, 8); public 四足腰(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足腰D e) { 四足腰 四足腰2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足腰"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足腰"]); + Pars pars = Body[0][0]; X0Y0_Waist = pars["腰"].ToPar(); X0Y0_股 = pars["股"].ToPar(); X0Y0_下腹 = pars["下腹"].ToPar(); @@ -1431,7 +1431,7 @@ namespace SlaveMatrix pars3 = pars2["右"].ToPars(); X0Y0_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y0_竜性_右_鱗2 = pars3["鱗2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_Waist = pars["腰"].ToPar(); X0Y1_股 = pars["股"].ToPar(); X0Y1_下腹 = pars["下腹"].ToPar(); @@ -1469,7 +1469,7 @@ namespace SlaveMatrix pars3 = pars2["右"].ToPars(); X0Y1_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y1_竜性_右_鱗2 = pars3["鱗2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_Waist = pars["腰"].ToPar(); X0Y2_股 = pars["股"].ToPar(); X0Y2_下腹 = pars["下腹"].ToPar(); @@ -1507,7 +1507,7 @@ namespace SlaveMatrix pars3 = pars2["右"].ToPars(); X0Y2_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y2_竜性_右_鱗2 = pars3["鱗2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_Waist = pars["腰"].ToPar(); X0Y3_股 = pars["股"].ToPar(); X0Y3_下腹 = pars["下腹"].ToPar(); @@ -1545,7 +1545,7 @@ namespace SlaveMatrix pars3 = pars2["右"].ToPars(); X0Y3_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y3_竜性_右_鱗2 = pars3["鱗2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_Waist = pars["腰"].ToPar(); X0Y4_股 = pars["股"].ToPar(); X0Y4_下腹 = pars["下腹"].ToPar(); @@ -1583,8 +1583,8 @@ namespace SlaveMatrix pars3 = pars2["右"].ToPars(); X0Y4_竜性_右_鱗1 = pars3["鱗1"].ToPar(); X0Y4_竜性_右_鱗2 = pars3["鱗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; @@ -1920,7 +1920,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_WaistCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs index e6e1121..c981a7d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs @@ -110,27 +110,27 @@ namespace SlaveMatrix } } - public JointS 頭頂左_接続点 => new JointS(本体, X0Y0_髪, 0); + public JointS 頭頂左_接続点 => new JointS(Body, X0Y0_髪, 0); - public JointS 頭頂右_接続点 => new JointS(本体, X0Y0_髪, 1); + public JointS 頭頂右_接続点 => new JointS(Body, X0Y0_髪, 1); - public JointS 横髪左_接続点 => new JointS(本体, X0Y0_髪, 0); + public JointS 横髪左_接続点 => new JointS(Body, X0Y0_髪, 0); - public JointS 横髪右_接続点 => new JointS(本体, X0Y0_髪, 1); + public JointS 横髪右_接続点 => new JointS(Body, X0Y0_髪, 1); - public JointS 前髪_接続点 => new JointS(本体, X0Y0_髪, 2); + public JointS 前髪_接続点 => new JointS(Body, X0Y0_髪, 2); - public JointS 後髪_接続点 => new JointS(本体, X0Y0_髪, 3); + public JointS 後髪_接続点 => new JointS(Body, X0Y0_髪, 3); public 基髪(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 基髪D e) { 基髪 基髪2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["基髪"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["基髪"]); + Pars pars = Body[0][0]; X0Y0_髪 = pars["髪"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs index 29de853..8473f4e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs @@ -92,13 +92,13 @@ namespace SlaveMatrix } } - public JointS 軟体外左_接続点 => new JointS(本体, X0Y0_Torso, 0); + public JointS 軟体外左_接続点 => new JointS(Body, X0Y0_Torso, 0); - public JointS 軟体外右_接続点 => new JointS(本体, X0Y0_Torso, 3); + public JointS 軟体外右_接続点 => new JointS(Body, X0Y0_Torso, 3); - public JointS 軟体内左_接続点 => new JointS(本体, X0Y0_Torso, 1); + public JointS 軟体内左_接続点 => new JointS(Body, X0Y0_Torso, 1); - public JointS 軟体内右_接続点 => new JointS(本体, X0Y0_Torso, 2); + public JointS 軟体内右_接続点 => new JointS(Body, X0Y0_Torso, 2); public 多足_蛸(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蛸D e) { @@ -107,13 +107,13 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蛸"; dif.Add(new Pars(Sta.半身["多足"][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_Torso = pars["Torso"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs index a947d98..61bcac5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs @@ -149,27 +149,27 @@ namespace SlaveMatrix } } - public JointS 触肢左_接続点 => new JointS(本体, X0Y0_Torso, 10); + public JointS 触肢左_接続点 => new JointS(Body, X0Y0_Torso, 10); - public JointS 触肢右_接続点 => new JointS(本体, X0Y0_Torso, 11); + public JointS 触肢右_接続点 => new JointS(Body, X0Y0_Torso, 11); - public JointS 節足左1_接続点 => new JointS(本体, X0Y0_Torso, 2); + public JointS 節足左1_接続点 => new JointS(Body, X0Y0_Torso, 2); - public JointS 節足左2_接続点 => new JointS(本体, X0Y0_Torso, 4); + public JointS 節足左2_接続点 => new JointS(Body, X0Y0_Torso, 4); - public JointS 節足左3_接続点 => new JointS(本体, X0Y0_Torso, 6); + public JointS 節足左3_接続点 => new JointS(Body, X0Y0_Torso, 6); - public JointS 節足左4_接続点 => new JointS(本体, X0Y0_Torso, 8); + public JointS 節足左4_接続点 => new JointS(Body, X0Y0_Torso, 8); - public JointS 節足右1_接続点 => new JointS(本体, X0Y0_Torso, 3); + public JointS 節足右1_接続点 => new JointS(Body, X0Y0_Torso, 3); - public JointS 節足右2_接続点 => new JointS(本体, X0Y0_Torso, 5); + public JointS 節足右2_接続点 => new JointS(Body, X0Y0_Torso, 5); - public JointS 節足右3_接続点 => new JointS(本体, X0Y0_Torso, 7); + public JointS 節足右3_接続点 => new JointS(Body, X0Y0_Torso, 7); - public JointS 節足右4_接続点 => new JointS(本体, X0Y0_Torso, 9); + public JointS 節足右4_接続点 => new JointS(Body, X0Y0_Torso, 9); - public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso, 0); + public JointS 尾_接続点 => new JointS(Body, X0Y0_Torso, 0); public 多足_蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蜘D e) { @@ -178,15 +178,15 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蜘"; dif.Add(new Pars(Sta.半身["多足"][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_Torso = pars["Torso"].ToPar(); X0Y0_胸版 = pars["胸版"].ToPar(); X0Y0_柄 = pars["柄"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs index 2c4ddcf..e82d100 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs @@ -946,31 +946,31 @@ namespace SlaveMatrix } } - public JointS 触肢左_接続点 => new JointS(本体, X0Y0_基節_基節左0, 0); + public JointS 触肢左_接続点 => new JointS(Body, X0Y0_基節_基節左0, 0); - public JointS 節足左1_接続点 => new JointS(本体, X0Y0_基節_基節左1, 0); + public JointS 節足左1_接続点 => new JointS(Body, X0Y0_基節_基節左1, 0); - public JointS 節足左2_接続点 => new JointS(本体, X0Y0_基節_基節左2, 0); + public JointS 節足左2_接続点 => new JointS(Body, X0Y0_基節_基節左2, 0); - public JointS 節足左3_接続点 => new JointS(本体, X0Y0_基節_基節左3, 0); + public JointS 節足左3_接続点 => new JointS(Body, X0Y0_基節_基節左3, 0); - public JointS 節足左4_接続点 => new JointS(本体, X0Y0_基節_基節左4, 0); + public JointS 節足左4_接続点 => new JointS(Body, X0Y0_基節_基節左4, 0); - public JointS 触肢右_接続点 => new JointS(本体, X0Y0_基節_基節右0, 0); + public JointS 触肢右_接続点 => new JointS(Body, X0Y0_基節_基節右0, 0); - public JointS 節足右1_接続点 => new JointS(本体, X0Y0_基節_基節右1, 0); + public JointS 節足右1_接続点 => new JointS(Body, X0Y0_基節_基節右1, 0); - public JointS 節足右2_接続点 => new JointS(本体, X0Y0_基節_基節右2, 0); + public JointS 節足右2_接続点 => new JointS(Body, X0Y0_基節_基節右2, 0); - public JointS 節足右3_接続点 => new JointS(本体, X0Y0_基節_基節右3, 0); + public JointS 節足右3_接続点 => new JointS(Body, X0Y0_基節_基節右3, 0); - public JointS 節足右4_接続点 => new JointS(本体, X0Y0_基節_基節右4, 0); + public JointS 節足右4_接続点 => new JointS(Body, X0Y0_基節_基節右4, 0); - public JointS 櫛状板左_接続点 => new JointS(本体, X0Y0_生殖口_生殖口1, 0); + public JointS 櫛状板左_接続点 => new JointS(Body, X0Y0_生殖口_生殖口1, 0); - public JointS 櫛状板右_接続点 => new JointS(本体, X0Y0_生殖口_生殖口1, 1); + public JointS 櫛状板右_接続点 => new JointS(Body, X0Y0_生殖口_生殖口1, 1); - public JointS 尾_接続点 => new JointS(本体, X0Y0_前腹_腹節7_節0, 2); + public JointS 尾_接続点 => new JointS(Body, X0Y0_前腹_腹節7_節0, 2); public 多足_蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蠍D e) { @@ -979,10 +979,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蠍"; dif.Add(new Pars(Sta.半身["多足"][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]; Pars pars2 = pars["前腹"].ToPars(); Pars pars3 = pars2["腹節7"].ToPars(); X0Y0_前腹_腹節7_節0 = pars3["節0"].ToPar(); @@ -1032,8 +1032,8 @@ namespace SlaveMatrix pars2 = pars["生殖口"].ToPars(); X0Y0_生殖口_生殖口0 = pars2["生殖口0"].ToPar(); X0Y0_生殖口_生殖口1 = pars2["生殖口1"].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; @@ -1313,7 +1313,7 @@ namespace SlaveMatrix X0Y0_前腹_腹節4_節0.AngleBase = maxAngle.GetRanAngle(); X0Y0_前腹_腹節3_節0.AngleBase = maxAngle.GetRanAngle(); X0Y0_前腹_腹節2_節0.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public IEnumerable 軸列挙() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs index d1cd76d..b8f6dfa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs @@ -113,7 +113,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -422,18 +422,18 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 大顎(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 大顎D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["虫顎"][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]; Pars pars2 = pars["刺"].ToPars(); X0Y0_棘_棘1 = pars2["刺1"].ToPar(); X0Y0_棘_棘2 = pars2["刺2"].ToPar(); @@ -447,15 +447,15 @@ namespace SlaveMatrix X0Y0_輪_金具3 = pars2["金具3"].ToPar(); X0Y0_輪_金具左 = pars2["金具左"].ToPar(); X0Y0_輪_金具右 = pars2["金具右"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_牙 = pars["牙"].ToPar(); X0Y1_線 = pars["線"].ToPar(); X0Y1_折線1 = pars["折線1"].ToPar(); X0Y1_折線2 = pars["折線2"].ToPar(); X0Y1_折線3 = pars["折線3"].ToPar(); X0Y1_穴 = pars["穴"].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; @@ -540,12 +540,12 @@ namespace SlaveMatrix X0Y0_牙.AngleBase = num * -22.0; X0Y1_牙.AngleBase = num * -22.0; X0Y0_輪_革.AngleBase = num * -21.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); if (!欠損_) { 鎖1.描画0(Are); @@ -563,7 +563,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_棘_棘1CP.Update(); X0Y0_棘_棘2CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs index 81561e8..d59d60d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs @@ -170,15 +170,15 @@ namespace SlaveMatrix public 大顎上(double DisUnit, 配色指定 配色指定, 体配色 体配色) { ThisType = GetType(); - 本体 = new Difs(Sta.肢中["大顎上"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.肢中["大顎上"]); + Pars pars = Body[0][0]; X0Y0_甲殻 = pars["甲殻"].ToPar(); X0Y0_線左 = pars["線左"].ToPar(); X0Y0_線右 = pars["線右"].ToPar(); X0Y0_棘左 = pars["刺左"].ToPar(); X0Y0_棘右 = pars["刺右"].ToPar(); - 本体.SetJoints(); - 接続根 = new JointD(本体); + Body.SetJoints(); + 接続根 = new JointD(Body); base.配色指定 = 配色指定; 配色(体配色); X0Y0_甲殻CP = new ColorP(X0Y0_甲殻, 甲殻CD, DisUnit, abj: true); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs index 4762cd5..33e00fb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs @@ -398,11 +398,11 @@ namespace SlaveMatrix } } - public JointS 顎左_接続点 => new JointS(本体, X0Y0_甲殻下, 0); + public JointS 顎左_接続点 => new JointS(Body, X0Y0_甲殻下, 0); - public JointS 顎右_接続点 => new JointS(本体, X0Y0_甲殻下, 1); + public JointS 顎右_接続点 => new JointS(Body, X0Y0_甲殻下, 1); - public JointS 大顎上_接続点 => new JointS(本体, X0Y0_甲殻下, 2); + public JointS 大顎上_接続点 => new JointS(Body, X0Y0_甲殻下, 2); public 大顎基(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 大顎基D e) { @@ -410,12 +410,12 @@ namespace SlaveMatrix 大顎上 = new 大顎上(DisUnit, 配色指定, 体配色); 大顎上.Par = this; ThisType = GetType(); - 本体 = new Difs(Sta.肢中["大顎基"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.肢中["大顎基"]); + Pars pars = Body[0][0]; X0Y0_甲殻下 = pars["甲殻下"].ToPar(); 大顎上.接続(大顎上_接続点); - 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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs index fe05d1b..a552393 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs @@ -263,59 +263,59 @@ namespace SlaveMatrix public 射精(double DisUnit, 配色指定 配色指定, 主人公配色 体配色, ModeEventDispatcher Med, 射精D e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["射精"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["射精"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_精液 = pars["精液"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_精液 = pars["精液"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_精液 = pars["精液"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_精液 = pars["精液"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_精液 = pars["精液"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_精液 = pars["精液"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_精液 = pars["精液"].ToPar(); - pars = 本体[1][5]; + pars = Body[1][5]; X1Y5_精液 = pars["精液"].ToPar(); - pars = 本体[1][6]; + pars = Body[1][6]; X1Y6_精液 = pars["精液"].ToPar(); - pars = 本体[1][7]; + pars = Body[1][7]; X1Y7_精液 = pars["精液"].ToPar(); - pars = 本体[1][8]; + pars = Body[1][8]; X1Y8_精液掛け = pars["精液掛け"].ToPar(); X1Y8_精液 = pars["精液"].ToPar(); - pars = 本体[1][9]; + pars = Body[1][9]; X1Y9_精液掛け = pars["精液掛け"].ToPar(); X1Y9_精液 = pars["精液"].ToPar(); - pars = 本体[1][10]; + pars = Body[1][10]; X1Y10_精液掛け = pars["精液掛け"].ToPar(); X1Y10_精液 = pars["精液"].ToPar(); - pars = 本体[1][11]; + pars = Body[1][11]; X1Y11_精液掛け = pars["精液掛け"].ToPar(); X1Y11_精液 = pars["精液"].ToPar(); - pars = 本体[1][12]; + pars = Body[1][12]; X1Y12_精液掛け = pars["精液掛け"].ToPar(); X1Y12_精液 = pars["精液"].ToPar(); - pars = 本体[1][13]; + pars = Body[1][13]; X1Y13_精液掛け = pars["精液掛け"].ToPar(); X1Y13_精液 = pars["精液"].ToPar(); - pars = 本体[1][14]; + pars = Body[1][14]; X1Y14_精液 = pars["精液"].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; @@ -382,9 +382,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); @@ -410,7 +410,7 @@ namespace SlaveMatrix } return; } - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs index e58599e..fd18a8d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs @@ -3490,15 +3490,15 @@ namespace SlaveMatrix } } - public JointS 尾先_接続点 => new JointS(本体, X0Y0_尾19_尾, 0); + public JointS 尾先_接続点 => new JointS(Body, X0Y0_尾19_尾, 0); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_ウ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_ウD e) { @@ -3507,10 +3507,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ウミ"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾20"].ToPars(); X0Y0_尾20_尾 = pars2["尾"].ToPar(); X0Y0_尾20_鱗左5 = pars2["鱗左5"].ToPar(); @@ -3693,8 +3693,8 @@ namespace SlaveMatrix X0Y0_輪2_金具3 = pars2["金具3"].ToPar(); X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_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; @@ -4277,7 +4277,7 @@ namespace SlaveMatrix X0Y0_尾2_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); if (尾先_接続 != null) { Set尾先角度(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs index e6beef2..9f559fa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs @@ -2184,13 +2184,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_ガ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_ガD e) { @@ -2198,10 +2198,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ガラ"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾 = pars["尾"].ToPar(); Pars pars2 = pars["尾9"].ToPars(); X0Y0_尾9_尾 = pars2["尾"].ToPar(); @@ -2322,8 +2322,8 @@ namespace SlaveMatrix X0Y0_輪2_金具3 = pars2["金具3"].ToPar(); X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_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; @@ -2700,7 +2700,7 @@ namespace SlaveMatrix X0Y0_尾2_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs index fb6e650..4bd5503 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs @@ -5712,15 +5712,15 @@ namespace SlaveMatrix } } - public JointS 尾先_接続点 => new JointS(本体, X0Y0_尾19_尾, 0); + public JointS 尾先_接続点 => new JointS(Body, X0Y0_尾19_尾, 0); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_ヘ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_ヘD e) { @@ -5729,10 +5729,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "ヘビ"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾35"].ToPars(); X0Y0_尾35_尾 = pars2["尾"].ToPar(); X0Y0_尾35_鱗左3 = pars2["鱗左3"].ToPar(); @@ -6031,8 +6031,8 @@ namespace SlaveMatrix X0Y0_輪2_金具3 = pars2["金具3"].ToPar(); X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_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; @@ -6933,7 +6933,7 @@ namespace SlaveMatrix X0Y0_尾2_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); if (尾先_接続 != null) { Set尾先角度(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs index 600152a..12c3d00 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs @@ -650,9 +650,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 尾_悪(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_悪D e) { @@ -660,10 +660,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "悪尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -692,8 +692,8 @@ namespace SlaveMatrix pars2 = pars["先端"].ToPars(); X0Y0_先端_先 = pars2["先"].ToPar(); X0Y0_先端_尾 = pars2["尾"].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; @@ -857,7 +857,7 @@ namespace SlaveMatrix X0Y0_尾16.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾17.AngleBase = maxAngle.GetRanAngle(); X0Y0_先端_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs index e3e10e9..91e9045 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs @@ -1385,9 +1385,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 尾_根(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_根D e) { @@ -1395,10 +1395,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "根尾"; dif.Add(new Pars(Sta.尻尾["尾"][0][22])); - 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]; Pars pars2 = pars["尾0"].ToPars(); X0Y0_尾0_尾 = pars2["尾"].ToPar(); X0Y0_尾0_線1 = pars2["線1"].ToPar(); @@ -1479,8 +1479,8 @@ namespace SlaveMatrix X0Y0_尾17_線1 = pars2["線1"].ToPar(); X0Y0_尾17_線2 = pars2["線2"].ToPar(); X0Y0_尾18 = pars["尾18"].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; @@ -1748,7 +1748,7 @@ namespace SlaveMatrix X0Y0_尾16_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾17_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾18.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs index cc9a12e..ca5f0bf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs @@ -650,9 +650,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 尾_淫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_淫D e) { @@ -660,10 +660,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "淫尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -692,8 +692,8 @@ namespace SlaveMatrix pars2 = pars["先端"].ToPars(); X0Y0_先端_先 = pars2["先"].ToPar(); X0Y0_先端_尾 = pars2["尾"].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; @@ -857,7 +857,7 @@ namespace SlaveMatrix X0Y0_尾16.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾17.AngleBase = maxAngle.GetRanAngle(); X0Y0_先端_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs index 02123c8..8e7ab62 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs @@ -1081,10 +1081,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "牛尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -1139,8 +1139,8 @@ namespace SlaveMatrix X0Y0_毛尾_右1_尾4 = pars3["尾4"].ToPar(); X0Y0_毛尾_右1_尾5 = pars3["尾5"].ToPar(); X0Y0_毛尾_右1_尾6 = pars3["尾6"].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; @@ -1331,7 +1331,7 @@ namespace SlaveMatrix X0Y0_毛尾_右1_尾4.AngleBase = maxAngle.GetRanAngle(); X0Y0_毛尾_右1_尾5.AngleBase = maxAngle.GetRanAngle(); X0Y0_毛尾_右1_尾6.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs index 4d98937..04989f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs @@ -241,10 +241,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "犬尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -253,8 +253,8 @@ namespace SlaveMatrix X0Y0_尾5 = pars["尾5"].ToPar(); X0Y0_尾6 = pars["尾6"].ToPar(); X0Y0_尾7 = pars["尾7"].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; @@ -318,7 +318,7 @@ namespace SlaveMatrix X0Y0_尾5.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾6.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾7.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs index 9b9d3a0..e90cf2b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs @@ -325,10 +325,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "狐尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -341,8 +341,8 @@ namespace SlaveMatrix X0Y0_尾9 = pars["尾9"].ToPar(); X0Y0_尾10 = pars["尾10"].ToPar(); X0Y0_尾11 = pars["尾11"].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; @@ -422,7 +422,7 @@ namespace SlaveMatrix X0Y0_尾9.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾10.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾11.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs index 175fad7..6334c2a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs @@ -367,10 +367,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "猫尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -385,8 +385,8 @@ namespace SlaveMatrix X0Y0_尾11 = pars["尾11"].ToPar(); X0Y0_尾12 = pars["尾12"].ToPar(); X0Y0_尾13 = pars["尾13"].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; @@ -472,7 +472,7 @@ namespace SlaveMatrix X0Y0_尾11.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾12.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾13.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs index 3676c99..5666b80 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs @@ -199,18 +199,18 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "短尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); X0Y0_尾3 = pars["尾3"].ToPar(); X0Y0_尾4 = pars["尾4"].ToPar(); X0Y0_尾5 = pars["尾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; @@ -268,7 +268,7 @@ namespace SlaveMatrix X0Y0_尾3.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾4.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾5.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs index d731182..5d4177b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs @@ -777,13 +777,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_竜D e) { @@ -791,10 +791,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "竜尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾17 = pars["尾17"].ToPar(); X0Y0_針 = pars["針"].ToPar(); Pars pars2 = pars["輪2"].ToPars(); @@ -828,8 +828,8 @@ namespace SlaveMatrix X0Y0_尾2 = pars["尾2"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾0 = pars["尾0"].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; @@ -1012,7 +1012,7 @@ namespace SlaveMatrix X0Y0_尾2.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs index 0adde21..817164e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs @@ -5085,13 +5085,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_腓(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_腓D e) { @@ -5099,10 +5099,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "腓尾"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾1"].ToPars(); X0Y0_尾1_根 = pars2["根"].ToPar(); X0Y0_尾1_鱗 = pars2["鱗"].ToPar(); @@ -5393,8 +5393,8 @@ namespace SlaveMatrix X0Y0_輪2_金具3 = pars2["金具3"].ToPar(); X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_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; @@ -6199,7 +6199,7 @@ namespace SlaveMatrix X0Y0_尾28_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾29_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾30_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs index 5f75b1c..407d46c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs @@ -630,13 +630,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_虫D e) { @@ -644,10 +644,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "虫尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾10 = pars["尾10"].ToPar(); X0Y0_針 = pars["針"].ToPar(); Pars pars2 = pars["輪2"].ToPars(); @@ -674,8 +674,8 @@ namespace SlaveMatrix X0Y0_尾2 = pars["尾2"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾0 = pars["尾0"].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; @@ -830,7 +830,7 @@ namespace SlaveMatrix X0Y0_尾2.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs index cd1cbd1..1082c83 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs @@ -5082,13 +5082,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蛇D e) { @@ -5096,10 +5096,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蛇尾"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾1"].ToPars(); X0Y0_尾1_根 = pars2["根"].ToPar(); X0Y0_尾1_鱗 = pars2["鱗"].ToPar(); @@ -5385,8 +5385,8 @@ namespace SlaveMatrix X0Y0_輪2_金具3 = pars2["金具3"].ToPar(); X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_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; @@ -6210,7 +6210,7 @@ namespace SlaveMatrix X0Y0_尾42_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾43_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾44_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs index 9a0533d..4de1d86 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs @@ -445,7 +445,7 @@ namespace SlaveMatrix } } - public JointS 出糸_接続点 => new JointS(本体, X0Y0_尾0, 0); + public JointS 出糸_接続点 => new JointS(Body, X0Y0_尾0, 0); public 尾_蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蜘D e) { @@ -454,10 +454,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蜘尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_柄0 = pars["柄0"].ToPar(); X0Y0_柄左1 = pars["柄左1"].ToPar(); @@ -479,8 +479,8 @@ namespace SlaveMatrix X0Y0_出糸突起前_出糸突起左 = pars2["出糸突起左"].ToPar(); X0Y0_出糸突起前_出糸突起右 = pars2["出糸突起右"].ToPar(); X0Y0_付根線 = pars["付根線"].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; @@ -565,7 +565,7 @@ namespace SlaveMatrix public override void SetAngle0() { _ = 右; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs index d050aaa..447f886 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs @@ -1514,37 +1514,37 @@ namespace SlaveMatrix } } - public JointS 左1_接続点 => new JointS(本体, X0Y0_尾0_尾, 0); + public JointS 左1_接続点 => new JointS(Body, X0Y0_尾0_尾, 0); - public JointS 右1_接続点 => new JointS(本体, X0Y0_尾0_尾, 1); + public JointS 右1_接続点 => new JointS(Body, X0Y0_尾0_尾, 1); - public JointS 左2_接続点 => new JointS(本体, X0Y0_尾1_尾, 0); + public JointS 左2_接続点 => new JointS(Body, X0Y0_尾1_尾, 0); - public JointS 右2_接続点 => new JointS(本体, X0Y0_尾1_尾, 1); + public JointS 右2_接続点 => new JointS(Body, X0Y0_尾1_尾, 1); - public JointS 左3_接続点 => new JointS(本体, X0Y0_尾2_尾, 0); + public JointS 左3_接続点 => new JointS(Body, X0Y0_尾2_尾, 0); - public JointS 右3_接続点 => new JointS(本体, X0Y0_尾2_尾, 1); + public JointS 右3_接続点 => new JointS(Body, X0Y0_尾2_尾, 1); - public JointS 左4_接続点 => new JointS(本体, X0Y0_尾3_尾, 0); + public JointS 左4_接続点 => new JointS(Body, X0Y0_尾3_尾, 0); - public JointS 右4_接続点 => new JointS(本体, X0Y0_尾3_尾, 1); + public JointS 右4_接続点 => new JointS(Body, X0Y0_尾3_尾, 1); - public JointS 左5_接続点 => new JointS(本体, X0Y0_尾4_尾, 0); + public JointS 左5_接続点 => new JointS(Body, X0Y0_尾4_尾, 0); - public JointS 右5_接続点 => new JointS(本体, X0Y0_尾4_尾, 1); + public JointS 右5_接続点 => new JointS(Body, X0Y0_尾4_尾, 1); - public JointS 尾左_接続点 => new JointS(本体, X0Y0_尾5_尾, 0); + public JointS 尾左_接続点 => new JointS(Body, X0Y0_尾5_尾, 0); - public JointS 尾右_接続点 => new JointS(本体, X0Y0_尾5_尾, 1); + public JointS 尾右_接続点 => new JointS(Body, X0Y0_尾5_尾, 1); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蟲D e) { @@ -1553,10 +1553,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蟲尾"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾5"].ToPars(); X0Y0_尾5_背板 = pars2["背板"].ToPar(); X0Y0_尾5_節 = pars2["節"].ToPar(); @@ -1625,8 +1625,8 @@ namespace SlaveMatrix X0Y0_輪1_金具3 = pars2["金具3"].ToPar(); X0Y0_輪1_金具左 = pars2["金具左"].ToPar(); X0Y0_輪1_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; @@ -2022,7 +2022,7 @@ namespace SlaveMatrix X0Y0_尾2_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs index 07cec14..635ea03 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs @@ -861,13 +861,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蠍D e) { @@ -875,10 +875,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蠍尾"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["節1"].ToPars(); X0Y0_節1_尾 = pars2["尾"].ToPar(); X0Y0_節1_線 = pars2["線"].ToPar(); @@ -922,8 +922,8 @@ namespace SlaveMatrix X0Y0_輪2_金具3 = pars2["金具3"].ToPar(); X0Y0_輪2_金具左 = pars2["金具左"].ToPar(); X0Y0_輪2_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; @@ -1106,7 +1106,7 @@ namespace SlaveMatrix X0Y0_節4_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_節5_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_針_尾針.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs index 8e3e094..8de7e4d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs @@ -913,10 +913,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "馬尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾2 = pars["尾2"].ToPar(); @@ -962,8 +962,8 @@ namespace SlaveMatrix X0Y0_右1_尾4 = pars2["尾4"].ToPar(); X0Y0_右1_尾5 = pars2["尾5"].ToPar(); X0Y0_右1_尾6 = pars2["尾6"].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; @@ -1129,7 +1129,7 @@ namespace SlaveMatrix X0Y0_右1_尾4.AngleBase = maxAngle.GetRanAngle(); X0Y0_右1_尾5.AngleBase = maxAngle.GetRanAngle(); X0Y0_右1_尾6.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs index 6474fa7..8caa52a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs @@ -7253,147 +7253,147 @@ namespace SlaveMatrix } } - public JointS 左1_接続点 => new JointS(本体, X0Y0_尾0_尾, 0); + public JointS 左1_接続点 => new JointS(Body, X0Y0_尾0_尾, 0); - public JointS 右1_接続点 => new JointS(本体, X0Y0_尾0_尾, 1); + public JointS 右1_接続点 => new JointS(Body, X0Y0_尾0_尾, 1); - public JointS 左2_接続点 => new JointS(本体, X0Y0_尾1_尾, 0); + public JointS 左2_接続点 => new JointS(Body, X0Y0_尾1_尾, 0); - public JointS 右2_接続点 => new JointS(本体, X0Y0_尾1_尾, 1); + public JointS 右2_接続点 => new JointS(Body, X0Y0_尾1_尾, 1); - public JointS 左3_接続点 => new JointS(本体, X0Y0_尾2_尾, 0); + public JointS 左3_接続点 => new JointS(Body, X0Y0_尾2_尾, 0); - public JointS 右3_接続点 => new JointS(本体, X0Y0_尾2_尾, 1); + public JointS 右3_接続点 => new JointS(Body, X0Y0_尾2_尾, 1); - public JointS 左4_接続点 => new JointS(本体, X0Y0_尾3_尾, 0); + public JointS 左4_接続点 => new JointS(Body, X0Y0_尾3_尾, 0); - public JointS 右4_接続点 => new JointS(本体, X0Y0_尾3_尾, 1); + public JointS 右4_接続点 => new JointS(Body, X0Y0_尾3_尾, 1); - public JointS 左5_接続点 => new JointS(本体, X0Y0_尾4_尾, 0); + public JointS 左5_接続点 => new JointS(Body, X0Y0_尾4_尾, 0); - public JointS 右5_接続点 => new JointS(本体, X0Y0_尾4_尾, 1); + public JointS 右5_接続点 => new JointS(Body, X0Y0_尾4_尾, 1); - public JointS 左6_接続点 => new JointS(本体, X0Y0_尾5_尾, 0); + public JointS 左6_接続点 => new JointS(Body, X0Y0_尾5_尾, 0); - public JointS 右6_接続点 => new JointS(本体, X0Y0_尾5_尾, 1); + public JointS 右6_接続点 => new JointS(Body, X0Y0_尾5_尾, 1); - public JointS 左7_接続点 => new JointS(本体, X0Y0_尾6_尾, 0); + public JointS 左7_接続点 => new JointS(Body, X0Y0_尾6_尾, 0); - public JointS 右7_接続点 => new JointS(本体, X0Y0_尾6_尾, 1); + public JointS 右7_接続点 => new JointS(Body, X0Y0_尾6_尾, 1); - public JointS 左8_接続点 => new JointS(本体, X0Y0_尾7_尾, 0); + public JointS 左8_接続点 => new JointS(Body, X0Y0_尾7_尾, 0); - public JointS 右8_接続点 => new JointS(本体, X0Y0_尾7_尾, 1); + public JointS 右8_接続点 => new JointS(Body, X0Y0_尾7_尾, 1); - public JointS 左9_接続点 => new JointS(本体, X0Y0_尾8_尾, 0); + public JointS 左9_接続点 => new JointS(Body, X0Y0_尾8_尾, 0); - public JointS 右9_接続点 => new JointS(本体, X0Y0_尾8_尾, 1); + public JointS 右9_接続点 => new JointS(Body, X0Y0_尾8_尾, 1); - public JointS 左10_接続点 => new JointS(本体, X0Y0_尾9_尾, 0); + public JointS 左10_接続点 => new JointS(Body, X0Y0_尾9_尾, 0); - public JointS 右10_接続点 => new JointS(本体, X0Y0_尾9_尾, 1); + public JointS 右10_接続点 => new JointS(Body, X0Y0_尾9_尾, 1); - public JointS 左11_接続点 => new JointS(本体, X0Y0_尾10_尾, 0); + public JointS 左11_接続点 => new JointS(Body, X0Y0_尾10_尾, 0); - public JointS 右11_接続点 => new JointS(本体, X0Y0_尾10_尾, 1); + public JointS 右11_接続点 => new JointS(Body, X0Y0_尾10_尾, 1); - public JointS 左12_接続点 => new JointS(本体, X0Y0_尾11_尾, 0); + public JointS 左12_接続点 => new JointS(Body, X0Y0_尾11_尾, 0); - public JointS 右12_接続点 => new JointS(本体, X0Y0_尾11_尾, 1); + public JointS 右12_接続点 => new JointS(Body, X0Y0_尾11_尾, 1); - public JointS 左13_接続点 => new JointS(本体, X0Y0_尾12_尾, 0); + public JointS 左13_接続点 => new JointS(Body, X0Y0_尾12_尾, 0); - public JointS 右13_接続点 => new JointS(本体, X0Y0_尾12_尾, 1); + public JointS 右13_接続点 => new JointS(Body, X0Y0_尾12_尾, 1); - public JointS 左14_接続点 => new JointS(本体, X0Y0_尾13_尾, 0); + public JointS 左14_接続点 => new JointS(Body, X0Y0_尾13_尾, 0); - public JointS 右14_接続点 => new JointS(本体, X0Y0_尾13_尾, 1); + public JointS 右14_接続点 => new JointS(Body, X0Y0_尾13_尾, 1); - public JointS 左15_接続点 => new JointS(本体, X0Y0_尾14_尾, 0); + public JointS 左15_接続点 => new JointS(Body, X0Y0_尾14_尾, 0); - public JointS 右15_接続点 => new JointS(本体, X0Y0_尾14_尾, 1); + public JointS 右15_接続点 => new JointS(Body, X0Y0_尾14_尾, 1); - public JointS 左16_接続点 => new JointS(本体, X0Y0_尾15_尾, 0); + public JointS 左16_接続点 => new JointS(Body, X0Y0_尾15_尾, 0); - public JointS 右16_接続点 => new JointS(本体, X0Y0_尾15_尾, 1); + public JointS 右16_接続点 => new JointS(Body, X0Y0_尾15_尾, 1); - public JointS 左17_接続点 => new JointS(本体, X0Y0_尾16_尾, 0); + public JointS 左17_接続点 => new JointS(Body, X0Y0_尾16_尾, 0); - public JointS 右17_接続点 => new JointS(本体, X0Y0_尾16_尾, 1); + public JointS 右17_接続点 => new JointS(Body, X0Y0_尾16_尾, 1); - public JointS 左18_接続点 => new JointS(本体, X0Y0_尾17_尾, 0); + public JointS 左18_接続点 => new JointS(Body, X0Y0_尾17_尾, 0); - public JointS 右18_接続点 => new JointS(本体, X0Y0_尾17_尾, 1); + public JointS 右18_接続点 => new JointS(Body, X0Y0_尾17_尾, 1); - public JointS 左19_接続点 => new JointS(本体, X0Y0_尾18_尾, 0); + public JointS 左19_接続点 => new JointS(Body, X0Y0_尾18_尾, 0); - public JointS 右19_接続点 => new JointS(本体, X0Y0_尾18_尾, 1); + public JointS 右19_接続点 => new JointS(Body, X0Y0_尾18_尾, 1); - public JointS 左20_接続点 => new JointS(本体, X0Y0_尾19_尾, 0); + public JointS 左20_接続点 => new JointS(Body, X0Y0_尾19_尾, 0); - public JointS 右20_接続点 => new JointS(本体, X0Y0_尾19_尾, 1); + public JointS 右20_接続点 => new JointS(Body, X0Y0_尾19_尾, 1); - public JointS 左21_接続点 => new JointS(本体, X0Y0_尾20_尾, 0); + public JointS 左21_接続点 => new JointS(Body, X0Y0_尾20_尾, 0); - public JointS 右21_接続点 => new JointS(本体, X0Y0_尾20_尾, 1); + public JointS 右21_接続点 => new JointS(Body, X0Y0_尾20_尾, 1); - public JointS 左22_接続点 => new JointS(本体, X0Y0_尾21_尾, 0); + public JointS 左22_接続点 => new JointS(Body, X0Y0_尾21_尾, 0); - public JointS 右22_接続点 => new JointS(本体, X0Y0_尾21_尾, 1); + public JointS 右22_接続点 => new JointS(Body, X0Y0_尾21_尾, 1); - public JointS 左23_接続点 => new JointS(本体, X0Y0_尾22_尾, 0); + public JointS 左23_接続点 => new JointS(Body, X0Y0_尾22_尾, 0); - public JointS 右23_接続点 => new JointS(本体, X0Y0_尾22_尾, 1); + public JointS 右23_接続点 => new JointS(Body, X0Y0_尾22_尾, 1); - public JointS 左24_接続点 => new JointS(本体, X0Y0_尾23_尾, 0); + public JointS 左24_接続点 => new JointS(Body, X0Y0_尾23_尾, 0); - public JointS 右24_接続点 => new JointS(本体, X0Y0_尾23_尾, 1); + public JointS 右24_接続点 => new JointS(Body, X0Y0_尾23_尾, 1); - public JointS 左25_接続点 => new JointS(本体, X0Y0_尾24_尾, 0); + public JointS 左25_接続点 => new JointS(Body, X0Y0_尾24_尾, 0); - public JointS 右25_接続点 => new JointS(本体, X0Y0_尾24_尾, 1); + public JointS 右25_接続点 => new JointS(Body, X0Y0_尾24_尾, 1); - public JointS 左26_接続点 => new JointS(本体, X0Y0_尾25_尾, 0); + public JointS 左26_接続点 => new JointS(Body, X0Y0_尾25_尾, 0); - public JointS 右26_接続点 => new JointS(本体, X0Y0_尾25_尾, 1); + public JointS 右26_接続点 => new JointS(Body, X0Y0_尾25_尾, 1); - public JointS 左27_接続点 => new JointS(本体, X0Y0_尾26_尾, 0); + public JointS 左27_接続点 => new JointS(Body, X0Y0_尾26_尾, 0); - public JointS 右27_接続点 => new JointS(本体, X0Y0_尾26_尾, 1); + public JointS 右27_接続点 => new JointS(Body, X0Y0_尾26_尾, 1); - public JointS 左28_接続点 => new JointS(本体, X0Y0_尾27_尾, 0); + public JointS 左28_接続点 => new JointS(Body, X0Y0_尾27_尾, 0); - public JointS 右28_接続点 => new JointS(本体, X0Y0_尾27_尾, 1); + public JointS 右28_接続点 => new JointS(Body, X0Y0_尾27_尾, 1); - public JointS 左29_接続点 => new JointS(本体, X0Y0_尾28_尾, 0); + public JointS 左29_接続点 => new JointS(Body, X0Y0_尾28_尾, 0); - public JointS 右29_接続点 => new JointS(本体, X0Y0_尾28_尾, 1); + public JointS 右29_接続点 => new JointS(Body, X0Y0_尾28_尾, 1); - public JointS 左30_接続点 => new JointS(本体, X0Y0_尾29_尾, 0); + public JointS 左30_接続点 => new JointS(Body, X0Y0_尾29_尾, 0); - public JointS 右30_接続点 => new JointS(本体, X0Y0_尾29_尾, 1); + public JointS 右30_接続点 => new JointS(Body, X0Y0_尾29_尾, 1); - public JointS 左31_接続点 => new JointS(本体, X0Y0_尾30_尾, 0); + public JointS 左31_接続点 => new JointS(Body, X0Y0_尾30_尾, 0); - public JointS 右31_接続点 => new JointS(本体, X0Y0_尾30_尾, 1); + public JointS 右31_接続点 => new JointS(Body, X0Y0_尾30_尾, 1); - public JointS 左32_接続点 => new JointS(本体, X0Y0_尾31_尾, 0); + public JointS 左32_接続点 => new JointS(Body, X0Y0_尾31_尾, 0); - public JointS 右32_接続点 => new JointS(本体, X0Y0_尾31_尾, 1); + public JointS 右32_接続点 => new JointS(Body, X0Y0_尾31_尾, 1); - public JointS 左33_接続点 => new JointS(本体, X0Y0_尾32_尾, 0); + public JointS 左33_接続点 => new JointS(Body, X0Y0_尾32_尾, 0); - public JointS 右33_接続点 => new JointS(本体, X0Y0_尾32_尾, 1); + public JointS 右33_接続点 => new JointS(Body, X0Y0_尾32_尾, 1); - public JointS 左34_接続点 => new JointS(本体, X0Y0_尾33_尾, 0); + public JointS 左34_接続点 => new JointS(Body, X0Y0_尾33_尾, 0); - public JointS 右34_接続点 => new JointS(本体, X0Y0_尾33_尾, 1); + public JointS 右34_接続点 => new JointS(Body, X0Y0_尾33_尾, 1); - public JointS 尾先_接続点 => new JointS(本体, X0Y0_尾13_尾, 2); + public JointS 尾先_接続点 => new JointS(Body, X0Y0_尾13_尾, 2); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 尾_魚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_魚D e) { @@ -7402,10 +7402,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "魚尾"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾33"].ToPars(); Pars pars3 = pars2["鱗左"].ToPars(); X0Y0_尾33_鱗左_鱗1 = pars3["鱗1"].ToPar(); @@ -7817,8 +7817,8 @@ namespace SlaveMatrix X0Y0_尾0_鱗右_鱗3 = pars3["鱗3"].ToPar(); X0Y0_尾0_鱗右_鱗4 = pars3["鱗4"].ToPar(); X0Y0_尾0_尾 = pars2["尾"].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; @@ -9286,7 +9286,7 @@ namespace SlaveMatrix { X0Y0_尾0_尾.AngleBase = maxAngle.GetRanAngle(); } - 本体.JoinPAall(); + Body.JoinPAall(); if (尾先_接続 != null) { Set尾先角度(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs index ebe9af0..32b9c8e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs @@ -2684,147 +2684,147 @@ namespace SlaveMatrix } } - public JointS 左1_接続点 => new JointS(本体, X0Y0_尾0_尾, 2); + public JointS 左1_接続点 => new JointS(Body, X0Y0_尾0_尾, 2); - public JointS 右1_接続点 => new JointS(本体, X0Y0_尾0_尾, 3); + public JointS 右1_接続点 => new JointS(Body, X0Y0_尾0_尾, 3); - public JointS 左2_接続点 => new JointS(本体, X0Y0_尾1_尾, 2); + public JointS 左2_接続点 => new JointS(Body, X0Y0_尾1_尾, 2); - public JointS 右2_接続点 => new JointS(本体, X0Y0_尾1_尾, 3); + public JointS 右2_接続点 => new JointS(Body, X0Y0_尾1_尾, 3); - public JointS 左3_接続点 => new JointS(本体, X0Y0_尾2_尾, 2); + public JointS 左3_接続点 => new JointS(Body, X0Y0_尾2_尾, 2); - public JointS 右3_接続点 => new JointS(本体, X0Y0_尾2_尾, 3); + public JointS 右3_接続点 => new JointS(Body, X0Y0_尾2_尾, 3); - public JointS 左4_接続点 => new JointS(本体, X0Y0_尾3_尾, 2); + public JointS 左4_接続点 => new JointS(Body, X0Y0_尾3_尾, 2); - public JointS 右4_接続点 => new JointS(本体, X0Y0_尾3_尾, 3); + public JointS 右4_接続点 => new JointS(Body, X0Y0_尾3_尾, 3); - public JointS 左5_接続点 => new JointS(本体, X0Y0_尾4_尾, 2); + public JointS 左5_接続点 => new JointS(Body, X0Y0_尾4_尾, 2); - public JointS 右5_接続点 => new JointS(本体, X0Y0_尾4_尾, 3); + public JointS 右5_接続点 => new JointS(Body, X0Y0_尾4_尾, 3); - public JointS 左6_接続点 => new JointS(本体, X0Y0_尾5_尾, 2); + public JointS 左6_接続点 => new JointS(Body, X0Y0_尾5_尾, 2); - public JointS 右6_接続点 => new JointS(本体, X0Y0_尾5_尾, 3); + public JointS 右6_接続点 => new JointS(Body, X0Y0_尾5_尾, 3); - public JointS 左7_接続点 => new JointS(本体, X0Y0_尾6_尾, 2); + public JointS 左7_接続点 => new JointS(Body, X0Y0_尾6_尾, 2); - public JointS 右7_接続点 => new JointS(本体, X0Y0_尾6_尾, 3); + public JointS 右7_接続点 => new JointS(Body, X0Y0_尾6_尾, 3); - public JointS 左8_接続点 => new JointS(本体, X0Y0_尾7_尾, 2); + public JointS 左8_接続点 => new JointS(Body, X0Y0_尾7_尾, 2); - public JointS 右8_接続点 => new JointS(本体, X0Y0_尾7_尾, 3); + public JointS 右8_接続点 => new JointS(Body, X0Y0_尾7_尾, 3); - public JointS 左9_接続点 => new JointS(本体, X0Y0_尾8_尾, 2); + public JointS 左9_接続点 => new JointS(Body, X0Y0_尾8_尾, 2); - public JointS 右9_接続点 => new JointS(本体, X0Y0_尾8_尾, 3); + public JointS 右9_接続点 => new JointS(Body, X0Y0_尾8_尾, 3); - public JointS 左10_接続点 => new JointS(本体, X0Y0_尾9_尾, 2); + public JointS 左10_接続点 => new JointS(Body, X0Y0_尾9_尾, 2); - public JointS 右10_接続点 => new JointS(本体, X0Y0_尾9_尾, 3); + public JointS 右10_接続点 => new JointS(Body, X0Y0_尾9_尾, 3); - public JointS 左11_接続点 => new JointS(本体, X0Y0_尾10_尾, 2); + public JointS 左11_接続点 => new JointS(Body, X0Y0_尾10_尾, 2); - public JointS 右11_接続点 => new JointS(本体, X0Y0_尾10_尾, 3); + public JointS 右11_接続点 => new JointS(Body, X0Y0_尾10_尾, 3); - public JointS 左12_接続点 => new JointS(本体, X0Y0_尾11_尾, 2); + public JointS 左12_接続点 => new JointS(Body, X0Y0_尾11_尾, 2); - public JointS 右12_接続点 => new JointS(本体, X0Y0_尾11_尾, 3); + public JointS 右12_接続点 => new JointS(Body, X0Y0_尾11_尾, 3); - public JointS 左13_接続点 => new JointS(本体, X0Y0_尾12_尾, 2); + public JointS 左13_接続点 => new JointS(Body, X0Y0_尾12_尾, 2); - public JointS 右13_接続点 => new JointS(本体, X0Y0_尾12_尾, 3); + public JointS 右13_接続点 => new JointS(Body, X0Y0_尾12_尾, 3); - public JointS 左14_接続点 => new JointS(本体, X0Y0_尾13_尾, 2); + public JointS 左14_接続点 => new JointS(Body, X0Y0_尾13_尾, 2); - public JointS 右14_接続点 => new JointS(本体, X0Y0_尾13_尾, 3); + public JointS 右14_接続点 => new JointS(Body, X0Y0_尾13_尾, 3); - public JointS 左15_接続点 => new JointS(本体, X0Y0_尾14_尾, 2); + public JointS 左15_接続点 => new JointS(Body, X0Y0_尾14_尾, 2); - public JointS 右15_接続点 => new JointS(本体, X0Y0_尾14_尾, 3); + public JointS 右15_接続点 => new JointS(Body, X0Y0_尾14_尾, 3); - public JointS 左16_接続点 => new JointS(本体, X0Y0_尾15_尾, 2); + public JointS 左16_接続点 => new JointS(Body, X0Y0_尾15_尾, 2); - public JointS 右16_接続点 => new JointS(本体, X0Y0_尾15_尾, 3); + public JointS 右16_接続点 => new JointS(Body, X0Y0_尾15_尾, 3); - public JointS 左17_接続点 => new JointS(本体, X0Y0_尾16_尾, 2); + public JointS 左17_接続点 => new JointS(Body, X0Y0_尾16_尾, 2); - public JointS 右17_接続点 => new JointS(本体, X0Y0_尾16_尾, 3); + public JointS 右17_接続点 => new JointS(Body, X0Y0_尾16_尾, 3); - public JointS 左18_接続点 => new JointS(本体, X0Y0_尾17_尾, 2); + public JointS 左18_接続点 => new JointS(Body, X0Y0_尾17_尾, 2); - public JointS 右18_接続点 => new JointS(本体, X0Y0_尾17_尾, 3); + public JointS 右18_接続点 => new JointS(Body, X0Y0_尾17_尾, 3); - public JointS 左19_接続点 => new JointS(本体, X0Y0_尾18_尾, 2); + public JointS 左19_接続点 => new JointS(Body, X0Y0_尾18_尾, 2); - public JointS 右19_接続点 => new JointS(本体, X0Y0_尾18_尾, 3); + public JointS 右19_接続点 => new JointS(Body, X0Y0_尾18_尾, 3); - public JointS 左20_接続点 => new JointS(本体, X0Y0_尾19_尾, 2); + public JointS 左20_接続点 => new JointS(Body, X0Y0_尾19_尾, 2); - public JointS 右20_接続点 => new JointS(本体, X0Y0_尾19_尾, 3); + public JointS 右20_接続点 => new JointS(Body, X0Y0_尾19_尾, 3); - public JointS 左21_接続点 => new JointS(本体, X0Y0_尾20_尾, 2); + public JointS 左21_接続点 => new JointS(Body, X0Y0_尾20_尾, 2); - public JointS 右21_接続点 => new JointS(本体, X0Y0_尾20_尾, 3); + public JointS 右21_接続点 => new JointS(Body, X0Y0_尾20_尾, 3); - public JointS 左22_接続点 => new JointS(本体, X0Y0_尾21_尾, 2); + public JointS 左22_接続点 => new JointS(Body, X0Y0_尾21_尾, 2); - public JointS 右22_接続点 => new JointS(本体, X0Y0_尾21_尾, 3); + public JointS 右22_接続点 => new JointS(Body, X0Y0_尾21_尾, 3); - public JointS 左23_接続点 => new JointS(本体, X0Y0_尾22_尾, 2); + public JointS 左23_接続点 => new JointS(Body, X0Y0_尾22_尾, 2); - public JointS 右23_接続点 => new JointS(本体, X0Y0_尾22_尾, 3); + public JointS 右23_接続点 => new JointS(Body, X0Y0_尾22_尾, 3); - public JointS 左24_接続点 => new JointS(本体, X0Y0_尾23_尾, 2); + public JointS 左24_接続点 => new JointS(Body, X0Y0_尾23_尾, 2); - public JointS 右24_接続点 => new JointS(本体, X0Y0_尾23_尾, 3); + public JointS 右24_接続点 => new JointS(Body, X0Y0_尾23_尾, 3); - public JointS 左25_接続点 => new JointS(本体, X0Y0_尾24_尾, 2); + public JointS 左25_接続点 => new JointS(Body, X0Y0_尾24_尾, 2); - public JointS 右25_接続点 => new JointS(本体, X0Y0_尾24_尾, 3); + public JointS 右25_接続点 => new JointS(Body, X0Y0_尾24_尾, 3); - public JointS 左26_接続点 => new JointS(本体, X0Y0_尾25_尾, 2); + public JointS 左26_接続点 => new JointS(Body, X0Y0_尾25_尾, 2); - public JointS 右26_接続点 => new JointS(本体, X0Y0_尾25_尾, 3); + public JointS 右26_接続点 => new JointS(Body, X0Y0_尾25_尾, 3); - public JointS 左27_接続点 => new JointS(本体, X0Y0_尾26_尾, 2); + public JointS 左27_接続点 => new JointS(Body, X0Y0_尾26_尾, 2); - public JointS 右27_接続点 => new JointS(本体, X0Y0_尾26_尾, 3); + public JointS 右27_接続点 => new JointS(Body, X0Y0_尾26_尾, 3); - public JointS 左28_接続点 => new JointS(本体, X0Y0_尾27_尾, 2); + public JointS 左28_接続点 => new JointS(Body, X0Y0_尾27_尾, 2); - public JointS 右28_接続点 => new JointS(本体, X0Y0_尾27_尾, 3); + public JointS 右28_接続点 => new JointS(Body, X0Y0_尾27_尾, 3); - public JointS 左29_接続点 => new JointS(本体, X0Y0_尾28_尾, 2); + public JointS 左29_接続点 => new JointS(Body, X0Y0_尾28_尾, 2); - public JointS 右29_接続点 => new JointS(本体, X0Y0_尾28_尾, 3); + public JointS 右29_接続点 => new JointS(Body, X0Y0_尾28_尾, 3); - public JointS 左30_接続点 => new JointS(本体, X0Y0_尾29_尾, 2); + public JointS 左30_接続点 => new JointS(Body, X0Y0_尾29_尾, 2); - public JointS 右30_接続点 => new JointS(本体, X0Y0_尾29_尾, 3); + public JointS 右30_接続点 => new JointS(Body, X0Y0_尾29_尾, 3); - public JointS 左31_接続点 => new JointS(本体, X0Y0_尾30_尾, 2); + public JointS 左31_接続点 => new JointS(Body, X0Y0_尾30_尾, 2); - public JointS 右31_接続点 => new JointS(本体, X0Y0_尾30_尾, 3); + public JointS 右31_接続点 => new JointS(Body, X0Y0_尾30_尾, 3); - public JointS 左32_接続点 => new JointS(本体, X0Y0_尾31_尾, 2); + public JointS 左32_接続点 => new JointS(Body, X0Y0_尾31_尾, 2); - public JointS 右32_接続点 => new JointS(本体, X0Y0_尾31_尾, 3); + public JointS 右32_接続点 => new JointS(Body, X0Y0_尾31_尾, 3); - public JointS 左33_接続点 => new JointS(本体, X0Y0_尾32_尾, 2); + public JointS 左33_接続点 => new JointS(Body, X0Y0_尾32_尾, 2); - public JointS 右33_接続点 => new JointS(本体, X0Y0_尾32_尾, 3); + public JointS 右33_接続点 => new JointS(Body, X0Y0_尾32_尾, 3); - public JointS 左34_接続点 => new JointS(本体, X0Y0_尾33_尾, 2); + public JointS 左34_接続点 => new JointS(Body, X0Y0_尾33_尾, 2); - public JointS 右34_接続点 => new JointS(本体, X0Y0_尾33_尾, 3); + public JointS 右34_接続点 => new JointS(Body, X0Y0_尾33_尾, 3); - public JointS 尾先_接続点 => new JointS(本体, X0Y0_尾13_尾, 1); + public JointS 尾先_接続点 => new JointS(Body, X0Y0_尾13_尾, 1); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 尾_鯨(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_鯨D e) { @@ -2833,10 +2833,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鯨尾"; dif.Add(new Pars(Sta.尻尾["尾"][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]; Pars pars2 = pars["尾33"].ToPars(); X0Y0_尾33_尾 = pars2["尾"].ToPar(); X0Y0_尾33_柄 = pars2["柄"].ToPar(); @@ -2980,8 +2980,8 @@ namespace SlaveMatrix X0Y0_尾0_尾 = pars2["尾"].ToPar(); X0Y0_尾0_柄 = pars2["柄"].ToPar(); X0Y0_尾0_縦影 = pars2["縦影"].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; @@ -4170,7 +4170,7 @@ namespace SlaveMatrix X0Y0_尾2_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1_尾.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0_尾.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); if (尾先_接続 != null) { Set尾先角度(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs index d38f31c..93531b2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs @@ -604,10 +604,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鳥尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾0 = pars["尾0"].ToPar(); Pars pars2 = pars["風切羽"].ToPars(); Pars pars3 = pars2["左"].ToPars(); @@ -638,8 +638,8 @@ namespace SlaveMatrix X0Y0_雨覆羽_右_羽4 = pars3["羽4"].ToPar(); X0Y0_雨覆羽_右_羽5 = pars3["羽5"].ToPar(); X0Y0_羽根 = pars["羽根"].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; @@ -748,7 +748,7 @@ namespace SlaveMatrix X0Y0_雨覆羽_右_羽3.AngleBase = num * -42.0; X0Y0_雨覆羽_右_羽4.AngleBase = num * -52.0; X0Y0_雨覆羽_右_羽5.AngleBase = num * -62.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs index ce21793..93f9e55 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs @@ -1239,13 +1239,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 尾_龍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_龍D e) { @@ -1253,10 +1253,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "龍尾"; dif.Add(new Pars(Sta.尻尾["尾"][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_尾40 = pars["尾40"].ToPar(); X0Y0_尾39 = pars["尾39"].ToPar(); X0Y0_尾38 = pars["尾38"].ToPar(); @@ -1312,8 +1312,8 @@ namespace SlaveMatrix X0Y0_尾2 = pars["尾2"].ToPar(); X0Y0_尾1 = pars["尾1"].ToPar(); X0Y0_尾0 = pars["尾0"].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; @@ -1585,7 +1585,7 @@ namespace SlaveMatrix X0Y0_尾2.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾0.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs index 03edcbc..1828569 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs @@ -163,7 +163,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -489,10 +489,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["尾"][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]; Pars pars2 = pars["鰭左2"].ToPars(); X0Y0_鰭左2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y0_鰭左2_鰭条 = pars2["鰭条"].ToPar(); @@ -513,7 +513,7 @@ namespace SlaveMatrix X0Y0_尾_鱗左2 = pars2["鱗左2"].ToPar(); X0Y0_尾_鱗右1 = pars2["鱗右1"].ToPar(); X0Y0_尾_鱗左1 = pars2["鱗左1"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["鰭左2"].ToPars(); X0Y1_鰭左2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y1_鰭左2_鰭条 = pars2["鰭条"].ToPar(); @@ -534,8 +534,8 @@ namespace SlaveMatrix X0Y1_尾_鱗左2 = pars2["鱗左2"].ToPar(); X0Y1_尾_鱗右1 = pars2["鱗右1"].ToPar(); X0Y1_尾_鱗左1 = pars2["鱗左1"].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; @@ -627,12 +627,12 @@ namespace SlaveMatrix X0Y1_鰭右2_鰭膜.AngleBase = num * -35.0; X0Y1_鰭左1_鰭膜.AngleBase = num * 9.0; X0Y1_鰭右1_鰭膜.AngleBase = num * -9.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_鰭左2_鰭膜CP.Update(); X0Y0_鰭左2_鰭条CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs index b50791f..084e644 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs @@ -110,14 +110,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鯨鰭"; dif.Add(new Pars(Sta.肢中["尾"][1][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_鰭 = pars["鰭"].ToPar(); X0Y0_尾 = pars["尾"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs index a4d9303..4052cbe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs @@ -113,7 +113,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -343,7 +343,7 @@ namespace SlaveMatrix X0Y0_後翅_後翅先_後翅.AngleCont = num2 * -180.0 * num; X0Y1_後翅_後翅根_後翅.AngleCont = num2 * -77.0 * num; X0Y1_後翅_後翅先_後翅.AngleCont = num2 * -180.0 * num; - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeCont = 0.35 + 0.65 * value; } @@ -354,10 +354,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][0]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["後翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["後翅"].ToPars(); Pars pars2 = pars["後翅根"].ToPars(); X0Y0_後翅_後翅根_後翅 = pars2["後翅"].ToPar(); X0Y0_後翅_後翅根_翅脈1 = pars2["翅脈1"].ToPar(); @@ -370,7 +370,7 @@ namespace SlaveMatrix X0Y0_後翅_後翅先_翅脈2 = pars2["翅脈2"].ToPar(); X0Y0_後翅_後翅先_翅脈3 = pars2["翅脈3"].ToPar(); X0Y0_後翅_後翅先_翅脈4 = pars2["翅脈4"].ToPar(); - Pars pars3 = 本体[0][1]["後翅"].ToPars(); + Pars pars3 = Body[0][1]["後翅"].ToPars(); pars2 = pars3["後翅根"].ToPars(); X0Y1_後翅_後翅根_後翅 = pars2["後翅"].ToPar(); X0Y1_後翅_後翅根_翅脈1 = pars2["翅脈1"].ToPar(); @@ -384,8 +384,8 @@ namespace SlaveMatrix X0Y1_後翅_後翅先_翅脈3 = pars2["翅脈3"].ToPar(); X0Y1_後翅_後翅先_翅脈4 = pars2["翅脈4"].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; @@ -456,12 +456,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_後翅_後翅根_後翅.AngleBase = num * 0.0; X0Y1_後翅_後翅根_後翅.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_後翅_後翅根_後翅CP.Update(); X0Y0_後翅_後翅根_翅脈1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs index f47b29b..2e6c71a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs @@ -373,7 +373,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -1039,10 +1039,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][1]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["後翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["後翅"].ToPars(); X0Y0_後翅_後翅 = pars["後翅"].ToPar(); X0Y0_後翅_翅脈1 = pars["翅脈1"].ToPar(); X0Y0_後翅_翅脈2 = pars["翅脈2"].ToPar(); @@ -1083,7 +1083,7 @@ namespace SlaveMatrix pars2 = pars["翅脈網4"].ToPars(); X0Y0_後翅_翅脈網4_翅脈網線1 = pars2["翅脈網線1"].ToPar(); X0Y0_後翅_翅脈網4_翅脈網線2 = pars2["翅脈網線2"].ToPar(); - pars = 本体[0][1]["後翅"].ToPars(); + pars = Body[0][1]["後翅"].ToPars(); X0Y1_後翅_後翅 = pars["後翅"].ToPar(); X0Y1_後翅_翅脈1 = pars["翅脈1"].ToPar(); X0Y1_後翅_翅脈2 = pars["翅脈2"].ToPar(); @@ -1125,8 +1125,8 @@ namespace SlaveMatrix X0Y1_後翅_翅脈網4_翅脈網線1 = pars2["翅脈網線1"].ToPar(); X0Y1_後翅_翅脈網4_翅脈網線2 = pars2["翅脈網線2"].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; @@ -1274,12 +1274,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_後翅_後翅.AngleBase = num * 3.0; X0Y1_後翅_後翅.AngleBase = num * 3.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_後翅_後翅CP.Update(); X0Y0_後翅_翅脈1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs index b21408f..091ee1a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs @@ -453,7 +453,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -1286,10 +1286,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][3]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["後翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["後翅"].ToPars(); Pars pars2 = pars["後翅1"].ToPars(); X0Y0_後翅_後翅1_後翅 = pars2["後翅"].ToPar(); X0Y0_後翅_後翅1_翅脈1 = pars2["翅脈1"].ToPar(); @@ -1345,7 +1345,7 @@ namespace SlaveMatrix X0Y0_後翅_後翅11_翅脈1 = pars2["翅脈1"].ToPar(); X0Y0_後翅_後翅11_翅脈2 = pars2["翅脈2"].ToPar(); X0Y0_後翅_後翅11_翅脈3 = pars2["翅脈3"].ToPar(); - Pars pars3 = 本体[0][1]["後翅"].ToPars(); + Pars pars3 = Body[0][1]["後翅"].ToPars(); pars2 = pars3["後翅1"].ToPars(); X0Y1_後翅_後翅1_後翅 = pars2["後翅"].ToPar(); X0Y1_後翅_後翅1_翅脈1 = pars2["翅脈1"].ToPar(); @@ -1402,8 +1402,8 @@ namespace SlaveMatrix X0Y1_後翅_後翅11_翅脈2 = pars2["翅脈2"].ToPar(); X0Y1_後翅_後翅11_翅脈3 = pars2["翅脈3"].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; @@ -1576,12 +1576,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_後翅_後翅1_後翅.AngleBase = num * 0.0; X0Y1_後翅_後翅1_後翅.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_後翅_後翅1_後翅CP.Update(); X0Y0_後翅_後翅1_翅脈1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs index 2e2ba2e..ac713c9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs @@ -221,7 +221,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -662,10 +662,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][2]); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars = 本体[0][0]["後翅"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars = Body[0][0]["後翅"].ToPars(); X0Y0_後翅_後翅 = pars["後翅"].ToPar(); Pars pars2 = pars["水青"].ToPars(); X0Y0_後翅_水青_柄 = pars2["柄"].ToPar(); @@ -689,7 +689,7 @@ namespace SlaveMatrix X0Y0_後翅_揚羽_紋4 = pars2["紋4"].ToPar(); X0Y0_後翅_揚羽_紋5 = pars2["紋5"].ToPar(); X0Y0_後翅_揚羽_紋6 = pars2["紋6"].ToPar(); - pars = 本体[0][1]["後翅"].ToPars(); + pars = Body[0][1]["後翅"].ToPars(); X0Y1_後翅_後翅 = pars["後翅"].ToPar(); pars2 = pars["水青"].ToPars(); X0Y1_後翅_水青_柄 = pars2["柄"].ToPar(); @@ -713,8 +713,8 @@ namespace SlaveMatrix X0Y1_後翅_揚羽_紋5 = pars2["紋5"].ToPar(); X0Y1_後翅_揚羽_紋6 = pars2["紋6"].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; @@ -817,12 +817,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_後翅_後翅.AngleBase = num * 5.0; X0Y1_後翅_後翅.AngleBase = num * 5.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_後翅_後翅CP.Update(); X0Y0_後翅_水青_柄CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs index c5b3815..72e8de7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs @@ -885,163 +885,163 @@ namespace SlaveMatrix } } - public JointS 陰核_接続点 => new JointS(本体, X0Y0_性器基, 0); + public JointS 陰核_接続点 => new JointS(Body, X0Y0_性器基, 0); - public JointS 尿道_接続点 => new JointS(本体, X0Y0_性器基, 1); + public JointS 尿道_接続点 => new JointS(Body, X0Y0_性器基, 1); - public JointS 膣口_接続点 => new JointS(本体, X0Y0_性器基, 2); + public JointS 膣口_接続点 => new JointS(Body, X0Y0_性器基, 2); public 性器_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器_人D e) { 性器_人 性器_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.性器["性器"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器["性器"]); + Pars pars = Body[0][0]; X0Y0_小陰唇 = pars["小陰唇"].ToPar(); X0Y0_性器基 = pars["性器基"].ToPar(); X0Y0_陰核 = pars["陰核"].ToPar(); X0Y0_尿道 = pars["尿道"].ToPar(); X0Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_小陰唇 = pars["小陰唇"].ToPar(); X0Y1_性器基 = pars["性器基"].ToPar(); X0Y1_陰核 = pars["陰核"].ToPar(); X0Y1_尿道 = pars["尿道"].ToPar(); X0Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_小陰唇 = pars["小陰唇"].ToPar(); X0Y2_性器基 = pars["性器基"].ToPar(); X0Y2_陰核 = pars["陰核"].ToPar(); X0Y2_尿道 = pars["尿道"].ToPar(); X0Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_小陰唇 = pars["小陰唇"].ToPar(); X0Y3_性器基 = pars["性器基"].ToPar(); X0Y3_陰核 = pars["陰核"].ToPar(); X0Y3_尿道 = pars["尿道"].ToPar(); X0Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_小陰唇 = pars["小陰唇"].ToPar(); X0Y4_性器基 = pars["性器基"].ToPar(); X0Y4_陰核 = pars["陰核"].ToPar(); X0Y4_尿道 = pars["尿道"].ToPar(); X0Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_小陰唇 = pars["小陰唇"].ToPar(); X0Y5_性器基 = pars["性器基"].ToPar(); X0Y5_陰核 = pars["陰核"].ToPar(); X0Y5_尿道 = pars["尿道"].ToPar(); X0Y5_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_小陰唇 = pars["小陰唇"].ToPar(); X1Y0_性器基 = pars["性器基"].ToPar(); X1Y0_陰核 = pars["陰核"].ToPar(); X1Y0_尿道 = pars["尿道"].ToPar(); X1Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_小陰唇 = pars["小陰唇"].ToPar(); X1Y1_性器基 = pars["性器基"].ToPar(); X1Y1_陰核 = pars["陰核"].ToPar(); X1Y1_尿道 = pars["尿道"].ToPar(); X1Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_小陰唇 = pars["小陰唇"].ToPar(); X1Y2_性器基 = pars["性器基"].ToPar(); X1Y2_陰核 = pars["陰核"].ToPar(); X1Y2_尿道 = pars["尿道"].ToPar(); X1Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_小陰唇 = pars["小陰唇"].ToPar(); X1Y3_性器基 = pars["性器基"].ToPar(); X1Y3_陰核 = pars["陰核"].ToPar(); X1Y3_尿道 = pars["尿道"].ToPar(); X1Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_小陰唇 = pars["小陰唇"].ToPar(); X1Y4_性器基 = pars["性器基"].ToPar(); X1Y4_陰核 = pars["陰核"].ToPar(); X1Y4_尿道 = pars["尿道"].ToPar(); X1Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][5]; + pars = Body[1][5]; X1Y5_小陰唇 = pars["小陰唇"].ToPar(); X1Y5_性器基 = pars["性器基"].ToPar(); X1Y5_陰核 = pars["陰核"].ToPar(); X1Y5_尿道 = pars["尿道"].ToPar(); X1Y5_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][0]; + pars = Body[2][0]; X2Y0_小陰唇 = pars["小陰唇"].ToPar(); X2Y0_性器基 = pars["性器基"].ToPar(); X2Y0_陰核 = pars["陰核"].ToPar(); X2Y0_尿道 = pars["尿道"].ToPar(); X2Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][1]; + pars = Body[2][1]; X2Y1_小陰唇 = pars["小陰唇"].ToPar(); X2Y1_性器基 = pars["性器基"].ToPar(); X2Y1_陰核 = pars["陰核"].ToPar(); X2Y1_尿道 = pars["尿道"].ToPar(); X2Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][2]; + pars = Body[2][2]; X2Y2_小陰唇 = pars["小陰唇"].ToPar(); X2Y2_性器基 = pars["性器基"].ToPar(); X2Y2_陰核 = pars["陰核"].ToPar(); X2Y2_尿道 = pars["尿道"].ToPar(); X2Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][3]; + pars = Body[2][3]; X2Y3_小陰唇 = pars["小陰唇"].ToPar(); X2Y3_性器基 = pars["性器基"].ToPar(); X2Y3_陰核 = pars["陰核"].ToPar(); X2Y3_尿道 = pars["尿道"].ToPar(); X2Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][4]; + pars = Body[2][4]; X2Y4_小陰唇 = pars["小陰唇"].ToPar(); X2Y4_性器基 = pars["性器基"].ToPar(); X2Y4_陰核 = pars["陰核"].ToPar(); X2Y4_尿道 = pars["尿道"].ToPar(); X2Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][5]; + pars = Body[2][5]; X2Y5_小陰唇 = pars["小陰唇"].ToPar(); X2Y5_性器基 = pars["性器基"].ToPar(); X2Y5_陰核 = pars["陰核"].ToPar(); X2Y5_尿道 = pars["尿道"].ToPar(); X2Y5_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][0]; + pars = Body[3][0]; X3Y0_小陰唇 = pars["小陰唇"].ToPar(); X3Y0_性器基 = pars["性器基"].ToPar(); X3Y0_陰核 = pars["陰核"].ToPar(); X3Y0_尿道 = pars["尿道"].ToPar(); X3Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][1]; + pars = Body[3][1]; X3Y1_小陰唇 = pars["小陰唇"].ToPar(); X3Y1_性器基 = pars["性器基"].ToPar(); X3Y1_陰核 = pars["陰核"].ToPar(); X3Y1_尿道 = pars["尿道"].ToPar(); X3Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][2]; + pars = Body[3][2]; X3Y2_小陰唇 = pars["小陰唇"].ToPar(); X3Y2_性器基 = pars["性器基"].ToPar(); X3Y2_陰核 = pars["陰核"].ToPar(); X3Y2_尿道 = pars["尿道"].ToPar(); X3Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][3]; + pars = Body[3][3]; X3Y3_小陰唇 = pars["小陰唇"].ToPar(); X3Y3_性器基 = pars["性器基"].ToPar(); X3Y3_陰核 = pars["陰核"].ToPar(); X3Y3_尿道 = pars["尿道"].ToPar(); X3Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][4]; + pars = Body[3][4]; X3Y4_小陰唇 = pars["小陰唇"].ToPar(); X3Y4_性器基 = pars["性器基"].ToPar(); X3Y4_陰核 = pars["陰核"].ToPar(); X3Y4_尿道 = pars["尿道"].ToPar(); X3Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][5]; + pars = Body[3][5]; X3Y5_小陰唇 = pars["小陰唇"].ToPar(); X3Y5_性器基 = pars["性器基"].ToPar(); X3Y5_陰核 = pars["陰核"].ToPar(); X3Y5_尿道 = pars["尿道"].ToPar(); X3Y5_膣口 = pars["膣口"].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; @@ -1256,7 +1256,7 @@ namespace SlaveMatrix { AreM.Clear(); 位置B = AreMPos; - 本体.Draw(AreM); + Body.Draw(AreM); Are.Draw(AreM); } @@ -1274,10 +1274,10 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_小陰唇CP.Update(); @@ -1324,7 +1324,7 @@ namespace SlaveMatrix } break; case 1: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_小陰唇CP.Update(); @@ -1371,7 +1371,7 @@ namespace SlaveMatrix } break; case 2: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X2Y0_小陰唇CP.Update(); @@ -1418,7 +1418,7 @@ namespace SlaveMatrix } break; default: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X3Y0_小陰唇CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs index 96e1274..9693f83 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs @@ -885,163 +885,163 @@ namespace SlaveMatrix } } - public JointS 陰核_接続点 => new JointS(本体, X0Y0_性器基, 0); + public JointS 陰核_接続点 => new JointS(Body, X0Y0_性器基, 0); - public JointS 尿道_接続点 => new JointS(本体, X0Y0_性器基, 1); + public JointS 尿道_接続点 => new JointS(Body, X0Y0_性器基, 1); - public JointS 膣口_接続点 => new JointS(本体, X0Y0_性器基, 2); + public JointS 膣口_接続点 => new JointS(Body, X0Y0_性器基, 2); public 性器_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器_獣D e) { 性器_獣 性器_獣2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.性器["四足性器"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器["四足性器"]); + Pars pars = Body[0][0]; X0Y0_小陰唇 = pars["小陰唇"].ToPar(); X0Y0_性器基 = pars["性器基"].ToPar(); X0Y0_陰核 = pars["陰核"].ToPar(); X0Y0_尿道 = pars["尿道"].ToPar(); X0Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_小陰唇 = pars["小陰唇"].ToPar(); X0Y1_性器基 = pars["性器基"].ToPar(); X0Y1_陰核 = pars["陰核"].ToPar(); X0Y1_尿道 = pars["尿道"].ToPar(); X0Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_小陰唇 = pars["小陰唇"].ToPar(); X0Y2_性器基 = pars["性器基"].ToPar(); X0Y2_陰核 = pars["陰核"].ToPar(); X0Y2_尿道 = pars["尿道"].ToPar(); X0Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_小陰唇 = pars["小陰唇"].ToPar(); X0Y3_性器基 = pars["性器基"].ToPar(); X0Y3_陰核 = pars["陰核"].ToPar(); X0Y3_尿道 = pars["尿道"].ToPar(); X0Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_小陰唇 = pars["小陰唇"].ToPar(); X0Y4_性器基 = pars["性器基"].ToPar(); X0Y4_陰核 = pars["陰核"].ToPar(); X0Y4_尿道 = pars["尿道"].ToPar(); X0Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_小陰唇 = pars["小陰唇"].ToPar(); X0Y5_性器基 = pars["性器基"].ToPar(); X0Y5_陰核 = pars["陰核"].ToPar(); X0Y5_尿道 = pars["尿道"].ToPar(); X0Y5_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_小陰唇 = pars["小陰唇"].ToPar(); X1Y0_性器基 = pars["性器基"].ToPar(); X1Y0_陰核 = pars["陰核"].ToPar(); X1Y0_尿道 = pars["尿道"].ToPar(); X1Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_小陰唇 = pars["小陰唇"].ToPar(); X1Y1_性器基 = pars["性器基"].ToPar(); X1Y1_陰核 = pars["陰核"].ToPar(); X1Y1_尿道 = pars["尿道"].ToPar(); X1Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_小陰唇 = pars["小陰唇"].ToPar(); X1Y2_性器基 = pars["性器基"].ToPar(); X1Y2_陰核 = pars["陰核"].ToPar(); X1Y2_尿道 = pars["尿道"].ToPar(); X1Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_小陰唇 = pars["小陰唇"].ToPar(); X1Y3_性器基 = pars["性器基"].ToPar(); X1Y3_陰核 = pars["陰核"].ToPar(); X1Y3_尿道 = pars["尿道"].ToPar(); X1Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_小陰唇 = pars["小陰唇"].ToPar(); X1Y4_性器基 = pars["性器基"].ToPar(); X1Y4_陰核 = pars["陰核"].ToPar(); X1Y4_尿道 = pars["尿道"].ToPar(); X1Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[1][5]; + pars = Body[1][5]; X1Y5_小陰唇 = pars["小陰唇"].ToPar(); X1Y5_性器基 = pars["性器基"].ToPar(); X1Y5_陰核 = pars["陰核"].ToPar(); X1Y5_尿道 = pars["尿道"].ToPar(); X1Y5_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][0]; + pars = Body[2][0]; X2Y0_小陰唇 = pars["小陰唇"].ToPar(); X2Y0_性器基 = pars["性器基"].ToPar(); X2Y0_陰核 = pars["陰核"].ToPar(); X2Y0_尿道 = pars["尿道"].ToPar(); X2Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][1]; + pars = Body[2][1]; X2Y1_小陰唇 = pars["小陰唇"].ToPar(); X2Y1_性器基 = pars["性器基"].ToPar(); X2Y1_陰核 = pars["陰核"].ToPar(); X2Y1_尿道 = pars["尿道"].ToPar(); X2Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][2]; + pars = Body[2][2]; X2Y2_小陰唇 = pars["小陰唇"].ToPar(); X2Y2_性器基 = pars["性器基"].ToPar(); X2Y2_陰核 = pars["陰核"].ToPar(); X2Y2_尿道 = pars["尿道"].ToPar(); X2Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][3]; + pars = Body[2][3]; X2Y3_小陰唇 = pars["小陰唇"].ToPar(); X2Y3_性器基 = pars["性器基"].ToPar(); X2Y3_陰核 = pars["陰核"].ToPar(); X2Y3_尿道 = pars["尿道"].ToPar(); X2Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][4]; + pars = Body[2][4]; X2Y4_小陰唇 = pars["小陰唇"].ToPar(); X2Y4_性器基 = pars["性器基"].ToPar(); X2Y4_陰核 = pars["陰核"].ToPar(); X2Y4_尿道 = pars["尿道"].ToPar(); X2Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[2][5]; + pars = Body[2][5]; X2Y5_小陰唇 = pars["小陰唇"].ToPar(); X2Y5_性器基 = pars["性器基"].ToPar(); X2Y5_陰核 = pars["陰核"].ToPar(); X2Y5_尿道 = pars["尿道"].ToPar(); X2Y5_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][0]; + pars = Body[3][0]; X3Y0_小陰唇 = pars["小陰唇"].ToPar(); X3Y0_性器基 = pars["性器基"].ToPar(); X3Y0_陰核 = pars["陰核"].ToPar(); X3Y0_尿道 = pars["尿道"].ToPar(); X3Y0_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][1]; + pars = Body[3][1]; X3Y1_小陰唇 = pars["小陰唇"].ToPar(); X3Y1_性器基 = pars["性器基"].ToPar(); X3Y1_陰核 = pars["陰核"].ToPar(); X3Y1_尿道 = pars["尿道"].ToPar(); X3Y1_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][2]; + pars = Body[3][2]; X3Y2_小陰唇 = pars["小陰唇"].ToPar(); X3Y2_性器基 = pars["性器基"].ToPar(); X3Y2_陰核 = pars["陰核"].ToPar(); X3Y2_尿道 = pars["尿道"].ToPar(); X3Y2_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][3]; + pars = Body[3][3]; X3Y3_小陰唇 = pars["小陰唇"].ToPar(); X3Y3_性器基 = pars["性器基"].ToPar(); X3Y3_陰核 = pars["陰核"].ToPar(); X3Y3_尿道 = pars["尿道"].ToPar(); X3Y3_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][4]; + pars = Body[3][4]; X3Y4_小陰唇 = pars["小陰唇"].ToPar(); X3Y4_性器基 = pars["性器基"].ToPar(); X3Y4_陰核 = pars["陰核"].ToPar(); X3Y4_尿道 = pars["尿道"].ToPar(); X3Y4_膣口 = pars["膣口"].ToPar(); - pars = 本体[3][5]; + pars = Body[3][5]; X3Y5_小陰唇 = pars["小陰唇"].ToPar(); X3Y5_性器基 = pars["性器基"].ToPar(); X3Y5_陰核 = pars["陰核"].ToPar(); X3Y5_尿道 = pars["尿道"].ToPar(); X3Y5_膣口 = pars["膣口"].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; @@ -1256,7 +1256,7 @@ namespace SlaveMatrix { AreM.Clear(); 位置B = AreMPos; - 本体.Draw(AreM); + Body.Draw(AreM); Are.Draw(AreM); } @@ -1274,10 +1274,10 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexX) + switch (Body.IndexX) { case 0: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_小陰唇CP.Update(); @@ -1324,7 +1324,7 @@ namespace SlaveMatrix } break; case 1: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_小陰唇CP.Update(); @@ -1371,7 +1371,7 @@ namespace SlaveMatrix } break; case 2: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X2Y0_小陰唇CP.Update(); @@ -1418,7 +1418,7 @@ namespace SlaveMatrix } break; default: - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X3Y0_小陰唇CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs index 1b28247..b649715 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs @@ -231,33 +231,33 @@ namespace SlaveMatrix public 性器精液_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器精液_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["性器精液垂れ"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["性器精液垂れ"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); X0Y0_血液1 = pars["血液1"].ToPar(); X0Y0_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); X0Y1_血液1 = pars["血液1"].ToPar(); X0Y1_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); X0Y2_血液1 = pars["血液1"].ToPar(); X0Y2_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); X0Y3_血液1 = pars["血液1"].ToPar(); X0Y3_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].ToPar(); X0Y4_血液1 = pars["血液1"].ToPar(); X0Y4_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_精液 = pars["精液"].ToPar(); X0Y5_血液1 = pars["血液1"].ToPar(); X0Y5_血液2 = pars["血液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; @@ -315,7 +315,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs index 09dd203..d404161 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs @@ -231,33 +231,33 @@ namespace SlaveMatrix public 性器精液_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器精液_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["四足性器精液垂れ"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["四足性器精液垂れ"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); X0Y0_血液1 = pars["血液1"].ToPar(); X0Y0_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); X0Y1_血液1 = pars["血液1"].ToPar(); X0Y1_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); X0Y2_血液1 = pars["血液1"].ToPar(); X0Y2_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); X0Y3_血液1 = pars["血液1"].ToPar(); X0Y3_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].ToPar(); X0Y4_血液1 = pars["血液1"].ToPar(); X0Y4_血液2 = pars["血液2"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_精液 = pars["精液"].ToPar(); X0Y5_血液1 = pars["血液1"].ToPar(); X0Y5_血液2 = pars["血液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; @@ -315,7 +315,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs index 968340b..a15249d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs @@ -2801,8 +2801,8 @@ namespace SlaveMatrix public 手_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.腕左["手"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["手"]); + Pars pars = Body[0][0]; Pars pars2 = pars["グローブ"].ToPars(); X0Y0_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y0_グローブ_縁1 = pars2["縁1"].ToPar(); @@ -2835,7 +2835,7 @@ namespace SlaveMatrix X0Y0_親指_獣性_肉球 = pars2["獣肉球"].ToPar(); X0Y0_親指_親指2 = pars2["親指2"].ToPar(); X0Y0_親指_親指3 = pars2["親指3"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; pars2 = pars["親指"].ToPars(); X0Y1_親指_親指3 = pars2["親指3"].ToPar(); X0Y1_親指_親指2 = pars2["親指2"].ToPar(); @@ -2876,7 +2876,7 @@ namespace SlaveMatrix X0Y1_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y1_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y1_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; pars2 = pars["親指"].ToPars(); X0Y2_親指_親指3 = pars2["親指3"].ToPar(); X0Y2_親指_親指2 = pars2["親指2"].ToPar(); @@ -2917,7 +2917,7 @@ namespace SlaveMatrix X0Y2_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y2_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y2_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; pars2 = pars["親指"].ToPars(); X0Y3_親指_親指1 = pars2["親指1"].ToPar(); X0Y3_親指_親指2 = pars2["親指2"].ToPar(); @@ -2958,7 +2958,7 @@ namespace SlaveMatrix X0Y3_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y3_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y3_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; pars2 = pars["親指"].ToPars(); X0Y4_親指_親指3 = pars2["親指3"].ToPar(); X0Y4_親指_親指2 = pars2["親指2"].ToPar(); @@ -2999,7 +2999,7 @@ namespace SlaveMatrix X0Y4_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y4_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y4_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; pars2 = pars["親指"].ToPars(); X0Y5_親指_親指1 = pars2["親指1"].ToPar(); X0Y5_親指_親指2 = pars2["親指2"].ToPar(); @@ -3040,7 +3040,7 @@ namespace SlaveMatrix X0Y5_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y5_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y5_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; pars2 = pars["小指"].ToPars(); X0Y6_小指_小指3 = pars2["小指3"].ToPar(); X0Y6_小指_小指2 = pars2["小指2"].ToPar(); @@ -3081,7 +3081,7 @@ namespace SlaveMatrix X0Y6_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y6_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y6_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; pars2 = pars["親指"].ToPars(); X0Y7_親指_親指1 = pars2["親指1"].ToPar(); X0Y7_親指_親指2 = pars2["親指2"].ToPar(); @@ -3122,7 +3122,7 @@ namespace SlaveMatrix X0Y7_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y7_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y7_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; pars2 = pars["親指"].ToPars(); X0Y8_親指_親指3 = pars2["親指3"].ToPar(); X0Y8_親指_親指2 = pars2["親指2"].ToPar(); @@ -3163,7 +3163,7 @@ namespace SlaveMatrix X0Y8_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y8_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y8_グローブ_縁2 = pars2["縁2"].ToPar(); - pars = 本体[0][9]; + pars = Body[0][9]; pars2 = pars["グローブ"].ToPars(); X0Y9_グローブ_グローブ = pars2["グローブ"].ToPar(); X0Y9_グローブ_縁1 = pars2["縁1"].ToPar(); @@ -3196,7 +3196,7 @@ namespace SlaveMatrix X0Y9_親指_獣肉球 = pars2["獣肉球"].ToPar(); X0Y9_親指_親指2 = pars2["親指2"].ToPar(); X0Y9_親指_親指3 = pars2["親指3"].ToPar(); - pars = 本体[0][10]; + pars = Body[0][10]; pars2 = pars["親指"].ToPars(); X0Y10_親指_親指3 = pars2["親指3"].ToPar(); X0Y10_親指_親指2 = pars2["親指2"].ToPar(); @@ -3238,8 +3238,8 @@ namespace SlaveMatrix X0Y10_グローブ_縁1 = pars2["縁1"].ToPar(); X0Y10_グローブ_縁2 = pars2["縁2"].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; @@ -4127,7 +4127,7 @@ namespace SlaveMatrix public void 獣性() { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.OP.ExpansionXY(item.OP.GetCenter(), 0.001); item.SizeBase *= 1.2; @@ -4136,7 +4136,7 @@ namespace SlaveMatrix public void 竜性() { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { if (item.Tag.Contains("鱗")) { @@ -4179,7 +4179,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_グローブ_グローブCP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs index c7d8c43..0da54b4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs @@ -348,9 +348,9 @@ namespace SlaveMatrix } } - 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 手_牛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_牛D e) { @@ -358,10 +358,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "牛"; dif.Add(new Pars(Sta.腕左["四足手"][1][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_指0 = pars["指0"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); Pars pars2 = pars["蹄"].ToPars(); @@ -377,8 +377,8 @@ 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; @@ -446,7 +446,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); } @@ -461,7 +461,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_指0.AngleBase = num * 217.0; X0Y0_指1.AngleBase = num * -11.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs index 0890d02..d9eeae5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs @@ -362,10 +362,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "獣"; dif.Add(new Pars(Sta.腕左["四足手"][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_手 = pars["手"].ToPar(); Pars pars2 = pars["親指"].ToPars(); X0Y0_親指_指 = pars2["指"].ToPar(); @@ -387,8 +387,8 @@ namespace SlaveMatrix X0Y0_竜性_鱗2 = pars2["鱗2"].ToPar(); X0Y0_竜性_鱗1 = pars2["鱗1"].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; @@ -455,7 +455,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_手.AngleBase = num * 202.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs index 6755cd2..9f392ec 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs @@ -737,8 +737,8 @@ namespace SlaveMatrix 飛膜 = new 飛膜_先(DisUnit, 配色指定, 体配色); 飛膜.Par = this; ThisType = GetType(); - 本体 = new Difs(Sta.腕左["獣翼手"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["獣翼手"]); + Pars pars = Body[0][0]; X0Y0_獣翼手 = pars["獣翼手"].ToPar(); Pars pars2 = pars["小指"].ToPars(); X0Y0_小指_指1 = pars2["指1"].ToPar(); @@ -761,8 +761,8 @@ namespace SlaveMatrix X0Y0_親指_指2 = pars2["指2"].ToPar(); X0Y0_親指_指3 = pars2["指3"].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; @@ -860,7 +860,7 @@ namespace SlaveMatrix X0Y0_親指_指1.AngleBase = num * -257.575894274218; X0Y0_親指_指2.AngleBase = num * 328.764949390357; X0Y0_親指_指3.AngleBase = num * 15.8109448838614; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs index e579ea8..0cf6e53 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs @@ -306,9 +306,9 @@ namespace SlaveMatrix } } - 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 手_馬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_馬D e) { @@ -316,10 +316,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "馬"; dif.Add(new Pars(Sta.腕左["四足手"][1][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_指0 = pars["指0"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); X0Y0_蹄 = pars["蹄"].ToPar(); @@ -332,8 +332,8 @@ 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; @@ -397,7 +397,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); } @@ -412,7 +412,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_指0.AngleBase = num * 217.0; X0Y0_指1.AngleBase = num * -13.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs index 140f696..364416b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs @@ -2067,8 +2067,8 @@ namespace SlaveMatrix public 手_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_鳥D e) { ThisType = GetType(); - 本体 = new Difs(Sta.腕左["鳥翼手"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["鳥翼手"]); + Pars pars = Body[0][0]; X0Y0_鳥翼手 = pars["鳥翼手"].ToPar(); Pars pars2 = pars["風切羽"].ToPars(); X0Y0_風切羽_羽10 = pars2["羽10"].ToPar(); @@ -2158,8 +2158,8 @@ namespace SlaveMatrix X0Y0_指_親指_鱗1_鱗5 = pars4["鱗5"].ToPar(); X0Y0_指_親指_鱗1_鱗6 = pars4["鱗6"].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; @@ -2402,7 +2402,7 @@ namespace SlaveMatrix X0Y0_指_人指_指3.AngleBase = num * 4.00000000000006; X0Y0_指_親指_指1.AngleBase = num * 399.0; X0Y0_指_親指_指2.AngleBase = num * -7.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 描画0(RenderArea Are) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs index bc453f2..6807a2a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs @@ -255,8 +255,8 @@ namespace SlaveMatrix public 拘束鎖(double DisUnit, bool 右, 配色指定 配色指定, 体配色 体配色, bool Xasix) { ThisType = GetType(); - 本体 = new Difs(Sta.その他["拘束鎖"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.その他["拘束鎖"]); + Pars pars = Body[0][0]; X0Y0_鎖2 = pars["鎖2"].ToPar(); X0Y0_鎖1 = pars["鎖1"].ToPar(); X0Y0_鎖4 = pars["鎖4"].ToPar(); @@ -266,8 +266,8 @@ namespace SlaveMatrix X0Y0_鎖8 = pars["鎖8"].ToPar(); X0Y0_鎖7 = pars["鎖7"].ToPar(); X0Y0_鎖9 = pars["鎖9"].ToPar(); - 本体.SetJoints(); - 接続根 = new JointD(本体); + Body.SetJoints(); + 接続根 = new JointD(Body); if (Xasix) { 角度B = 90.0; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs index a47922e..fca0afc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix if (Bod.断面_表示) { dv = (dv + value).Clamp(0.0, 1.0); - dy = ((dv >= 1.0) ? (対象.Ele.本体.CountY - 1) : ((int)((double)対象.Ele.本体.CountY * dv))); + dy = ((dv >= 1.0) ? (対象.Ele.Body.CountY - 1) : ((int)((double)対象.Ele.Body.CountY * dv))); if (対象.Ele is バイブ_アナル) { dy = dy.Limit(0, Bod.Is獣 ? A断面獣最大i : A断面人最大i); @@ -660,9 +660,9 @@ namespace SlaveMatrix if (Bod.断面_表示) { Bod.性器.接続PA(); - 対象.Ele.位置B = Bod.性器.本体.Current.EnumAllPar().First((Par p_) => p_.Tag.Contains("膣口")).Position; - p0 = 対象.Ele.本体.pr[対象.Ele.本体[対象.Ele.本体.IndexX][0]]; - py = 対象.Ele.本体.pr[対象.Ele.本体[対象.Ele.本体.IndexX][dy]]; + 対象.Ele.位置B = Bod.性器.Body.Current.EnumAllPar().First((Par p_) => p_.Tag.Contains("膣口")).Position; + p0 = 対象.Ele.Body.pr[対象.Ele.Body[対象.Ele.Body.IndexX][0]]; + py = 対象.Ele.Body.pr[対象.Ele.Body[対象.Ele.Body.IndexX][dy]]; if (pn) { bp = py.PositionBase; @@ -869,7 +869,7 @@ namespace SlaveMatrix 対象.Ele.Yi = 0; Bod.性器.Xi = 3; dv = v; - dy = ((dv >= 1.0) ? (対象.Ele.本体.CountY - 1) : ((int)((double)対象.Ele.本体.CountY * dv))); + dy = ((dv >= 1.0) ? (対象.Ele.Body.CountY - 1) : ((int)((double)対象.Ele.Body.CountY * dv))); if (対象.Ele is バイブ_アナル) { dy = dy.Limit(0, Bod.Is獣 ? A断面獣最大i : A断面人最大i); @@ -1517,7 +1517,7 @@ namespace SlaveMatrix if (v) { 対象.Ele.位置C = p.MulX(0.5); - 対象.Ele.本体.Current.EnumAllPar().First((Par e) => e.Tag.Contains("ヘッド")).PositionCont = p; + 対象.Ele.Body.Current.EnumAllPar().First((Par e) => e.Tag.Contains("ヘッド")).PositionCont = p; } else { @@ -1557,7 +1557,7 @@ namespace SlaveMatrix Ending = delegate(Mot m) { m.ResetValue(); - foreach (Par item in 対象.Ele.本体.EnumAllPar()) + foreach (Par item in 対象.Ele.Body.EnumAllPar()) { item.PositionCont = Dat.Vec2DZero; } @@ -1579,7 +1579,7 @@ namespace SlaveMatrix Runing = delegate(Mot m) { 対象.Ele.Xv = m.Value; - 対象.Ele.本体.JoinPA(); + 対象.Ele.Body.JoinPA(); if (挿入処理2.Is挿入) { 調教UI.Action(挿入処理2.挿入箇所, ActionType.Insertion, CurrentState.Continue, 挿入処理2.アイテム情報, 対象.Ele.Yi, 挿入処理2.強さ, 機械: true, 射精: false); @@ -1675,12 +1675,12 @@ namespace SlaveMatrix 押し付け = 振動機能 || 対象.Ele is ペニス; A断面獣最大i = 5; A断面人最大i = A断面獣最大i - 1; - double num = 1.0 / (double)調教UI.アナル.本体.CountY; + double num = 1.0 / (double)調教UI.アナル.Body.CountY; A通常獣最大v = num * (double)(A断面獣最大i - 1); A通常人最大v = num * (double)(A断面人最大i - 1); P断面獣最大i = 11; P断面人最大i = P断面獣最大i - 1; - double num2 = 1.0 / (double)調教UI.パール.本体.CountY; + double num2 = 1.0 / (double)調教UI.パール.Body.CountY; P通常獣最大v = num2 * (double)(P断面獣最大i - 1); P通常人最大v = num2 * (double)(P断面人最大i - 1); psi = ((対象.Ele is ロータ) ? 2 : 0); @@ -1717,8 +1717,8 @@ namespace SlaveMatrix { base.Cha = Cha; Bod = Cha.Bod; - 性器単位v = 1.0 / (double)Bod.性器.本体.CountY; - 断面単位v = 1.0 / (double)Bod.断面.本体.CountY; + 性器単位v = 1.0 / (double)Bod.性器.Body.CountY; + 断面単位v = 1.0 / (double)Bod.断面.Body.CountY; 断面単位v2 = 断面単位v * 2.0; 断面単位v3 = 断面単位v * 3.0; } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs index 7baea0a..7c87643 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs @@ -545,85 +545,85 @@ namespace SlaveMatrix public 放尿_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 放尿_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["放尿"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["放尿"]); + Pars pars = Body[0][0]; X0Y0_尿 = pars["尿"].ToPar(); X0Y0_尿散り1 = pars["尿散り1"].ToPar(); X0Y0_尿散り2 = pars["尿散り2"].ToPar(); X0Y0_尿散り3 = pars["尿散り3"].ToPar(); X0Y0_尿散り4 = pars["尿散り4"].ToPar(); X0Y0_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_尿 = pars["尿"].ToPar(); X0Y1_尿散り1 = pars["尿散り1"].ToPar(); X0Y1_尿散り2 = pars["尿散り2"].ToPar(); X0Y1_尿散り3 = pars["尿散り3"].ToPar(); X0Y1_尿散り4 = pars["尿散り4"].ToPar(); X0Y1_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_尿 = pars["尿"].ToPar(); X0Y2_尿散り1 = pars["尿散り1"].ToPar(); X0Y2_尿散り2 = pars["尿散り2"].ToPar(); X0Y2_尿散り3 = pars["尿散り3"].ToPar(); X0Y2_尿散り4 = pars["尿散り4"].ToPar(); X0Y2_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_尿 = pars["尿"].ToPar(); X0Y3_尿散り1 = pars["尿散り1"].ToPar(); X0Y3_尿散り2 = pars["尿散り2"].ToPar(); X0Y3_尿散り3 = pars["尿散り3"].ToPar(); X0Y3_尿散り4 = pars["尿散り4"].ToPar(); X0Y3_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_尿 = pars["尿"].ToPar(); X0Y4_尿散り1 = pars["尿散り1"].ToPar(); X0Y4_尿散り2 = pars["尿散り2"].ToPar(); X0Y4_尿散り3 = pars["尿散り3"].ToPar(); X0Y4_尿散り4 = pars["尿散り4"].ToPar(); X0Y4_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_尿 = pars["尿"].ToPar(); X0Y5_尿散り1 = pars["尿散り1"].ToPar(); X0Y5_尿散り2 = pars["尿散り2"].ToPar(); X0Y5_尿散り3 = pars["尿散り3"].ToPar(); X0Y5_尿散り4 = pars["尿散り4"].ToPar(); X0Y5_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_尿 = pars["尿"].ToPar(); X0Y6_尿散り1 = pars["尿散り1"].ToPar(); X0Y6_尿散り2 = pars["尿散り2"].ToPar(); X0Y6_尿散り3 = pars["尿散り3"].ToPar(); X0Y6_尿散り4 = pars["尿散り4"].ToPar(); X0Y6_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_尿 = pars["尿"].ToPar(); X0Y7_尿散り1 = pars["尿散り1"].ToPar(); X0Y7_尿散り2 = pars["尿散り2"].ToPar(); X0Y7_尿散り3 = pars["尿散り3"].ToPar(); X0Y7_尿散り4 = pars["尿散り4"].ToPar(); X0Y7_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_尿 = pars["尿"].ToPar(); X0Y8_尿散り1 = pars["尿散り1"].ToPar(); X0Y8_尿散り2 = pars["尿散り2"].ToPar(); X0Y8_尿散り3 = pars["尿散り3"].ToPar(); X0Y8_尿散り4 = pars["尿散り4"].ToPar(); X0Y8_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][9]; + pars = Body[0][9]; X0Y9_尿 = pars["尿"].ToPar(); X0Y9_尿散り1 = pars["尿散り1"].ToPar(); X0Y9_尿散り2 = pars["尿散り2"].ToPar(); X0Y9_尿散り3 = pars["尿散り3"].ToPar(); X0Y9_尿散り4 = pars["尿散り4"].ToPar(); - pars = 本体[0][10]; + pars = Body[0][10]; X0Y10_尿 = pars["尿"].ToPar(); X0Y10_尿散り1 = pars["尿散り1"].ToPar(); X0Y10_尿散り2 = pars["尿散り2"].ToPar(); X0Y10_尿散り3 = pars["尿散り3"].ToPar(); X0Y10_尿散り4 = pars["尿散り4"].ToPar(); X0Y10_尿散り5 = pars["尿散り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; @@ -731,7 +731,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_尿CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs index a8b8e8f..eea1116 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs @@ -545,85 +545,85 @@ namespace SlaveMatrix public 放尿_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 放尿_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["四足放尿"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["四足放尿"]); + Pars pars = Body[0][0]; X0Y0_尿 = pars["尿"].ToPar(); X0Y0_尿散り1 = pars["尿散り1"].ToPar(); X0Y0_尿散り2 = pars["尿散り2"].ToPar(); X0Y0_尿散り3 = pars["尿散り3"].ToPar(); X0Y0_尿散り4 = pars["尿散り4"].ToPar(); X0Y0_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_尿 = pars["尿"].ToPar(); X0Y1_尿散り1 = pars["尿散り1"].ToPar(); X0Y1_尿散り2 = pars["尿散り2"].ToPar(); X0Y1_尿散り3 = pars["尿散り3"].ToPar(); X0Y1_尿散り4 = pars["尿散り4"].ToPar(); X0Y1_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_尿 = pars["尿"].ToPar(); X0Y2_尿散り1 = pars["尿散り1"].ToPar(); X0Y2_尿散り2 = pars["尿散り2"].ToPar(); X0Y2_尿散り3 = pars["尿散り3"].ToPar(); X0Y2_尿散り4 = pars["尿散り4"].ToPar(); X0Y2_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_尿 = pars["尿"].ToPar(); X0Y3_尿散り1 = pars["尿散り1"].ToPar(); X0Y3_尿散り2 = pars["尿散り2"].ToPar(); X0Y3_尿散り3 = pars["尿散り3"].ToPar(); X0Y3_尿散り4 = pars["尿散り4"].ToPar(); X0Y3_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_尿 = pars["尿"].ToPar(); X0Y4_尿散り1 = pars["尿散り1"].ToPar(); X0Y4_尿散り2 = pars["尿散り2"].ToPar(); X0Y4_尿散り3 = pars["尿散り3"].ToPar(); X0Y4_尿散り4 = pars["尿散り4"].ToPar(); X0Y4_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_尿 = pars["尿"].ToPar(); X0Y5_尿散り1 = pars["尿散り1"].ToPar(); X0Y5_尿散り2 = pars["尿散り2"].ToPar(); X0Y5_尿散り3 = pars["尿散り3"].ToPar(); X0Y5_尿散り4 = pars["尿散り4"].ToPar(); X0Y5_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_尿 = pars["尿"].ToPar(); X0Y6_尿散り1 = pars["尿散り1"].ToPar(); X0Y6_尿散り2 = pars["尿散り2"].ToPar(); X0Y6_尿散り3 = pars["尿散り3"].ToPar(); X0Y6_尿散り4 = pars["尿散り4"].ToPar(); X0Y6_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_尿 = pars["尿"].ToPar(); X0Y7_尿散り1 = pars["尿散り1"].ToPar(); X0Y7_尿散り2 = pars["尿散り2"].ToPar(); X0Y7_尿散り3 = pars["尿散り3"].ToPar(); X0Y7_尿散り4 = pars["尿散り4"].ToPar(); X0Y7_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_尿 = pars["尿"].ToPar(); X0Y8_尿散り1 = pars["尿散り1"].ToPar(); X0Y8_尿散り2 = pars["尿散り2"].ToPar(); X0Y8_尿散り3 = pars["尿散り3"].ToPar(); X0Y8_尿散り4 = pars["尿散り4"].ToPar(); X0Y8_尿散り5 = pars["尿散り5"].ToPar(); - pars = 本体[0][9]; + pars = Body[0][9]; X0Y9_尿 = pars["尿"].ToPar(); X0Y9_尿散り1 = pars["尿散り1"].ToPar(); X0Y9_尿散り2 = pars["尿散り2"].ToPar(); X0Y9_尿散り3 = pars["尿散り3"].ToPar(); X0Y9_尿散り4 = pars["尿散り4"].ToPar(); - pars = 本体[0][10]; + pars = Body[0][10]; X0Y10_尿 = pars["尿"].ToPar(); X0Y10_尿散り1 = pars["尿散り1"].ToPar(); X0Y10_尿散り2 = pars["尿散り2"].ToPar(); X0Y10_尿散り3 = pars["尿散り3"].ToPar(); X0Y10_尿散り4 = pars["尿散り4"].ToPar(); X0Y10_尿散り5 = pars["尿散り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; @@ -731,7 +731,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_尿CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs index c33fce4..44edb5b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs @@ -619,8 +619,8 @@ namespace SlaveMatrix public 断面_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 断面_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["断面"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["断面"]); + Pars pars = Body[0][0]; X0Y0_膣基 = pars["膣基"].ToPar(); X0Y0_膣壁左 = pars["膣壁左"].ToPar(); X0Y0_膣壁右 = pars["膣壁右"].ToPar(); @@ -632,7 +632,7 @@ namespace SlaveMatrix X0Y0_子宮内 = pars["子宮内"].ToPar(); X0Y0_子宮口 = pars["子宮口"].ToPar(); X0Y0_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_膣基 = pars["膣基"].ToPar(); X0Y1_膣壁左 = pars["膣壁左"].ToPar(); X0Y1_膣壁右 = pars["膣壁右"].ToPar(); @@ -644,7 +644,7 @@ namespace SlaveMatrix X0Y1_子宮内 = pars["子宮内"].ToPar(); X0Y1_子宮口 = pars["子宮口"].ToPar(); X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_膣基 = pars["膣基"].ToPar(); X0Y2_膣壁左 = pars["膣壁左"].ToPar(); X0Y2_膣壁右 = pars["膣壁右"].ToPar(); @@ -656,7 +656,7 @@ namespace SlaveMatrix X0Y2_子宮内 = pars["子宮内"].ToPar(); X0Y2_子宮口 = pars["子宮口"].ToPar(); X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_膣基 = pars["膣基"].ToPar(); X0Y3_膣壁左 = pars["膣壁左"].ToPar(); X0Y3_膣壁右 = pars["膣壁右"].ToPar(); @@ -668,7 +668,7 @@ namespace SlaveMatrix X0Y3_子宮内 = pars["子宮内"].ToPar(); X0Y3_子宮口 = pars["子宮口"].ToPar(); X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_膣基 = pars["膣基"].ToPar(); X0Y4_膣壁左 = pars["膣壁左"].ToPar(); X0Y4_膣壁右 = pars["膣壁右"].ToPar(); @@ -680,8 +680,8 @@ namespace SlaveMatrix X0Y4_子宮内 = pars["子宮内"].ToPar(); X0Y4_子宮口 = pars["子宮口"].ToPar(); X0Y4_精液 = pars["精液"].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; @@ -786,7 +786,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_膣基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs index 422af79..5ce26be 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs @@ -619,8 +619,8 @@ namespace SlaveMatrix public 断面_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 断面_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足断面"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足断面"]); + Pars pars = Body[0][0]; X0Y0_膣基 = pars["膣基"].ToPar(); X0Y0_膣壁左 = pars["膣壁左"].ToPar(); X0Y0_膣壁右 = pars["膣壁右"].ToPar(); @@ -632,7 +632,7 @@ namespace SlaveMatrix X0Y0_子宮内 = pars["子宮内"].ToPar(); X0Y0_子宮口 = pars["子宮口"].ToPar(); X0Y0_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_膣基 = pars["膣基"].ToPar(); X0Y1_膣壁左 = pars["膣壁左"].ToPar(); X0Y1_膣壁右 = pars["膣壁右"].ToPar(); @@ -644,7 +644,7 @@ namespace SlaveMatrix X0Y1_子宮内 = pars["子宮内"].ToPar(); X0Y1_子宮口 = pars["子宮口"].ToPar(); X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_膣基 = pars["膣基"].ToPar(); X0Y2_膣壁左 = pars["膣壁左"].ToPar(); X0Y2_膣壁右 = pars["膣壁右"].ToPar(); @@ -656,7 +656,7 @@ namespace SlaveMatrix X0Y2_子宮内 = pars["子宮内"].ToPar(); X0Y2_子宮口 = pars["子宮口"].ToPar(); X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_膣基 = pars["膣基"].ToPar(); X0Y3_膣壁左 = pars["膣壁左"].ToPar(); X0Y3_膣壁右 = pars["膣壁右"].ToPar(); @@ -668,7 +668,7 @@ namespace SlaveMatrix X0Y3_子宮内 = pars["子宮内"].ToPar(); X0Y3_子宮口 = pars["子宮口"].ToPar(); X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_膣基 = pars["膣基"].ToPar(); X0Y4_膣壁左 = pars["膣壁左"].ToPar(); X0Y4_膣壁右 = pars["膣壁右"].ToPar(); @@ -680,8 +680,8 @@ namespace SlaveMatrix X0Y4_子宮内 = pars["子宮内"].ToPar(); X0Y4_子宮口 = pars["子宮口"].ToPar(); X0Y4_精液 = pars["精液"].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 public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_膣基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs index 7435f49..b6c83bc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs @@ -443,8 +443,8 @@ namespace SlaveMatrix public 染み_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 染み_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.その他["染み"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.その他["染み"]); + Pars pars = Body[0][0]; X0Y0_潮1 = pars["潮1"].ToPar(); X0Y0_潮2 = pars["潮2"].ToPar(); X0Y0_潮3 = pars["潮3"].ToPar(); @@ -470,8 +470,8 @@ namespace SlaveMatrix pars3 = pars2["湯気右3"].ToPars(); X0Y0_湯気_湯気右3_湯気1 = pars3["湯気1"].ToPar(); X0Y0_湯気_湯気右3_湯気2 = pars3["湯気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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs index d978239..402e5e8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs @@ -443,8 +443,8 @@ namespace SlaveMatrix public 染み_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 染み_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.その他["四足染み"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.その他["四足染み"]); + Pars pars = Body[0][0]; X0Y0_潮1 = pars["潮1"].ToPar(); X0Y0_潮2 = pars["潮2"].ToPar(); X0Y0_潮3 = pars["潮3"].ToPar(); @@ -470,8 +470,8 @@ namespace SlaveMatrix pars3 = pars2["湯気右3"].ToPars(); X0Y0_湯気_湯気右3_湯気1 = pars3["湯気1"].ToPar(); X0Y0_湯気_湯気右3_湯気2 = pars3["湯気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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs index a4b69be..2bcf33c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs @@ -1158,7 +1158,7 @@ namespace SlaveMatrix } } - public JointS 花_接続点 => new JointS(本体, X0Y0_茎, 6); + public JointS 花_接続点 => new JointS(Body, X0Y0_茎, 6); public 植(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 植D e) { @@ -1170,10 +1170,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "植"; dif.Add(pars); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars2 = 本体[0][0]; + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars2 = Body[0][0]; Pars pars3 = pars2["通常葉4"].ToPars(); Pars pars4 = pars3["通常"].ToPars(); X0Y0_披針葉4_通常_葉 = pars4["葉"].ToPar(); @@ -1233,8 +1233,8 @@ namespace SlaveMatrix pars4 = pars11["欠損"].ToPars(); X0Y0_心臓葉3_欠損_葉 = pars4["葉"].ToPar(); X0Y0_心臓葉3_欠損_葉脈 = pars4["葉脈"].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; @@ -1389,7 +1389,7 @@ namespace SlaveMatrix X0Y0_心臓葉2_欠損_葉脈.AngleBase = num * -41.0; X0Y0_心臓葉3_通常_葉脈.AngleBase = num * -64.9999999999998; X0Y0_心臓葉3_欠損_葉脈.AngleBase = num * -64.9999999999998; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs index 321f10d..93fe583 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs @@ -167,21 +167,21 @@ namespace SlaveMatrix public 汗(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 汗D e) { ThisType = GetType(); - 本体 = new Difs(Sta.スタンプ["汗"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.スタンプ["汗"]); + Pars pars = Body[0][0]; X0Y0_汗0 = pars["汗0"].ToPar(); X0Y0_汗1 = pars["汗1"].ToPar(); X0Y0_汗ハイライト = pars["汗ハイライト"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_汗0流れ = pars["汗0流れ"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_汗0流れ = pars["汗0流れ"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_汗0流れ = pars["汗0流れ"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_汗0流れ = pars["汗0流れ"].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; @@ -229,7 +229,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_汗0CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs index 0a90ad5..df70eac 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs @@ -110,19 +110,19 @@ namespace SlaveMatrix public 涎_裂け(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 涎_裂けD e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["涎口裂け左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["涎口裂け左"]); + Pars pars = Body[0][0]; X0Y0_涎 = pars["涎"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_涎 = pars["涎"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_涎 = pars["涎"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_涎 = pars["涎"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_涎 = pars["涎"].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; @@ -165,7 +165,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_涎CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs index d03d209..7c789fa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs @@ -110,19 +110,19 @@ namespace SlaveMatrix public 涎_通常(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 涎_通常D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["涎左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["涎左"]); + Pars pars = Body[0][0]; X0Y0_涎 = pars["涎"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_涎 = pars["涎"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_涎 = pars["涎"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_涎 = pars["涎"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_涎 = pars["涎"].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; @@ -165,7 +165,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_涎CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs index b52a9a1..3d975ef 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs @@ -328,44 +328,44 @@ namespace SlaveMatrix public 涙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 涙D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["涙左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["涙左"]); + Pars pars = Body[0][0]; X0Y0_涙0流れ0 = pars["涙0流れ0"].ToPar(); X0Y0_涙0 = pars["涙0"].ToPar(); X0Y0_涙1 = pars["涙1"].ToPar(); X0Y0_涙ハイライト = pars["涙ハイライト"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_涙0流れ0 = pars["涙0流れ0"].ToPar(); X0Y1_涙0流れ1 = pars["涙0流れ1"].ToPar(); X0Y1_涙0 = pars["涙0"].ToPar(); X0Y1_涙1 = pars["涙1"].ToPar(); X0Y1_涙ハイライト = pars["涙ハイライト"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_涙0流れ0 = pars["涙0流れ0"].ToPar(); X0Y2_涙0流れ1 = pars["涙0流れ1"].ToPar(); X0Y2_涙0 = pars["涙0"].ToPar(); X0Y2_涙1 = pars["涙1"].ToPar(); X0Y2_涙ハイライト = pars["涙ハイライト"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_涙0流れ0 = pars["涙0流れ0"].ToPar(); X0Y3_涙0流れ1 = pars["涙0流れ1"].ToPar(); X0Y3_涙0 = pars["涙0"].ToPar(); X0Y3_涙1 = pars["涙1"].ToPar(); X0Y3_涙ハイライト = pars["涙ハイライト"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_涙0流れ0 = pars["涙0流れ0"].ToPar(); X0Y4_涙0流れ1 = pars["涙0流れ1"].ToPar(); X0Y4_涙0 = pars["涙0"].ToPar(); X0Y4_涙1 = pars["涙1"].ToPar(); X0Y4_涙ハイライト = pars["涙ハイライト"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_涙0流れ0 = pars["涙0流れ0"].ToPar(); X0Y5_涙0流れ1 = pars["涙0流れ1"].ToPar(); X0Y5_涙0 = pars["涙0"].ToPar(); X0Y5_涙1 = pars["涙1"].ToPar(); X0Y5_涙ハイライト = pars["涙ハイライト"].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; @@ -436,7 +436,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_涙0流れ0CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs index d71353d..e2bd956 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs @@ -1515,10 +1515,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["潮吹"][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_潮吹基 = pars["潮吹基"].ToPar(); X0Y0_雫1 = pars["雫1"].ToPar(); X0Y0_雫2 = pars["雫2"].ToPar(); @@ -1540,7 +1540,7 @@ namespace SlaveMatrix X0Y0_雫18 = pars["雫18"].ToPar(); X0Y0_雫19 = pars["雫19"].ToPar(); X0Y0_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_潮吹基 = pars["潮吹基"].ToPar(); X0Y1_雫1 = pars["雫1"].ToPar(); X0Y1_雫2 = pars["雫2"].ToPar(); @@ -1562,7 +1562,7 @@ namespace SlaveMatrix X0Y1_雫18 = pars["雫18"].ToPar(); X0Y1_雫19 = pars["雫19"].ToPar(); X0Y1_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_潮吹基 = pars["潮吹基"].ToPar(); X0Y2_雫1 = pars["雫1"].ToPar(); X0Y2_雫2 = pars["雫2"].ToPar(); @@ -1584,7 +1584,7 @@ namespace SlaveMatrix X0Y2_雫18 = pars["雫18"].ToPar(); X0Y2_雫19 = pars["雫19"].ToPar(); X0Y2_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_潮吹基 = pars["潮吹基"].ToPar(); X0Y3_雫1 = pars["雫1"].ToPar(); X0Y3_雫2 = pars["雫2"].ToPar(); @@ -1606,7 +1606,7 @@ namespace SlaveMatrix X0Y3_雫18 = pars["雫18"].ToPar(); X0Y3_雫19 = pars["雫19"].ToPar(); X0Y3_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_潮吹基 = pars["潮吹基"].ToPar(); X0Y4_雫1 = pars["雫1"].ToPar(); X0Y4_雫2 = pars["雫2"].ToPar(); @@ -1628,7 +1628,7 @@ namespace SlaveMatrix X0Y4_雫18 = pars["雫18"].ToPar(); X0Y4_雫19 = pars["雫19"].ToPar(); X0Y4_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_潮吹基 = pars["潮吹基"].ToPar(); X0Y5_雫1 = pars["雫1"].ToPar(); X0Y5_雫2 = pars["雫2"].ToPar(); @@ -1650,7 +1650,7 @@ namespace SlaveMatrix X0Y5_雫18 = pars["雫18"].ToPar(); X0Y5_雫19 = pars["雫19"].ToPar(); X0Y5_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_潮吹基 = pars["潮吹基"].ToPar(); X0Y6_雫1 = pars["雫1"].ToPar(); X0Y6_雫2 = pars["雫2"].ToPar(); @@ -1672,7 +1672,7 @@ namespace SlaveMatrix X0Y6_雫18 = pars["雫18"].ToPar(); X0Y6_雫19 = pars["雫19"].ToPar(); X0Y6_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_潮吹基 = pars["潮吹基"].ToPar(); X0Y7_雫1 = pars["雫1"].ToPar(); X0Y7_雫2 = pars["雫2"].ToPar(); @@ -1694,7 +1694,7 @@ namespace SlaveMatrix X0Y7_雫18 = pars["雫18"].ToPar(); X0Y7_雫19 = pars["雫19"].ToPar(); X0Y7_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_潮吹基 = pars["潮吹基"].ToPar(); X0Y8_雫1 = pars["雫1"].ToPar(); X0Y8_雫2 = pars["雫2"].ToPar(); @@ -1716,8 +1716,8 @@ namespace SlaveMatrix X0Y8_雫18 = pars["雫18"].ToPar(); X0Y8_雫19 = pars["雫19"].ToPar(); X0Y8_雫20 = pars["雫20"].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; @@ -1964,7 +1964,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_潮吹基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs index ff09cc7..c1a5e15 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs @@ -1515,10 +1515,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["四足潮吹"][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_潮吹基 = pars["潮吹基"].ToPar(); X0Y0_雫1 = pars["雫1"].ToPar(); X0Y0_雫2 = pars["雫2"].ToPar(); @@ -1540,7 +1540,7 @@ namespace SlaveMatrix X0Y0_雫18 = pars["雫18"].ToPar(); X0Y0_雫19 = pars["雫19"].ToPar(); X0Y0_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_潮吹基 = pars["潮吹基"].ToPar(); X0Y1_雫1 = pars["雫1"].ToPar(); X0Y1_雫2 = pars["雫2"].ToPar(); @@ -1562,7 +1562,7 @@ namespace SlaveMatrix X0Y1_雫18 = pars["雫18"].ToPar(); X0Y1_雫19 = pars["雫19"].ToPar(); X0Y1_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_潮吹基 = pars["潮吹基"].ToPar(); X0Y2_雫1 = pars["雫1"].ToPar(); X0Y2_雫2 = pars["雫2"].ToPar(); @@ -1584,7 +1584,7 @@ namespace SlaveMatrix X0Y2_雫18 = pars["雫18"].ToPar(); X0Y2_雫19 = pars["雫19"].ToPar(); X0Y2_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_潮吹基 = pars["潮吹基"].ToPar(); X0Y3_雫1 = pars["雫1"].ToPar(); X0Y3_雫2 = pars["雫2"].ToPar(); @@ -1606,7 +1606,7 @@ namespace SlaveMatrix X0Y3_雫18 = pars["雫18"].ToPar(); X0Y3_雫19 = pars["雫19"].ToPar(); X0Y3_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_潮吹基 = pars["潮吹基"].ToPar(); X0Y4_雫1 = pars["雫1"].ToPar(); X0Y4_雫2 = pars["雫2"].ToPar(); @@ -1628,7 +1628,7 @@ namespace SlaveMatrix X0Y4_雫18 = pars["雫18"].ToPar(); X0Y4_雫19 = pars["雫19"].ToPar(); X0Y4_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_潮吹基 = pars["潮吹基"].ToPar(); X0Y5_雫1 = pars["雫1"].ToPar(); X0Y5_雫2 = pars["雫2"].ToPar(); @@ -1650,7 +1650,7 @@ namespace SlaveMatrix X0Y5_雫18 = pars["雫18"].ToPar(); X0Y5_雫19 = pars["雫19"].ToPar(); X0Y5_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_潮吹基 = pars["潮吹基"].ToPar(); X0Y6_雫1 = pars["雫1"].ToPar(); X0Y6_雫2 = pars["雫2"].ToPar(); @@ -1672,7 +1672,7 @@ namespace SlaveMatrix X0Y6_雫18 = pars["雫18"].ToPar(); X0Y6_雫19 = pars["雫19"].ToPar(); X0Y6_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_潮吹基 = pars["潮吹基"].ToPar(); X0Y7_雫1 = pars["雫1"].ToPar(); X0Y7_雫2 = pars["雫2"].ToPar(); @@ -1694,7 +1694,7 @@ namespace SlaveMatrix X0Y7_雫18 = pars["雫18"].ToPar(); X0Y7_雫19 = pars["雫19"].ToPar(); X0Y7_雫20 = pars["雫20"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_潮吹基 = pars["潮吹基"].ToPar(); X0Y8_雫1 = pars["雫1"].ToPar(); X0Y8_雫2 = pars["雫2"].ToPar(); @@ -1716,8 +1716,8 @@ namespace SlaveMatrix X0Y8_雫18 = pars["雫18"].ToPar(); X0Y8_雫19 = pars["雫19"].ToPar(); X0Y8_雫20 = pars["雫20"].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; @@ -1964,7 +1964,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_潮吹基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs index 788a696..7280eb1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs @@ -135,29 +135,29 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["潮吹"][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_雫 = pars["雫"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_雫 = pars["雫"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_雫 = pars["雫"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_雫 = pars["雫"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_雫 = pars["雫"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_雫 = pars["雫"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_雫 = pars["雫"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_雫 = pars["雫"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_雫 = pars["雫"].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; @@ -204,7 +204,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_雫CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs index c206db3..0a3694e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs @@ -135,29 +135,29 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["四足潮吹"][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_雫 = pars["雫"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_雫 = pars["雫"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_雫 = pars["雫"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_雫 = pars["雫"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_雫 = pars["雫"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_雫 = pars["雫"].ToPar(); - pars = 本体[0][6]; + pars = Body[0][6]; X0Y6_雫 = pars["雫"].ToPar(); - pars = 本体[0][7]; + pars = Body[0][7]; X0Y7_雫 = pars["雫"].ToPar(); - pars = 本体[0][8]; + pars = Body[0][8]; X0Y8_雫 = pars["雫"].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; @@ -204,7 +204,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_雫CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs index fd8b288..e52b70c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -219,33 +219,33 @@ namespace SlaveMatrix public 獣耳(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 獣耳D e) { ThisType = GetType(); - 本体 = new Difs(Sta.肢左["獣耳"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.肢左["獣耳"]); + Pars pars = Body[0][0]; X0Y0_獣耳外 = pars["獣耳外"].ToPar(); X0Y0_獣耳内 = pars["獣耳内"].ToPar(); X0Y0_耳毛 = pars["耳毛"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_獣耳外 = pars["獣耳外"].ToPar(); X0Y1_獣耳内 = pars["獣耳内"].ToPar(); X0Y1_耳毛 = pars["耳毛"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_獣耳外 = pars["獣耳外"].ToPar(); X0Y2_獣耳内 = pars["獣耳内"].ToPar(); X0Y2_耳毛 = pars["耳毛"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_獣耳外 = pars["獣耳外"].ToPar(); X1Y0_獣耳内 = pars["獣耳内"].ToPar(); X1Y0_耳毛 = pars["耳毛"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_獣耳外 = pars["獣耳外"].ToPar(); X1Y1_獣耳内 = pars["獣耳内"].ToPar(); X1Y1_耳毛 = pars["耳毛"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_獣耳外 = pars["獣耳外"].ToPar(); X1Y2_獣耳内 = pars["獣耳内"].ToPar(); X1Y2_耳毛 = pars["耳毛"].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; @@ -310,14 +310,14 @@ namespace SlaveMatrix X1Y0_獣耳外.AngleBase = num * -46.0; X1Y1_獣耳外.AngleBase = num * -64.0; X1Y2_獣耳外.AngleBase = num * -78.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_獣耳外CP.Update(); @@ -338,7 +338,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_獣耳外CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs index 2aa41ad..0d5e2c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs @@ -569,8 +569,8 @@ namespace SlaveMatrix public 玉口枷(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 玉口枷D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["玉口枷"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["玉口枷"]); + Pars pars = Body[0][0]; X0Y0_金具左上 = pars["金具左上"].ToPar(); X0Y0_金具左下 = pars["金具左下"].ToPar(); X0Y0_革左 = pars["革左"].ToPar(); @@ -595,8 +595,8 @@ namespace SlaveMatrix X0Y0_丸金具右内 = pars["丸金具右内"].ToPar(); X0Y0_丸金具左外 = pars["丸金具左外"].ToPar(); X0Y0_丸金具右外 = pars["丸金具右外"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs index 7a0ab85..900cde3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs @@ -169,24 +169,24 @@ namespace SlaveMatrix public 目傷(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 目傷D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["目傷左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["目傷左"]); + Pars pars = Body[0][0]; X0Y0_傷上 = pars["傷上"].ToPar(); X0Y0_傷下 = pars["傷下"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_傷上 = pars["傷上"].ToPar(); X0Y1_傷下 = pars["傷下"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_傷上 = pars["傷上"].ToPar(); X0Y2_傷下 = pars["傷下"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_傷上 = pars["傷上"].ToPar(); X0Y3_傷下 = pars["傷下"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_傷上 = pars["傷上"].ToPar(); X0Y4_傷下 = pars["傷下"].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; @@ -235,7 +235,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_傷上CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs index dadb29d..c2c04ad 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 目尻影(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 目尻影D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["目尻影左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["目尻影左"]); + Pars pars = Body[0][0]; X0Y0_目尻影 = pars["目尻影"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs index cd602cc..8eadfd2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs @@ -527,8 +527,8 @@ namespace SlaveMatrix public 目隠帯(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 目隠帯D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["目隠帯"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["目隠帯"]); + Pars pars = Body[0][0]; X0Y0_革 = pars["革"].ToPar(); X0Y0_丸金具上中 = pars["丸金具上中"].ToPar(); X0Y0_丸金具上左1 = pars["丸金具上左1"].ToPar(); @@ -551,8 +551,8 @@ namespace SlaveMatrix X0Y0_丸金具下右3 = pars["丸金具下右3"].ToPar(); X0Y0_丸金具下右4 = pars["丸金具下右4"].ToPar(); X0Y0_丸金具下右5 = pars["丸金具下右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs index c54ee63..b441f29 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs @@ -151,17 +151,17 @@ namespace SlaveMatrix public 眉(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 眉D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["眉左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["眉左"]); + Pars pars = Body[0][0]; X0Y0_眉 = pars["眉"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_眉 = pars["眉"].ToPar(); X0Y1_眉間 = pars["眉間"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_眉 = pars["眉"].ToPar(); X0Y2_眉間 = pars["眉間"].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; @@ -209,7 +209,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_眉CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs index 3131cad..f5192d1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs @@ -601,8 +601,8 @@ namespace SlaveMatrix public 瞼_中(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_中D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["魔性中瞼左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["魔性中瞼左"]); + Pars pars = Body[0][0]; X0Y0_瞼 = pars["瞼"].ToPar(); X0Y0_二重 = pars["二重"].ToPar(); Pars pars2 = pars["睫毛"].ToPars(); @@ -610,7 +610,7 @@ namespace SlaveMatrix X0Y0_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_瞼 = pars["瞼"].ToPar(); X0Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -618,7 +618,7 @@ namespace SlaveMatrix X0Y1_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_瞼 = pars["瞼"].ToPar(); X0Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -626,7 +626,7 @@ namespace SlaveMatrix X0Y2_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_瞼 = pars["瞼"].ToPar(); X0Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -634,7 +634,7 @@ namespace SlaveMatrix X0Y3_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_瞼 = pars["瞼"].ToPar(); X0Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -642,7 +642,7 @@ namespace SlaveMatrix X0Y4_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y4_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_瞼 = pars["瞼"].ToPar(); X1Y0_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -650,7 +650,7 @@ namespace SlaveMatrix X1Y0_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_瞼 = pars["瞼"].ToPar(); X1Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -658,7 +658,7 @@ namespace SlaveMatrix X1Y1_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_瞼 = pars["瞼"].ToPar(); X1Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -666,7 +666,7 @@ namespace SlaveMatrix X1Y2_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_瞼 = pars["瞼"].ToPar(); X1Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -674,7 +674,7 @@ namespace SlaveMatrix X1Y3_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_瞼 = pars["瞼"].ToPar(); X1Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -682,8 +682,8 @@ namespace SlaveMatrix X1Y4_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y4_睫毛_睫毛2 = pars2["睫毛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; @@ -802,9 +802,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(); @@ -850,7 +850,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(); @@ -898,9 +898,9 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(mm); @@ -946,7 +946,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs index 9172914..c70f9a1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs @@ -200,35 +200,35 @@ namespace SlaveMatrix } } - public JointS 涙_接続点 => new JointS(本体, X0Y0_目, 2); + public JointS 涙_接続点 => new JointS(Body, X0Y0_目, 2); public 瞼_宇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_宇D e) { 瞼_宇 瞼_宇2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["エイリアン目左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["エイリアン目左"]); + Pars pars = Body[0][0]; X0Y0_目 = pars["目"].ToPar(); X0Y0_ハイライト = pars["ハイライト"].ToPar(); X0Y0_瞬膜 = pars["瞬膜"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_目 = pars["目"].ToPar(); X0Y1_ハイライト = pars["ハイライト"].ToPar(); X0Y1_瞬膜 = pars["瞬膜"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_目 = pars["目"].ToPar(); X0Y2_ハイライト = pars["ハイライト"].ToPar(); X0Y2_瞬膜 = pars["瞬膜"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_目 = pars["目"].ToPar(); X0Y3_ハイライト = pars["ハイライト"].ToPar(); X0Y3_瞬膜 = pars["瞬膜"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_目 = pars["目"].ToPar(); X0Y4_ハイライト = pars["ハイライト"].ToPar(); X0Y4_瞬膜 = pars["瞬膜"].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; @@ -296,7 +296,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_目CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs index c9a8e9f..b2b2dbf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs @@ -509,79 +509,79 @@ namespace SlaveMatrix public 瞼_弱(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_弱D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["魔性弱瞼左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["魔性弱瞼左"]); + Pars pars = Body[0][0]; X0Y0_瞼 = pars["瞼"].ToPar(); X0Y0_二重 = pars["二重"].ToPar(); Pars pars2 = pars["睫毛"].ToPars(); X0Y0_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_瞼 = pars["瞼"].ToPar(); X0Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y1_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_瞼 = pars["瞼"].ToPar(); X0Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y2_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_瞼 = pars["瞼"].ToPar(); X0Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y3_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_瞼 = pars["瞼"].ToPar(); X0Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y4_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y4_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_瞼 = pars["瞼"].ToPar(); X1Y0_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y0_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_瞼 = pars["瞼"].ToPar(); X1Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y1_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_瞼 = pars["瞼"].ToPar(); X1Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y2_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_瞼 = pars["瞼"].ToPar(); X1Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y3_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_瞼 = pars["瞼"].ToPar(); X1Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y4_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y4_睫毛_睫毛2 = pars2["睫毛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; @@ -687,9 +687,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(); @@ -730,7 +730,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(); @@ -773,9 +773,9 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(mm); @@ -816,7 +816,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs index 4034101..9999999 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs @@ -601,8 +601,8 @@ namespace SlaveMatrix public 瞼_強(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_強D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["魔性強瞼左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["魔性強瞼左"]); + Pars pars = Body[0][0]; X0Y0_瞼 = pars["瞼"].ToPar(); X0Y0_二重 = pars["二重"].ToPar(); Pars pars2 = pars["睫毛"].ToPars(); @@ -610,7 +610,7 @@ namespace SlaveMatrix X0Y0_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_瞼 = pars["瞼"].ToPar(); X0Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -618,7 +618,7 @@ namespace SlaveMatrix X0Y1_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_瞼 = pars["瞼"].ToPar(); X0Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -626,7 +626,7 @@ namespace SlaveMatrix X0Y2_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_瞼 = pars["瞼"].ToPar(); X0Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -634,7 +634,7 @@ namespace SlaveMatrix X0Y3_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_瞼 = pars["瞼"].ToPar(); X0Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -642,7 +642,7 @@ namespace SlaveMatrix X0Y4_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X0Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y4_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_瞼 = pars["瞼"].ToPar(); X1Y0_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -650,7 +650,7 @@ namespace SlaveMatrix X1Y0_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_瞼 = pars["瞼"].ToPar(); X1Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -658,7 +658,7 @@ namespace SlaveMatrix X1Y1_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_瞼 = pars["瞼"].ToPar(); X1Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -666,7 +666,7 @@ namespace SlaveMatrix X1Y2_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_瞼 = pars["瞼"].ToPar(); X1Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -674,7 +674,7 @@ namespace SlaveMatrix X1Y3_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_瞼 = pars["瞼"].ToPar(); X1Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); @@ -682,8 +682,8 @@ namespace SlaveMatrix X1Y4_睫毛_睫毛4 = pars2["睫毛4"].ToPar(); X1Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y4_睫毛_睫毛2 = pars2["睫毛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; @@ -802,9 +802,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(); @@ -850,7 +850,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(); @@ -898,9 +898,9 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(mm); @@ -946,7 +946,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs index c6d82f1..00b7a69 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs @@ -509,79 +509,79 @@ namespace SlaveMatrix public 瞼_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["獣性瞼左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["獣性瞼左"]); + Pars pars = Body[0][0]; X0Y0_瞼 = pars["瞼"].ToPar(); X0Y0_二重 = pars["二重"].ToPar(); Pars pars2 = pars["睫毛"].ToPars(); X0Y0_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_瞼 = pars["瞼"].ToPar(); X0Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y1_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_瞼 = pars["瞼"].ToPar(); X0Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y2_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_瞼 = pars["瞼"].ToPar(); X0Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y3_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_瞼 = pars["瞼"].ToPar(); X0Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X0Y4_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X0Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X0Y4_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_瞼 = pars["瞼"].ToPar(); X1Y0_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y0_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y0_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y0_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_瞼 = pars["瞼"].ToPar(); X1Y1_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y1_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y1_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y1_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_瞼 = pars["瞼"].ToPar(); X1Y2_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y2_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y2_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y2_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_瞼 = pars["瞼"].ToPar(); X1Y3_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y3_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y3_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y3_睫毛_睫毛2 = pars2["睫毛2"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_瞼 = pars["瞼"].ToPar(); X1Y4_二重 = pars["二重"].ToPar(); pars2 = pars["睫毛"].ToPars(); X1Y4_睫毛_睫毛3 = pars2["睫毛3"].ToPar(); X1Y4_睫毛_睫毛1 = pars2["睫毛1"].ToPar(); X1Y4_睫毛_睫毛2 = pars2["睫毛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; @@ -687,9 +687,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(); @@ -730,7 +730,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(); @@ -773,9 +773,9 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼CP.Update(mm); @@ -816,7 +816,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_瞼CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs index e885496..f585466 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs @@ -330,9 +330,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 節尾_曳航(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節尾_曳航D e) { @@ -340,10 +340,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "曳航肢"; dif.Add(new Pars(Sta.肢左["節足"][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_前腿節 = pars["前腿節"].ToPar(); X0Y0_腿節 = pars["腿節"].ToPar(); Pars pars2 = pars["輪"].ToPars(); @@ -356,8 +356,8 @@ namespace SlaveMatrix X0Y0_脛節 = pars["脛節"].ToPar(); X0Y0_付節1 = pars["付節1"].ToPar(); X0Y0_付節2 = pars["付節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; @@ -453,7 +453,7 @@ namespace SlaveMatrix X0Y0_脛節.AngleBase = num * -6.0; X0Y0_付節1.AngleBase = num * -2.0; X0Y0_付節2.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs index 23aefda..9adc7cd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs @@ -309,9 +309,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 節尾_鋏(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節尾_鋏D e) { @@ -319,10 +319,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鋏"; dif.Add(new Pars(Sta.肢左["節足"][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_牙 = pars["牙"].ToPar(); Pars pars2 = pars["輪"].ToPars(); X0Y0_輪_革 = pars2["革"].ToPar(); @@ -334,8 +334,8 @@ namespace SlaveMatrix X0Y0_棘1 = pars["刺1"].ToPar(); X0Y0_棘2 = pars["刺2"].ToPar(); X0Y0_棘3 = pars["刺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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs index c14ba3b..1f7e3ed 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs @@ -368,9 +368,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 節足_足百(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節足_足百D e) { @@ -378,10 +378,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "節足百"; dif.Add(new Pars(Sta.肢左["節足"][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_基節 = pars["基節"].ToPar(); X0Y0_転節 = pars["転節"].ToPar(); X0Y0_前腿節 = pars["前腿節"].ToPar(); @@ -397,8 +397,8 @@ namespace SlaveMatrix X0Y0_跗節1 = pars["跗節1"].ToPar(); X0Y0_跗節2 = pars["跗節2"].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; @@ -501,7 +501,7 @@ namespace SlaveMatrix X0Y0_脛節.AngleBase = num * -51.0; X0Y0_跗節1.AngleBase = num * -46.0; X0Y0_跗節2.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs index 48fda23..584fe2f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs @@ -493,9 +493,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 節足_足蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節足_足蜘D e) { @@ -503,10 +503,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "節足蜘"; dif.Add(new Pars(Sta.肢左["節足"][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_基節 = pars["基節"].ToPar(); X0Y0_転節 = pars["転節"].ToPar(); X0Y0_腿節 = pars["腿節"].ToPar(); @@ -528,8 +528,8 @@ namespace SlaveMatrix X0Y0_爪_爪1 = pars2["爪1"].ToPar(); X0Y0_爪_爪2 = pars2["爪2"].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; @@ -649,7 +649,7 @@ namespace SlaveMatrix X0Y0_蹠節.AngleBase = num * 45.0; X0Y0_跗節1.AngleBase = num * -45.0; X0Y0_跗節2.AngleBase = num * -45.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs index 583cfd9..d07b311 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs @@ -451,9 +451,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 節足_足蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節足_足蠍D e) { @@ -461,10 +461,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "節足蠍"; dif.Add(new Pars(Sta.肢左["節足"][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_転節 = pars["転節"].ToPar(); X0Y0_腿節 = pars["腿節"].ToPar(); X0Y0_柄1 = pars["柄1"].ToPar(); @@ -484,8 +484,8 @@ namespace SlaveMatrix X0Y0_爪_爪1 = pars2["爪1"].ToPar(); X0Y0_爪_爪2 = pars2["爪2"].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; @@ -596,7 +596,7 @@ namespace SlaveMatrix X0Y0_蹠節.AngleBase = num * -10.0; X0Y0_跗節1.AngleBase = num * -25.0; X0Y0_跗節2.AngleBase = num * -25.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs index 12228ed..c7380e5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs @@ -406,8 +406,8 @@ namespace SlaveMatrix public 紅潮(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 紅潮D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["紅潮"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["紅潮"]); + Pars pars = Body[0][0]; X0Y0_紅潮0 = pars["紅潮0"].ToPar(); X0Y0_紅潮1 = pars["紅潮1"].ToPar(); X0Y0_紅潮右 = pars["紅潮右"].ToPar(); @@ -418,8 +418,8 @@ namespace SlaveMatrix X0Y0_紅潮弱右 = pars["紅潮弱右"].ToPar(); X0Y0_紅潮線弱左 = pars["紅潮線弱左"].ToPar(); X0Y0_紅潮線弱右 = pars["紅潮線弱右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs index 438f5b2..d53820f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs @@ -219,14 +219,14 @@ namespace SlaveMatrix } } - public JointS 瞼_接続点 => new JointS(本体, X0Y0_白目, 0); + public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); public 縦目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 縦目D e) { 縦目 縦目2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["額目"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["額目"]); + Pars pars = Body[0][0]; X0Y0_白目 = pars["白目"].ToPar(); Pars pars2 = pars["黒目"].ToPars(); X0Y0_黒目_黒目 = pars2["黒目"].ToPar(); @@ -234,8 +234,8 @@ namespace SlaveMatrix X0Y0_黒目_ハート = pars2["ハート"].ToPar(); X0Y0_黒目_ハイライト上 = pars2["ハイライト上"].ToPar(); X0Y0_黒目_ハイライト下 = pars2["ハイライト下"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs index b7af502..5a9a149 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs @@ -415,8 +415,8 @@ namespace SlaveMatrix public 縦瞼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 縦瞼D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["額瞼"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["額瞼"]); + Pars pars = Body[0][0]; Pars pars2 = pars["瞼左"].ToPars(); X0Y0_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y0_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -425,7 +425,7 @@ namespace SlaveMatrix X0Y0_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y0_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y0_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["瞼左"].ToPars(); X0Y1_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y1_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -434,7 +434,7 @@ namespace SlaveMatrix X0Y1_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y1_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y1_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars4 = 本体[0][2]; + Pars pars4 = Body[0][2]; pars2 = pars4["瞼左"].ToPars(); X0Y2_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y2_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -443,7 +443,7 @@ namespace SlaveMatrix X0Y2_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y2_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y2_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars5 = 本体[0][3]; + Pars pars5 = Body[0][3]; pars2 = pars5["瞼左"].ToPars(); X0Y3_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y3_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -452,7 +452,7 @@ namespace SlaveMatrix X0Y3_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y3_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y3_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars6 = 本体[0][4]; + Pars pars6 = Body[0][4]; pars2 = pars6["瞼左"].ToPars(); X0Y4_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y4_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -461,8 +461,8 @@ namespace SlaveMatrix X0Y4_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y4_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y4_瞼右_睫毛2 = pars2["睫毛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; @@ -549,7 +549,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼左_瞼CP.Update(); @@ -596,7 +596,7 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼左_瞼CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs index f7d893c..702edc4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs @@ -212,8 +212,8 @@ namespace SlaveMatrix public 羽根箒(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 羽根箒D e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["羽根箒"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["羽根箒"]); + Pars pars = Body[0][0]; X0Y0_羽根1 = pars["羽根1"].ToPar(); X0Y0_羽根2 = pars["羽根2"].ToPar(); X0Y0_羽根3 = pars["羽根3"].ToPar(); @@ -221,8 +221,8 @@ namespace SlaveMatrix X0Y0_羽根5 = pars["羽根5"].ToPar(); X0Y0_羽根 = pars["羽根"].ToPar(); X0Y0_柄 = pars["柄"].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; @@ -269,7 +269,7 @@ namespace SlaveMatrix X0Y0_羽根CP = new ColorP(X0Y0_羽根, 羽根CD, DisUnit, abj: true); X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true); 濃度 = e.濃度; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs index 1bc2f63..b43e769 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix if (!対象.Ele.右 && cp.X < xc) { 対象.Ele.右 = !対象.Ele.右; - 対象.Ele.本体.JoinPA(); + 対象.Ele.Body.JoinPA(); ハンド右.X11Y0_小指.ReverseX(); ハンド右.X11Y0_薬指.ReverseX(); ハンド右.X11Y0_中指.ReverseX(); @@ -88,12 +88,12 @@ namespace SlaveMatrix ハンド右.X11Y0_呪印_輪3_輪内.ReverseX(); ハンド右.X11Y0_呪印_鎖1.ReverseX(); ハンド右.X11Y0_呪印_鎖3.ReverseX(); - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); } else if (対象.Ele.右 && cp.X > xc) { 対象.Ele.右 = !対象.Ele.右; - 対象.Ele.本体.JoinPA(); + 対象.Ele.Body.JoinPA(); ハンド右.X11Y0_小指.ReverseX(); ハンド右.X11Y0_薬指.ReverseX(); ハンド右.X11Y0_中指.ReverseX(); @@ -108,7 +108,7 @@ namespace SlaveMatrix ハンド右.X11Y0_呪印_輪3_輪内.ReverseX(); ハンド右.X11Y0_呪印_鎖1.ReverseX(); ハンド右.X11Y0_呪印_鎖3.ReverseX(); - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); } 移動時(); } @@ -158,7 +158,7 @@ namespace SlaveMatrix ハンド右.X11Y0_呪印_輪3_輪内.ReverseX(); ハンド右.X11Y0_呪印_鎖1.ReverseX(); ハンド右.X11Y0_呪印_鎖3.ReverseX(); - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); } 調教UI.通常放し(); if (Sta.GameData.ガイド) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs index 951b0dd..3d5d79a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -120,19 +120,19 @@ namespace SlaveMatrix public 耳_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_人D e) { ThisType = GetType(); - 本体 = new Difs(); - 本体.Tag = "通"; - 本体.Add(new Dif(Sta.肢左["耳"][0])); - 本体.Add(new Dif(Sta.肢左["耳"][1])); - Pars pars = 本体[0][0]; + Body = new Difs(); + Body.Tag = "通"; + Body.Add(new Dif(Sta.肢左["耳"][0])); + Body.Add(new Dif(Sta.肢左["耳"][1])); + Pars pars = Body[0][0]; X0Y0_耳 = pars["耳"].ToPar(); X0Y0_耳線 = pars["耳線"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_耳 = pars["耳"].ToPar(); X1Y0_耳線 = pars["耳線"].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; @@ -178,12 +178,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_耳.AngleBase = num * -18.0; X1Y0_耳.AngleBase = num * -18.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { X0Y0_耳CP.Update(); X0Y0_耳線CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs index 625902a..fc75b62 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs @@ -65,7 +65,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -168,31 +168,31 @@ namespace SlaveMatrix public 耳_尖(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_尖D e) { ThisType = GetType(); - 本体 = new Difs(); - 本体.Tag = "尖"; - 本体.Add(new Dif(Sta.肢左["耳"][2])); - 本体.Add(new Dif(Sta.肢左["耳"][3])); - Pars pars = 本体[0][0]; + Body = new Difs(); + Body.Tag = "尖"; + Body.Add(new Dif(Sta.肢左["耳"][2])); + Body.Add(new Dif(Sta.肢左["耳"][3])); + Pars pars = Body[0][0]; X0Y0_耳 = pars["耳"].ToPar(); X0Y0_耳線 = pars["耳線"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_耳 = pars["耳"].ToPar(); X0Y1_耳線 = pars["耳線"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_耳 = pars["耳"].ToPar(); X0Y2_耳線 = pars["耳線"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_耳 = pars["耳"].ToPar(); X1Y0_耳線 = pars["耳線"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_耳 = pars["耳"].ToPar(); X1Y1_耳線 = pars["耳線"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_耳 = pars["耳"].ToPar(); X1Y2_耳線 = pars["耳線"].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; @@ -250,14 +250,14 @@ namespace SlaveMatrix X1Y0_耳.AngleBase = num * -325.0; X1Y1_耳.AngleBase = num * -337.0; X1Y2_耳.AngleBase = num * -350.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_耳CP.Update(); @@ -275,7 +275,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_耳CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs index 29cabc4..892ab61 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -219,37 +219,37 @@ namespace SlaveMatrix public 耳_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_獣D e) { ThisType = GetType(); - 本体 = new Difs(); - 本体.Tag = "獣"; - 本体.Add(new Dif(Sta.肢左["耳"][10])); - 本体.Add(new Dif(Sta.肢左["耳"][11])); - Pars pars = 本体[0][0]; + Body = new Difs(); + Body.Tag = "獣"; + Body.Add(new Dif(Sta.肢左["耳"][10])); + Body.Add(new Dif(Sta.肢左["耳"][11])); + Pars pars = Body[0][0]; X0Y0_耳 = pars["耳"].ToPar(); X0Y0_耳線1 = pars["耳線1"].ToPar(); X0Y0_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_耳 = pars["耳"].ToPar(); X0Y1_耳線1 = pars["耳線1"].ToPar(); X0Y1_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_耳 = pars["耳"].ToPar(); X0Y2_耳線1 = pars["耳線1"].ToPar(); X0Y2_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_耳 = pars["耳"].ToPar(); X1Y0_耳線1 = pars["耳線1"].ToPar(); X1Y0_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_耳 = pars["耳"].ToPar(); X1Y1_耳線1 = pars["耳線1"].ToPar(); X1Y1_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_耳 = pars["耳"].ToPar(); X1Y2_耳線1 = pars["耳線1"].ToPar(); X1Y2_耳線2 = pars["耳線2"].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; @@ -314,14 +314,14 @@ namespace SlaveMatrix X1Y0_耳.AngleBase = num * -342.0; X1Y1_耳.AngleBase = num * -350.0; X1Y2_耳.AngleBase = num * -357.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_耳CP.Update(); @@ -342,7 +342,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_耳CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs index fbefc05..90fbc1f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs @@ -143,7 +143,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -321,48 +321,48 @@ namespace SlaveMatrix public 耳_羽(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_羽D e) { ThisType = GetType(); - 本体 = new Difs(); - 本体.Tag = "羽"; - 本体.Add(new Dif(Sta.肢左["耳"][8])); - 本体.Add(new Dif(Sta.肢左["耳"][9])); - Pars pars = 本体[0][0]; + Body = new Difs(); + Body.Tag = "羽"; + Body.Add(new Dif(Sta.肢左["耳"][8])); + Body.Add(new Dif(Sta.肢左["耳"][9])); + Pars pars = Body[0][0]; X0Y0_羽2 = pars["羽2"].ToPar(); X0Y0_羽1 = pars["羽1"].ToPar(); X0Y0_耳 = pars["耳"].ToPar(); X0Y0_耳線1 = pars["耳線1"].ToPar(); X0Y0_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_羽2 = pars["羽2"].ToPar(); X0Y1_羽1 = pars["羽1"].ToPar(); X0Y1_耳 = pars["耳"].ToPar(); X0Y1_耳線1 = pars["耳線1"].ToPar(); X0Y1_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_羽2 = pars["羽2"].ToPar(); X0Y2_羽1 = pars["羽1"].ToPar(); X0Y2_耳 = pars["耳"].ToPar(); X0Y2_耳線1 = pars["耳線1"].ToPar(); X0Y2_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_羽2 = pars["羽2"].ToPar(); X1Y0_羽1 = pars["羽1"].ToPar(); X1Y0_耳 = pars["耳"].ToPar(); X1Y0_耳線1 = pars["耳線1"].ToPar(); X1Y0_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_羽2 = pars["羽2"].ToPar(); X1Y1_羽1 = pars["羽1"].ToPar(); X1Y1_耳 = pars["耳"].ToPar(); X1Y1_耳線1 = pars["耳線1"].ToPar(); X1Y1_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_羽2 = pars["羽2"].ToPar(); X1Y2_羽1 = pars["羽1"].ToPar(); X1Y2_耳 = pars["耳"].ToPar(); X1Y2_耳線1 = pars["耳線1"].ToPar(); X1Y2_耳線2 = pars["耳線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; @@ -453,14 +453,14 @@ namespace SlaveMatrix X1Y2_耳.AngleBase = num * 0.0; X1Y2_羽1.AngleBase = num * -2.49999999999986; X1Y2_羽2.AngleBase = num * -16.0000000000001; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_羽2CP.Update(); @@ -487,7 +487,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_羽2CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs index ba4af0d..1463165 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -219,37 +219,37 @@ namespace SlaveMatrix public 耳_長(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_長D e) { ThisType = GetType(); - 本体 = new Difs(); - 本体.Tag = "長"; - 本体.Add(new Dif(Sta.肢左["耳"][4])); - 本体.Add(new Dif(Sta.肢左["耳"][5])); - Pars pars = 本体[0][0]; + Body = new Difs(); + Body.Tag = "長"; + Body.Add(new Dif(Sta.肢左["耳"][4])); + Body.Add(new Dif(Sta.肢左["耳"][5])); + Pars pars = Body[0][0]; X0Y0_耳 = pars["耳"].ToPar(); X0Y0_耳線1 = pars["耳線1"].ToPar(); X0Y0_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_耳 = pars["耳"].ToPar(); X0Y1_耳線1 = pars["耳線1"].ToPar(); X0Y1_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_耳 = pars["耳"].ToPar(); X0Y2_耳線1 = pars["耳線1"].ToPar(); X0Y2_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_耳 = pars["耳"].ToPar(); X1Y0_耳線1 = pars["耳線1"].ToPar(); X1Y0_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_耳 = pars["耳"].ToPar(); X1Y1_耳線1 = pars["耳線1"].ToPar(); X1Y1_耳線2 = pars["耳線2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_耳 = pars["耳"].ToPar(); X1Y2_耳線1 = pars["耳線1"].ToPar(); X1Y2_耳線2 = pars["耳線2"].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; @@ -314,14 +314,14 @@ namespace SlaveMatrix X1Y0_耳.AngleBase = num * -344.0; X1Y1_耳.AngleBase = num * -351.0; X1Y2_耳.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_耳CP.Update(); @@ -342,7 +342,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_耳CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs index 9e770d0..81a8390 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs @@ -183,7 +183,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexX = (欠損_ ? 1 : 0); + Body.IndexX = (欠損_ ? 1 : 0); } } @@ -386,11 +386,11 @@ namespace SlaveMatrix public 耳_鰭(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_鰭D e) { ThisType = GetType(); - 本体 = new Difs(); - 本体.Tag = "鰭"; - 本体.Add(new Dif(Sta.肢左["耳"][6])); - 本体.Add(new Dif(Sta.肢左["耳"][7])); - Pars pars = 本体[0][0]; + Body = new Difs(); + Body.Tag = "鰭"; + Body.Add(new Dif(Sta.肢左["耳"][6])); + Body.Add(new Dif(Sta.肢左["耳"][7])); + Pars pars = Body[0][0]; Pars pars2 = pars["鰭耳3"].ToPars(); X0Y0_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); X0Y0_鰭耳3_鰭条 = pars2["鰭条"].ToPar(); @@ -400,7 +400,7 @@ namespace SlaveMatrix pars2 = pars["鰭耳2"].ToPars(); X0Y0_鰭耳2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y0_鰭耳2_鰭条 = pars2["鰭条"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["鰭耳3"].ToPars(); X0Y1_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); X0Y1_鰭耳3_鰭条 = pars2["鰭条"].ToPar(); @@ -410,7 +410,7 @@ namespace SlaveMatrix pars2 = pars3["鰭耳2"].ToPars(); X0Y1_鰭耳2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y1_鰭耳2_鰭条 = pars2["鰭条"].ToPar(); - Pars pars4 = 本体[0][2]; + Pars pars4 = Body[0][2]; pars2 = pars4["鰭耳3"].ToPars(); X0Y2_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); X0Y2_鰭耳3_鰭条 = pars2["鰭条"].ToPar(); @@ -420,7 +420,7 @@ namespace SlaveMatrix pars2 = pars4["鰭耳2"].ToPars(); X0Y2_鰭耳2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y2_鰭耳2_鰭条 = pars2["鰭条"].ToPar(); - Pars pars5 = 本体[1][0]; + Pars pars5 = Body[1][0]; pars2 = pars5["鰭耳3"].ToPars(); X1Y0_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); X1Y0_鰭耳3_鰭条 = pars2["鰭条"].ToPar(); @@ -430,7 +430,7 @@ namespace SlaveMatrix pars2 = pars5["鰭耳2"].ToPars(); X1Y0_鰭耳2_鰭膜 = pars2["鰭膜"].ToPar(); X1Y0_鰭耳2_鰭条 = pars2["鰭条"].ToPar(); - Pars pars6 = 本体[1][1]; + Pars pars6 = Body[1][1]; pars2 = pars6["鰭耳3"].ToPars(); X1Y1_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); X1Y1_鰭耳3_鰭条 = pars2["鰭条"].ToPar(); @@ -440,7 +440,7 @@ namespace SlaveMatrix pars2 = pars6["鰭耳2"].ToPars(); X1Y1_鰭耳2_鰭膜 = pars2["鰭膜"].ToPar(); X1Y1_鰭耳2_鰭条 = pars2["鰭条"].ToPar(); - Pars pars7 = 本体[1][2]; + Pars pars7 = Body[1][2]; pars2 = pars7["鰭耳3"].ToPars(); X1Y2_鰭耳3_鰭膜 = pars2["鰭膜"].ToPar(); X1Y2_鰭耳3_鰭条 = pars2["鰭条"].ToPar(); @@ -450,8 +450,8 @@ namespace SlaveMatrix pars2 = pars7["鰭耳2"].ToPars(); X1Y2_鰭耳2_鰭膜 = pars2["鰭膜"].ToPar(); X1Y2_鰭耳2_鰭条 = pars2["鰭条"].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; @@ -536,9 +536,9 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Pars1.GetMiY_MaY(out mm); @@ -571,7 +571,7 @@ namespace SlaveMatrix } else { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Pars4.GetMiY_MaY(out mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs index 361eff0..5233366 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs @@ -128,19 +128,19 @@ namespace SlaveMatrix } } - public JointS 肛門精液_接続点 => new JointS(本体, X0Y0_肛門2, 0); + public JointS 肛門精液_接続点 => new JointS(Body, X0Y0_肛門2, 0); public 肛門_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門_人D e) { 肛門_人 肛門_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["肛門"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["肛門"]); + Pars pars = Body[0][0]; X0Y0_肛門3 = pars["肛門3"].ToPar(); X0Y0_肛門2 = pars["肛門2"].ToPar(); X0Y0_肛門1 = pars["肛門1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs index c76d0cc..4b48ac3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs @@ -128,19 +128,19 @@ namespace SlaveMatrix } } - public JointS 肛門精液_接続点 => new JointS(本体, X0Y0_肛門2, 0); + public JointS 肛門精液_接続点 => new JointS(Body, X0Y0_肛門2, 0); public 肛門_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門_獣D e) { 肛門_獣 肛門_獣2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足肛門"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足肛門"]); + Pars pars = Body[0][0]; X0Y0_肛門3 = pars["肛門3"].ToPar(); X0Y0_肛門2 = pars["肛門2"].ToPar(); X0Y0_肛門1 = pars["肛門1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs index 7c4f91f..7f9261c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs @@ -116,21 +116,21 @@ namespace SlaveMatrix public 肛門精液_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門精液_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["肛門精液垂れ"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["肛門精液垂れ"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_精液 = pars["精液"].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; @@ -174,7 +174,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs index 635fd62..ad9449a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs @@ -116,21 +116,21 @@ namespace SlaveMatrix public 肛門精液_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門精液_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足肛門精液垂れ"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足肛門精液垂れ"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_精液 = pars["精液"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_精液 = pars["精液"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_精液 = pars["精液"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_精液 = pars["精液"].ToPar(); - pars = 本体[0][5]; + pars = Body[0][5]; X0Y5_精液 = pars["精液"].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; @@ -174,7 +174,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_精液CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs index e1da329..b69d9e8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs @@ -111,14 +111,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "後光"; dif.Add(new Pars(Sta.肢中["背中"][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_後光左 = pars["後光左"].ToPar(); X0Y0_後光右 = pars["後光右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs index 815df5c..879a36d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs @@ -860,10 +860,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "甲羅"; dif.Add(new Pars(Sta.肢中["背中"][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]; Pars pars2 = pars["左"].ToPars(); X0Y0_左_甲羅1 = pars2["甲羅1"].ToPar(); X0Y0_左_甲羅2 = pars2["甲羅2"].ToPar(); @@ -906,8 +906,8 @@ namespace SlaveMatrix X0Y0_右_側甲_側甲3 = pars3["側甲3"].ToPar(); X0Y0_右_側甲_側甲2 = pars3["側甲2"].ToPar(); X0Y0_右_側甲_側甲1 = pars3["側甲1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs index 15ee3d9..7f2fa63 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs @@ -110,14 +110,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "羽毛"; dif.Add(new Pars(Sta.肢中["背中"][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_羽毛1 = pars["羽毛1"].ToPar(); X0Y0_羽毛2 = pars["羽毛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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs index 34ae0ec..e81850e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs @@ -191,16 +191,16 @@ namespace SlaveMatrix public 胴肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胴肌D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["胴肌"]); - Pars pars = 本体[0][0]["植タトゥ"].ToPars(); + Body = new Difs(Sta.胴体["胴肌"]); + Pars pars = Body[0][0]["植タトゥ"].ToPars(); X0Y0_植タトゥ_タトゥ花左 = pars["タトゥ花左"].ToPar(); X0Y0_植タトゥ_タトゥ花右 = pars["タトゥ花右"].ToPar(); X0Y0_植タトゥ_タトゥ花 = pars["タトゥ花"].ToPar(); X0Y0_植タトゥ_タトゥ茎 = pars["タトゥ茎"].ToPar(); X0Y0_植タトゥ_タトゥ葉左 = pars["タトゥ葉左"].ToPar(); X0Y0_植タトゥ_タトゥ葉右 = pars["タトゥ葉右"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs index 3ae1593..a7eca10 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs @@ -107,12 +107,12 @@ namespace SlaveMatrix public 胴腹板(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胴腹板D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["胴腹板"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["胴腹板"]); + Pars pars = Body[0][0]; X0Y0_虫性_腹板 = pars["腹板"].ToPar(); X0Y0_虫性_縦線 = pars["縦線"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs index fae0fed..e0e20cc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 胸毛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胸毛D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["胸毛"]); - Pars pars = 本体[0][0]["獣性"].ToPars(); + Body = new Difs(Sta.胴体["胸毛"]); + Pars pars = Body[0][0]["獣性"].ToPars(); X0Y0_獣性_胸毛 = pars["胸毛"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs index 4a0885d..30396d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs @@ -821,8 +821,8 @@ namespace SlaveMatrix public 胸肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胸肌D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["胸郭肌"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["胸郭肌"]); + Pars pars = Body[0][0]; Pars pars2 = pars["甲殻"].ToPars(); X0Y0_虫性_甲殻2 = pars2["甲殻2"].ToPar(); Pars pars3 = pars2["甲殻1"].ToPars(); @@ -876,8 +876,8 @@ namespace SlaveMatrix X0Y0_コア_コア1_基 = pars3["基"].ToPar(); X0Y0_コア_コア1_コア = pars3["コア"].ToPar(); X0Y0_コア_コア1_ハイライト = pars3["ハイライト"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs index c2cce78..56ba527 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs @@ -107,12 +107,12 @@ namespace SlaveMatrix public 胸腹板(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胸腹板D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["胸郭腹板"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["胸郭腹板"]); + Pars pars = Body[0][0]; X0Y0_虫性_腹板 = pars["腹板"].ToPar(); X0Y0_虫性_縦線 = pars["縦線"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs index c75975d..652a367 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs @@ -1010,8 +1010,8 @@ namespace SlaveMatrix public 腰肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腰肌D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["腰肌"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["腰肌"]); + Pars pars = Body[0][0]; Pars pars2 = pars["淫タトゥ"].ToPars(); Pars pars3 = pars2["ハート"].ToPars(); X0Y0_淫タトゥ_ハート_タトゥ左1 = pars3["タトゥ左1"].ToPar(); @@ -1041,7 +1041,7 @@ namespace SlaveMatrix pars3 = pars2["腹板1"].ToPars(); X0Y0_虫性_腹板1_腹板 = pars3["腹板"].ToPar(); X0Y0_虫性_腹板1_縦線 = pars3["縦線"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; pars2 = pars["淫タトゥ"].ToPars(); pars3 = pars2["ハート"].ToPars(); X0Y1_淫タトゥ_ハート_タトゥ左1 = pars3["タトゥ左1"].ToPar(); @@ -1071,7 +1071,7 @@ namespace SlaveMatrix pars3 = pars2["腹板1"].ToPars(); X0Y1_虫性_腹板1_腹板 = pars3["腹板"].ToPar(); X0Y1_虫性_腹板1_縦線 = pars3["縦線"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; pars2 = pars["淫タトゥ"].ToPars(); pars3 = pars2["ハート"].ToPars(); X0Y2_淫タトゥ_ハート_タトゥ左1 = pars3["タトゥ左1"].ToPar(); @@ -1101,7 +1101,7 @@ namespace SlaveMatrix pars3 = pars2["腹板1"].ToPars(); X0Y2_虫性_腹板1_腹板 = pars3["腹板"].ToPar(); X0Y2_虫性_腹板1_縦線 = pars3["縦線"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; pars2 = pars["淫タトゥ"].ToPars(); pars3 = pars2["ハート"].ToPars(); X0Y3_淫タトゥ_ハート_タトゥ左1 = pars3["タトゥ左1"].ToPar(); @@ -1131,7 +1131,7 @@ namespace SlaveMatrix pars3 = pars2["腹板1"].ToPars(); X0Y3_虫性_腹板1_腹板 = pars3["腹板"].ToPar(); X0Y3_虫性_腹板1_縦線 = pars3["縦線"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; pars2 = pars["淫タトゥ"].ToPars(); pars3 = pars2["ハート"].ToPars(); X0Y4_淫タトゥ_ハート_タトゥ左1 = pars3["タトゥ左1"].ToPar(); @@ -1161,8 +1161,8 @@ namespace SlaveMatrix pars3 = pars2["腹板1"].ToPars(); X0Y4_虫性_腹板1_腹板 = pars3["腹板"].ToPar(); X0Y4_虫性_腹板1_縦線 = pars3["縦線"].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; @@ -1326,7 +1326,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_淫タトゥ_ハート_タトゥ左1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs index 60c3101..5f9caa1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs @@ -2823,14 +2823,14 @@ namespace SlaveMatrix } } - public JointS 脚_接続点 => new JointS(本体, X0Y0_腿, 0); + public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); public 腿_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_人D e) { 腿_人 腿_人2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.脚左["腿"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.脚左["腿"]); + Pars pars = Body[0][0]; X0Y0_腿 = pars["腿"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); Pars pars2 = pars["獣性"].ToPars(); @@ -2909,7 +2909,7 @@ namespace SlaveMatrix X0Y0_ニーハイ_ニーハイ1 = pars2["ニーハイ1"].ToPar(); X0Y0_ニーハイ_ニーハイ2 = pars2["ニーハイ2"].ToPar(); X0Y0_ニーハイ_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_腿 = pars["腿"].ToPar(); X0Y1_筋 = pars["筋"].ToPar(); pars2 = pars["獣性"].ToPars(); @@ -2988,7 +2988,7 @@ namespace SlaveMatrix X0Y1_ニーハイ_ニーハイ1 = pars2["ニーハイ1"].ToPar(); X0Y1_ニーハイ_ニーハイ2 = pars2["ニーハイ2"].ToPar(); X0Y1_ニーハイ_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_腿 = pars["腿"].ToPar(); X0Y2_筋 = pars["筋"].ToPar(); pars2 = pars["獣性"].ToPars(); @@ -3050,7 +3050,7 @@ namespace SlaveMatrix X0Y2_ニーハイ_ニーハイ1 = pars2["ニーハイ1"].ToPar(); X0Y2_ニーハイ_ニーハイ2 = pars2["ニーハイ2"].ToPar(); X0Y2_ニーハイ_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_腿 = pars["腿"].ToPar(); X0Y3_筋 = pars["筋"].ToPar(); pars2 = pars["獣性"].ToPars(); @@ -3122,7 +3122,7 @@ namespace SlaveMatrix X0Y3_ニーハイ_ニーハイ1 = pars2["ニーハイ1"].ToPar(); X0Y3_ニーハイ_ニーハイ2 = pars2["ニーハイ2"].ToPar(); X0Y3_ニーハイ_ハイライト = pars2["ハイライト"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_腿 = pars["腿"].ToPar(); X0Y4_筋 = pars["筋"].ToPar(); pars2 = pars["獣性"].ToPars(); @@ -3188,8 +3188,8 @@ namespace SlaveMatrix X0Y4_ニーハイ_ニーハイ1 = pars2["ニーハイ1"].ToPar(); X0Y4_ニーハイ_ニーハイ2 = pars2["ニーハイ2"].ToPar(); X0Y4_ニーハイ_ハイライト = pars2["ハイライト"].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; @@ -3578,7 +3578,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: Are.Draw(X0Y0_腿); @@ -3873,7 +3873,7 @@ namespace SlaveMatrix X0Y2_腿.AngleBase = num * -271.0; X0Y3_腿.AngleBase = num * -222.0; X0Y4_腿.AngleBase = num * -182.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public void 虫性() @@ -3926,7 +3926,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_腿CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs index 3725da7..0404382 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs @@ -148,24 +148,24 @@ namespace SlaveMatrix } } - public JointS 脚_接続点 => new JointS(本体, X0Y0_腿, 0); + public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); public 腿_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_獣D e) { 腿_獣 腿_獣2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.脚左["四足腿"][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_腿 = pars["腿"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); Pars pars2 = pars["虎左"].ToPars(); X0Y0_虎柄_虎1 = pars2["虎1"].ToPar(); X0Y0_虎柄_虎2 = pars2["虎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; @@ -224,7 +224,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_腿.AngleBase = num * 144.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs index c53fc0b..14ce142 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs @@ -316,17 +316,17 @@ namespace SlaveMatrix } } - public JointS 脚_接続点 => new JointS(本体, X0Y0_腿, 0); + public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); public 腿_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_竜D e) { 腿_竜 腿_竜2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.脚左["四足腿"][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_腿 = pars["腿"].ToPar(); Pars pars2 = pars["鱗下"].ToPars(); X0Y0_竜性_鱗下_鱗1 = pars2["鱗1"].ToPar(); @@ -341,8 +341,8 @@ namespace SlaveMatrix X0Y0_竜性_鱗上_鱗3 = pars2["鱗3"].ToPar(); X0Y0_竜性_鱗上_鱗4 = pars2["鱗4"].ToPar(); X0Y0_筋 = pars["筋"].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; @@ -417,7 +417,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_腿.AngleBase = num * 144.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs index 047192e..18db229 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs @@ -106,21 +106,21 @@ namespace SlaveMatrix } } - public JointS 脚_接続点 => new JointS(本体, X0Y0_腿, 0); + public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); public 腿_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_蹄D e) { 腿_蹄 腿_蹄2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.脚左["四足腿"][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_腿 = pars["腿"].ToPar(); X0Y0_筋 = pars["筋"].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; @@ -175,7 +175,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_腿.AngleBase = num * 144.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs index db2fc60..730d9bc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs @@ -106,21 +106,21 @@ namespace SlaveMatrix } } - public JointS 脚_接続点 => new JointS(本体, X0Y0_腿, 0); + public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); public 腿_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_鳥D e) { 腿_鳥 腿_鳥2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.脚左["四足腿"][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_腿 = pars["腿"].ToPar(); X0Y0_筋 = pars["筋"].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; @@ -175,7 +175,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_腿.AngleBase = num * 144.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs index 4bd6896..ca6d5c3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs @@ -140,13 +140,13 @@ namespace SlaveMatrix public 膣内精液_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣内精液_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["膣内精液"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["膣内精液"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); X0Y0_血液1 = pars["血液1"].ToPar(); X0Y0_血液2 = pars["血液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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs index a096230..8a774a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs @@ -140,13 +140,13 @@ namespace SlaveMatrix public 膣内精液_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣内精液_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足膣内精液"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足膣内精液"]); + Pars pars = Body[0][0]; X0Y0_精液 = pars["精液"].ToPar(); X0Y0_血液1 = pars["血液1"].ToPar(); X0Y0_血液2 = pars["血液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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs index a7e9f23..ba1e9a9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 膣基_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣基_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["膣基"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["膣基"]); + Pars pars = Body[0][0]; X0Y0_膣基 = pars["膣基"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs index 1c5bb01..9386483 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 膣基_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣基_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.半身["四足膣基"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.半身["四足膣基"]); + Pars pars = Body[0][0]; X0Y0_膣基 = pars["膣基"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs index ab617d4..53f1a2c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs @@ -177,17 +177,17 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "短"; dif.Add(new Pars(Sta.胴体["舌"][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_舌1 = pars["舌1"].ToPar(); X0Y0_舌2 = pars["舌2"].ToPar(); X0Y0_舌3 = pars["舌3"].ToPar(); X0Y0_舌4 = pars["舌4"].ToPar(); X0Y0_舌5 = pars["舌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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs index 216b600..1a9b258 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs @@ -452,10 +452,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "長"; dif.Add(new Pars(Sta.胴体["舌"][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_舌1 = pars["舌1"].ToPar(); X0Y0_舌2 = pars["舌2"].ToPar(); X0Y0_舌3 = pars["舌3"].ToPar(); @@ -475,8 +475,8 @@ namespace SlaveMatrix X0Y0_舌股右_舌4 = pars2["舌4"].ToPar(); X0Y0_舌股右_舌5 = pars2["舌5"].ToPar(); X0Y0_舌股右_舌6 = pars2["舌6"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs index 8873418..d707238 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs @@ -1503,10 +1503,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "花"; dif.Add(new Pars(pars)); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars3 = 本体[0][0]; + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars3 = Body[0][0]; Pars pars4 = pars3["ユリ"].ToPars(); Pars pars5 = pars4["通常"].ToPars(); X0Y0_花_ユリ_通常_萼2 = pars5["萼2"].ToPar(); @@ -1575,8 +1575,8 @@ namespace SlaveMatrix X0Y0_萼_通常_萼 = pars5["萼"].ToPar(); pars5 = pars8["欠損"].ToPars(); X0Y0_萼_欠損_萼 = pars5["萼"].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; @@ -1725,7 +1725,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_萼_通常_萼.AngleBase = num * -81.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs index 613ea9d..f18c420 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs @@ -918,10 +918,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "花"; dif.Add(new Pars(pars)); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars3 = 本体[0][0]; + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars3 = Body[0][0]; Pars pars4 = pars3["バラ"].ToPars(); Pars pars5 = pars4["通常"].ToPars(); X0Y0_花_バラ_通常_花弁2 = pars5["花弁2"].ToPar(); @@ -954,8 +954,8 @@ namespace SlaveMatrix X0Y0_萼_通常_萼 = pars5["萼"].ToPar(); pars5 = pars6["欠損"].ToPars(); X0Y0_萼_欠損_萼 = pars5["萼"].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; @@ -1059,7 +1059,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_萼_通常_萼.AngleBase = num * -58.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs index 1bc5210..6093a8a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? RNG.XS.NextM(1, 2) : 0); + Body.IndexY = (欠損_ ? RNG.XS.NextM(1, 2) : 0); } } @@ -73,12 +73,12 @@ namespace SlaveMatrix { get { - return 本体.IndexY; + return Body.IndexY; } set { - 本体.IndexY = value; - 欠損_ = 本体.IndexY > 0; + Body.IndexY = value; + 欠損_ = Body.IndexY > 0; } } @@ -146,20 +146,20 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["葉"][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_通常_葉 = pars["葉"].ToPar(); X0Y0_通常_葉脈 = pars["葉脈"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_欠損1_葉 = pars["葉"].ToPar(); X0Y1_欠損1_葉脈 = pars["葉脈"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_欠損2_葉 = pars["葉"].ToPar(); X0Y2_欠損2_葉脈 = pars["葉脈"].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; @@ -205,12 +205,12 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_通常_葉CP.Update(); X0Y0_通常_葉脈CP.Update(); } - else if (本体.IndexY == 1) + else if (Body.IndexY == 1) { X0Y1_欠損1_葉CP.Update(); X0Y1_欠損1_葉脈CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs index bdb9fe4..6a1ca41 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? RNG.XS.NextM(1, 2) : 0); + Body.IndexY = (欠損_ ? RNG.XS.NextM(1, 2) : 0); } } @@ -73,12 +73,12 @@ namespace SlaveMatrix { get { - return 本体.IndexY; + return Body.IndexY; } set { - 本体.IndexY = value; - 欠損_ = 本体.IndexY > 0; + Body.IndexY = value; + 欠損_ = Body.IndexY > 0; } } @@ -146,20 +146,20 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["葉"][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_通常_葉 = pars["葉"].ToPar(); X0Y0_通常_葉脈 = pars["葉脈"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_欠損1_葉 = pars["葉"].ToPar(); X0Y1_欠損1_葉脈 = pars["葉脈"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_欠損2_葉 = pars["葉"].ToPar(); X0Y2_欠損2_葉脈 = pars["葉脈"].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; @@ -205,12 +205,12 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_通常_葉CP.Update(); X0Y0_通常_葉脈CP.Update(); } - else if (本体.IndexY == 1) + else if (Body.IndexY == 1) { X0Y1_欠損1_葉CP.Update(); X0Y1_欠損1_葉脈CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs index e129986..2acd8c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs @@ -426,15 +426,15 @@ namespace SlaveMatrix { if (反転Y_ != value) { - 本体.JoinPAall(); - 本体.ReverseY(); + Body.JoinPAall(); + Body.ReverseY(); X0Y0_輪_革.ReverseY(); X0Y0_輪_金具1.ReverseY(); X0Y0_輪_金具2.ReverseY(); X0Y0_輪_金具3.ReverseY(); X0Y0_輪_金具左.ReverseY(); X0Y0_輪_金具右.ReverseY(); - 本体.JoinP(); + Body.JoinP(); } 反転Y_ = value; } @@ -443,8 +443,8 @@ namespace SlaveMatrix public 虫鎌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 虫鎌D e) { ThisType = GetType(); - 本体 = new Difs(Sta.肢左["虫鎌"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.肢左["虫鎌"]); + Pars pars = Body[0][0]; X0Y0_虫鎌節 = pars["虫鎌節"].ToPar(); X0Y0_虫棘1 = pars["虫棘1"].ToPar(); X0Y0_虫棘2 = pars["虫棘2"].ToPar(); @@ -463,8 +463,8 @@ namespace SlaveMatrix X0Y0_輪_金具左 = pars2["金具左"].ToPar(); X0Y0_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; @@ -537,7 +537,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); num *= (反転Y ? (-1.0) : 1.0); X0Y0_虫鎌1.AngleBase = num * -14.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs index 6518810..1feb462 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs @@ -171,18 +171,18 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["虫顎"][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_顎 = pars["顎"].ToPar(); X0Y0_節 = pars["節"].ToPar(); Pars pars2 = pars["牙"].ToPars(); X0Y0_牙_牙1 = pars2["牙1"].ToPar(); X0Y0_牙_牙2 = pars2["牙2"].ToPar(); X0Y0_牙_牙0 = pars2["牙0"].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; @@ -231,7 +231,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_顎.AngleBase = num * -53.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs index 2b23f20..fc78f19 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 衝撃(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 衝撃D e) { ThisType = GetType(); - 本体 = new Difs(Sta.その他["衝撃"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.その他["衝撃"]); + Pars pars = Body[0][0]; X0Y0_衝撃 = pars["衝撃"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs index 03eec19..59e85c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs @@ -111,7 +111,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -370,10 +370,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["角"][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_根 = pars["根"].ToPar(); X0Y0_線1 = pars["線1"].ToPar(); X0Y0_線2 = pars["線2"].ToPar(); @@ -385,7 +385,7 @@ namespace SlaveMatrix X0Y0_線8 = pars["線8"].ToPar(); X0Y0_線9 = pars["線9"].ToPar(); X0Y0_線10 = pars["線10"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_折線1 = pars["折線1"].ToPar(); X0Y1_折線2 = pars["折線2"].ToPar(); @@ -393,8 +393,8 @@ namespace SlaveMatrix X0Y1_線2 = pars["線2"].ToPar(); X0Y1_線3 = pars["線3"].ToPar(); X0Y1_線4 = pars["線4"].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; @@ -462,7 +462,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_線1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs index 7cb343c..9c16282 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs @@ -85,7 +85,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -279,10 +279,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["角"][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_根 = pars["根"].ToPar(); Pars pars2 = pars["器官左"].ToPars(); X0Y0_器官左_器官1 = pars2["器官1"].ToPar(); @@ -291,7 +291,7 @@ namespace SlaveMatrix X0Y0_器官右_器官1 = pars2["器官1"].ToPar(); X0Y0_器官右_器官2 = pars2["器官2"].ToPar(); X0Y0_線 = pars["線"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); pars2 = pars["器官左"].ToPars(); X0Y1_器官左_器官1 = pars2["器官1"].ToPar(); @@ -302,8 +302,8 @@ namespace SlaveMatrix X0Y1_線 = pars["線"].ToPar(); X0Y1_折線1 = pars["折線1"].ToPar(); X0Y1_折線2 = pars["折線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; @@ -363,7 +363,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_器官左_器官1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs index 621f98f..64ff847 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -253,24 +253,24 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["角"][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_根 = pars["根"].ToPar(); X0Y0_線1 = pars["線1"].ToPar(); X0Y0_線2 = pars["線2"].ToPar(); X0Y0_線3 = pars["線3"].ToPar(); X0Y0_線4 = pars["線4"].ToPar(); X0Y0_線5 = pars["線5"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_折線1 = pars["折線1"].ToPar(); X0Y1_折線2 = pars["折線2"].ToPar(); X0Y1_線1 = pars["線1"].ToPar(); X0Y1_線2 = pars["線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; @@ -326,7 +326,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_線1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2.cs index 6f122bb..8c1ba3f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2.cs @@ -20,7 +20,7 @@ namespace SlaveMatrix public virtual void 根描画(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); } public virtual void 先描画(RenderArea Are) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs index 577999d..cb3d9ff 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs @@ -87,7 +87,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -286,10 +286,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_凸1 = pars["凸1"].ToPar(); X0Y0_凸2 = pars["凸2"].ToPar(); @@ -298,15 +298,15 @@ namespace SlaveMatrix X0Y0_凸5 = pars["凸5"].ToPar(); X0Y0_凸6 = pars["凸6"].ToPar(); X0Y0_凸7 = pars["凸7"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_折線 = pars["折線"].ToPar(); X0Y1_凸1 = pars["凸1"].ToPar(); X0Y1_凸2 = pars["凸2"].ToPar(); X0Y1_凸3 = pars["凸3"].ToPar(); X0Y1_凸4 = pars["凸4"].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; @@ -369,12 +369,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -47.9999999999999; X0Y1_根.AngleBase = num * -47.9999999999999; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_凸1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs index 2a0479d..1a0cfd5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs @@ -103,7 +103,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -334,10 +334,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_凸1 = pars["凸1"].ToPar(); X0Y0_凸2 = pars["凸2"].ToPar(); @@ -348,7 +348,7 @@ namespace SlaveMatrix X0Y0_凸7 = pars["凸7"].ToPar(); X0Y0_凸8 = pars["凸8"].ToPar(); X0Y0_凸9 = pars["凸9"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_折線 = pars["折線"].ToPar(); X0Y1_凸1 = pars["凸1"].ToPar(); @@ -356,8 +356,8 @@ namespace SlaveMatrix X0Y1_凸3 = pars["凸3"].ToPar(); X0Y1_凸4 = pars["凸4"].ToPar(); X0Y1_凸5 = pars["凸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; @@ -425,12 +425,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -49.0000000000001; X0Y1_根.AngleBase = num * -49.0000000000001; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_凸1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs index 2effd56..9500b25 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs @@ -165,7 +165,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -533,10 +533,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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]; Pars pars2 = pars["根"].ToPars(); X0Y0_根_根 = pars2["根"].ToPar(); X0Y0_根_凸1 = pars2["凸1"].ToPar(); @@ -557,7 +557,7 @@ namespace SlaveMatrix X0Y0_先_凸4 = pars2["凸4"].ToPar(); X0Y0_先_凸5 = pars2["凸5"].ToPar(); X0Y0_先_凸6 = pars2["凸6"].ToPar(); - pars2 = 本体[0][1]["根"].ToPars(); + pars2 = Body[0][1]["根"].ToPars(); X0Y1_根_根 = pars2["根"].ToPar(); X0Y1_根_折線1 = pars2["折線1"].ToPar(); X0Y1_根_折線2 = pars2["折線2"].ToPar(); @@ -567,8 +567,8 @@ namespace SlaveMatrix X0Y1_根_凸4 = pars2["凸4"].ToPar(); X0Y1_根_凸5 = pars2["凸5"].ToPar(); X0Y1_根_凸6 = pars2["凸6"].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; @@ -653,7 +653,7 @@ namespace SlaveMatrix public override void 根描画(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_根_根); Are.Draw(X0Y0_根_凸1); @@ -683,7 +683,7 @@ namespace SlaveMatrix public override void 先描画(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_先_先); Are.Draw(X0Y0_先_凸1); @@ -697,7 +697,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Pars.GetMiY_MaY(out mm); X0Y0_根_根CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs index 751b53d..abcfafc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs @@ -127,7 +127,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -418,10 +418,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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]; Pars pars2 = pars["根"].ToPars(); X0Y0_根_根 = pars2["根"].ToPar(); X0Y0_根_凸6 = pars2["凸6"].ToPar(); @@ -437,7 +437,7 @@ namespace SlaveMatrix X0Y0_先_凸3 = pars2["凸3"].ToPar(); X0Y0_先_凸4 = pars2["凸4"].ToPar(); X0Y0_先_凸5 = pars2["凸5"].ToPar(); - pars2 = 本体[0][1]["根"].ToPars(); + pars2 = Body[0][1]["根"].ToPars(); X0Y1_根_根 = pars2["根"].ToPar(); X0Y1_根_折線1 = pars2["折線1"].ToPar(); X0Y1_根_折線2 = pars2["折線2"].ToPar(); @@ -446,8 +446,8 @@ namespace SlaveMatrix X0Y1_根_凸3 = pars2["凸3"].ToPar(); X0Y1_根_凸2 = pars2["凸2"].ToPar(); X0Y1_根_凸1 = pars2["凸1"].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; @@ -520,7 +520,7 @@ namespace SlaveMatrix public override void 根描画(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_根_根); Are.Draw(X0Y0_根_凸6); @@ -545,7 +545,7 @@ namespace SlaveMatrix public override void 先描画(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_先_先); Are.Draw(X0Y0_先_凸1); @@ -558,7 +558,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根_根CP.Update(); X0Y0_根_凸6CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs index 4bdf259..f8fb27a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs @@ -89,7 +89,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -301,10 +301,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_凹1 = pars["凹1"].ToPar(); X0Y0_凹2 = pars["凹2"].ToPar(); @@ -315,13 +315,13 @@ namespace SlaveMatrix X0Y0_凹7 = pars["凹7"].ToPar(); X0Y0_凹8 = pars["凹8"].ToPar(); X0Y0_線 = pars["線"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_凹1 = pars["凹1"].ToPar(); X0Y1_凹2 = pars["凹2"].ToPar(); X0Y1_凹3 = pars["凹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; @@ -385,12 +385,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -33.0000000000003; X0Y1_根.AngleBase = num * -33.0000000000003; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_凹1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs index 3c596bd..f9f9106 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -253,10 +253,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_凹1 = pars["凹1"].ToPar(); X0Y0_凹2 = pars["凹2"].ToPar(); @@ -265,12 +265,12 @@ namespace SlaveMatrix X0Y0_凹5 = pars["凹5"].ToPar(); X0Y0_凹6 = pars["凹6"].ToPar(); X0Y0_線 = pars["線"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_凹1 = pars["凹1"].ToPar(); X0Y1_凹2 = pars["凹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; @@ -329,12 +329,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -342.0; X0Y1_根.AngleBase = num * -342.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_凹1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs index df47ca5..f2fa677 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs @@ -81,7 +81,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -265,10 +265,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_凹1 = pars["凹1"].ToPar(); X0Y0_凹2 = pars["凹2"].ToPar(); @@ -277,14 +277,14 @@ namespace SlaveMatrix X0Y0_凹5 = pars["凹5"].ToPar(); X0Y0_凹6 = pars["凹6"].ToPar(); X0Y0_凹7 = pars["凹7"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_凹1 = pars["凹1"].ToPar(); X0Y1_凹2 = pars["凹2"].ToPar(); X0Y1_凹3 = pars["凹3"].ToPar(); X0Y1_凹4 = pars["凹4"].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; @@ -345,12 +345,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -4.00000000000013; X0Y1_根.AngleBase = num * -4.00000000000013; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_凹1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs index ffe5dd5..3f0fa09 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -322,10 +322,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_凹1 = pars["凹1"].ToPar(); X0Y0_凹2 = pars["凹2"].ToPar(); @@ -335,15 +335,15 @@ namespace SlaveMatrix X0Y0_凹6 = pars["凹6"].ToPar(); X0Y0_凹7 = pars["凹7"].ToPar(); X0Y0_線 = pars["線"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_折線1 = pars["折線1"].ToPar(); X0Y1_折線2 = pars["折線2"].ToPar(); X0Y1_凹1 = pars["凹1"].ToPar(); X0Y1_凹2 = pars["凹2"].ToPar(); X0Y1_線 = pars["線"].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; @@ -409,12 +409,12 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -343.0; X0Y1_根.AngleBase = num * -343.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_凹1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs index 5bdf5bf..0ab9c36 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs @@ -93,7 +93,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -344,18 +344,18 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 角2_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_虫D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); Pars pars2 = pars["刺"].ToPars(); X0Y0_棘_棘1 = pars2["刺1"].ToPar(); @@ -368,14 +368,14 @@ namespace SlaveMatrix X0Y0_輪_金具3 = pars2["金具3"].ToPar(); X0Y0_輪_金具左 = pars2["金具左"].ToPar(); X0Y0_輪_金具右 = pars2["金具右"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); pars2 = pars["刺"].ToPars(); X0Y1_棘_棘2 = pars2["刺2"].ToPar(); X0Y1_棘_棘3 = pars2["刺3"].ToPar(); X0Y1_折線 = pars["折線"].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; @@ -449,7 +449,7 @@ namespace SlaveMatrix public override void 根描画(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); if (!欠損_) { 鎖1.描画0(Are); @@ -458,7 +458,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); if (!欠損_) { 鎖1.描画0(Are); @@ -476,7 +476,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_棘_棘1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs index 8148388..ba35e7c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs @@ -79,7 +79,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -274,10 +274,10 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][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_根 = pars["根"].ToPar(); X0Y0_線1 = pars["線1"].ToPar(); X0Y0_線2 = pars["線2"].ToPar(); @@ -285,14 +285,14 @@ namespace SlaveMatrix X0Y0_線4 = pars["線4"].ToPar(); X0Y0_線5 = pars["線5"].ToPar(); X0Y0_線6 = pars["線6"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_根 = pars["根"].ToPar(); X0Y1_折線1 = pars["折線1"].ToPar(); X0Y1_折線2 = pars["折線2"].ToPar(); X0Y1_線1 = pars["線1"].ToPar(); X0Y1_線2 = pars["線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; @@ -353,7 +353,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_根.AngleBase = num * -38.0; X0Y1_根.AngleBase = num * -38.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 根描画(RenderArea Are) @@ -362,7 +362,7 @@ namespace SlaveMatrix public override void 先描画(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); } public void SetBasePoint() @@ -376,7 +376,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_根CP.Update(); X0Y0_線1CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs index efd6e8d..d5073fe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs @@ -6033,31 +6033,31 @@ namespace SlaveMatrix } } - public JointS 頭_接続点 => new JointS(本体, X0Y0_Torso_節18_Torso, 0); + public JointS 頭_接続点 => new JointS(Body, X0Y0_Torso_節18_Torso, 0); - public JointS UpperArm左_接続点 => new JointS(本体, X0Y0_Torso_節9_Torso, 1); + public JointS UpperArm左_接続点 => new JointS(Body, X0Y0_Torso_節9_Torso, 1); - public JointS UpperArm右_接続点 => new JointS(本体, X0Y0_Torso_節10_Torso, 1); + public JointS UpperArm右_接続点 => new JointS(Body, X0Y0_Torso_節10_Torso, 1); - public JointS LowerArm左_接続点 => new JointS(本体, X0Y0_脚前_UpperArm, 0); + public JointS LowerArm左_接続点 => new JointS(Body, X0Y0_脚前_UpperArm, 0); - public JointS LowerArm右_接続点 => new JointS(本体, X0Y0_脚後_UpperArm, 0); + public JointS LowerArm右_接続点 => new JointS(Body, X0Y0_脚後_UpperArm, 0); - public JointS 手左_接続点 => new JointS(本体, X0Y0_脚前_LowerArm, 0); + public JointS 手左_接続点 => new JointS(Body, X0Y0_脚前_LowerArm, 0); - public JointS 手右_接続点 => new JointS(本体, X0Y0_脚後_LowerArm, 0); + public JointS 手右_接続点 => new JointS(Body, X0Y0_脚後_LowerArm, 0); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_Torso_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_Torso_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_Torso_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_Torso_輪_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_脚後_輪_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_脚後_輪_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_脚後_輪_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_脚後_輪_金具右, 0); - public JointS 鎖5_接続点 => new JointS(本体, X0Y0_脚前_輪_金具左, 0); + public JointS 鎖5_接続点 => new JointS(Body, X0Y0_脚前_輪_金具左, 0); - public JointS 鎖6_接続点 => new JointS(本体, X0Y0_脚前_輪_金具右, 0); + public JointS 鎖6_接続点 => new JointS(Body, X0Y0_脚前_輪_金具右, 0); public 触手_犬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_犬D e) { @@ -6066,10 +6066,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "スキュラ"; dif.Add(new Pars(Sta.肢左["触手"][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]; Pars pars2 = pars["脚後"].ToPars(); Pars pars3 = pars2["鰭"].ToPars(); X0Y0_脚後_鰭_鰭膜1 = pars3["鰭膜1"].ToPar(); @@ -6431,8 +6431,8 @@ namespace SlaveMatrix X0Y0_脚前_輪_金具左 = pars3["金具左"].ToPar(); X0Y0_脚前_輪_金具右 = pars3["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; @@ -7460,7 +7460,7 @@ namespace SlaveMatrix X0Y0_脚前_手_薬指_爪.AngleBase = 0.0; X0Y0_脚前_手_小指_指.AngleBase = num * 19.0; X0Y0_脚前_手_小指_爪.AngleBase = 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs index 1effc61..228a66c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs @@ -3221,63 +3221,63 @@ namespace SlaveMatrix } } - public JointS 節1_接続点 => new JointS(本体, X0Y0_節1_節, 1); + public JointS 節1_接続点 => new JointS(Body, X0Y0_節1_節, 1); - public JointS 節2_接続点 => new JointS(本体, X0Y0_節2_節, 1); + public JointS 節2_接続点 => new JointS(Body, X0Y0_節2_節, 1); - public JointS 節3_接続点 => new JointS(本体, X0Y0_節3_節, 1); + public JointS 節3_接続点 => new JointS(Body, X0Y0_節3_節, 1); - public JointS 節4_接続点 => new JointS(本体, X0Y0_節4_節, 1); + public JointS 節4_接続点 => new JointS(Body, X0Y0_節4_節, 1); - public JointS 節5_接続点 => new JointS(本体, X0Y0_節5_節, 1); + public JointS 節5_接続点 => new JointS(Body, X0Y0_節5_節, 1); - public JointS 節6_接続点 => new JointS(本体, X0Y0_節6_節, 1); + public JointS 節6_接続点 => new JointS(Body, X0Y0_節6_節, 1); - public JointS 節7_接続点 => new JointS(本体, X0Y0_節7_節, 1); + public JointS 節7_接続点 => new JointS(Body, X0Y0_節7_節, 1); - public JointS 節8_接続点 => new JointS(本体, X0Y0_節8_節, 1); + public JointS 節8_接続点 => new JointS(Body, X0Y0_節8_節, 1); - public JointS 節9_接続点 => new JointS(本体, X0Y0_節9_節, 1); + public JointS 節9_接続点 => new JointS(Body, X0Y0_節9_節, 1); - public JointS 節10_接続点 => new JointS(本体, X0Y0_節10_節, 1); + public JointS 節10_接続点 => new JointS(Body, X0Y0_節10_節, 1); - public JointS 節11_接続点 => new JointS(本体, X0Y0_節11_節, 1); + public JointS 節11_接続点 => new JointS(Body, X0Y0_節11_節, 1); - public JointS 節12_接続点 => new JointS(本体, X0Y0_節12_節, 1); + public JointS 節12_接続点 => new JointS(Body, X0Y0_節12_節, 1); - public JointS 節13_接続点 => new JointS(本体, X0Y0_節13_節, 1); + public JointS 節13_接続点 => new JointS(Body, X0Y0_節13_節, 1); - public JointS 節14_接続点 => new JointS(本体, X0Y0_節14_節, 1); + public JointS 節14_接続点 => new JointS(Body, X0Y0_節14_節, 1); - public JointS 節15_接続点 => new JointS(本体, X0Y0_節15_節, 1); + public JointS 節15_接続点 => new JointS(Body, X0Y0_節15_節, 1); - public JointS 節16_接続点 => new JointS(本体, X0Y0_節16_節, 1); + public JointS 節16_接続点 => new JointS(Body, X0Y0_節16_節, 1); - public JointS 節17_接続点 => new JointS(本体, X0Y0_節17_節, 1); + public JointS 節17_接続点 => new JointS(Body, X0Y0_節17_節, 1); - public JointS 節18_接続点 => new JointS(本体, X0Y0_節18_節, 1); + public JointS 節18_接続点 => new JointS(Body, X0Y0_節18_節, 1); - public JointS 節19_接続点 => new JointS(本体, X0Y0_節19_節, 1); + public JointS 節19_接続点 => new JointS(Body, X0Y0_節19_節, 1); - public JointS 節20_接続点 => new JointS(本体, X0Y0_節20_節, 1); + public JointS 節20_接続点 => new JointS(Body, X0Y0_節20_節, 1); - public JointS 節21_接続点 => new JointS(本体, X0Y0_節21_節, 1); + public JointS 節21_接続点 => new JointS(Body, X0Y0_節21_節, 1); - public JointS 節22_接続点 => new JointS(本体, X0Y0_節22_節, 1); + public JointS 節22_接続点 => new JointS(Body, X0Y0_節22_節, 1); - public JointS 節23_接続点 => new JointS(本体, X0Y0_節23_節, 1); + public JointS 節23_接続点 => new JointS(Body, X0Y0_節23_節, 1); - public JointS 節24_接続点 => new JointS(本体, X0Y0_節24_節, 1); + public JointS 節24_接続点 => new JointS(Body, X0Y0_節24_節, 1); - public JointS 先端_接続点 => new JointS(本体, X0Y0_節24_節, 0); + public JointS 先端_接続点 => new JointS(Body, X0Y0_節24_節, 0); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 触手_蔦(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_蔦D e) { @@ -3286,10 +3286,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蔦"; dif.Add(new Pars(Sta.肢左["触手"][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]; Pars pars2 = pars["節1"].ToPars(); X0Y0_節1_節 = pars2["節"].ToPar(); X0Y0_節1_棘1 = pars2["棘1"].ToPar(); @@ -3463,8 +3463,8 @@ namespace SlaveMatrix X0Y0_先端_輪_金具左 = pars3["金具左"].ToPar(); X0Y0_先端_輪_金具右 = pars3["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; @@ -4274,7 +4274,7 @@ namespace SlaveMatrix X0Y0_節24_節.AngleBase = maxAngle.GetRanAngle(); X0Y0_先端_上顎_顎.AngleBase = num * (double)RNG.XS.NextM(15); X0Y0_先端_下顎_顎.AngleBase = num * (0.0 - X0Y0_先端_上顎_顎.AngleBase); - 本体.JoinPAall(); + Body.JoinPAall(); } public void Set角度(触手_蔦 蔦) @@ -4306,7 +4306,7 @@ namespace SlaveMatrix X0Y0_節24_節.AngleBase = num * 蔦.X0Y0_節24_節.AngleBase; X0Y0_先端_上顎_顎.AngleBase = num * 蔦.X0Y0_先端_上顎_顎.AngleBase; X0Y0_先端_下顎_顎.AngleBase = num * 蔦.X0Y0_先端_下顎_顎.AngleBase; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs index 982a9ef..8c0238c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs @@ -3763,13 +3763,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_腕部_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_腕部_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_腕部_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕部_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_手先_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_手先_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_手先_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_手先_輪2_金具右, 0); public 触手_触(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_触D e) { @@ -3777,10 +3777,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "触腕"; dif.Add(new Pars(Sta.肢左["触手"][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]; Pars pars2 = pars["腕部"].ToPars(); Pars pars3 = pars2["節1"].ToPars(); X0Y0_腕部_節1_節 = pars3["節"].ToPar(); @@ -4038,8 +4038,8 @@ namespace SlaveMatrix pars4 = pars3["爪"].ToPars(); X0Y0_手先_節10_爪_爪2 = pars4["爪2"].ToPar(); X0Y0_手先_節10_爪_爪1 = pars4["爪1"].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; @@ -4693,7 +4693,7 @@ namespace SlaveMatrix X0Y0_手先_節9_爪_爪1.AngleBase = num * maxAngle; X0Y0_手先_節10_爪_爪2.AngleBase = num * maxAngle; X0Y0_手先_節10_爪_爪1.AngleBase = num * maxAngle; - 本体.JoinPAall(); + Body.JoinPAall(); } public void Set角度(触手_触 触) @@ -4754,7 +4754,7 @@ namespace SlaveMatrix X0Y0_手先_節9_爪_爪1.AngleBase = num * 触.X0Y0_手先_節9_爪_爪1.AngleBase; X0Y0_手先_節10_爪_爪2.AngleBase = num * 触.X0Y0_手先_節10_爪_爪2.AngleBase; X0Y0_手先_節10_爪_爪1.AngleBase = num * 触.X0Y0_手先_節10_爪_爪1.AngleBase; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs index 0ebb21c..af42e18 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs @@ -7270,13 +7270,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 触手_軟(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_軟D e) { @@ -7284,10 +7284,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "軟体"; dif.Add(new Pars(Sta.肢左["触手"][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]; Pars pars2 = pars["節1"].ToPars(); X0Y0_節1_節 = pars2["節"].ToPar(); X0Y0_節1_紋柄1 = pars2["柄1"].ToPar(); @@ -7671,8 +7671,8 @@ namespace SlaveMatrix X0Y0_節41_吸盤2 = pars2["吸盤2"].ToPar(); X0Y0_節41_吸盤3 = pars2["吸盤3"].ToPar(); X0Y0_節41_吸盤4 = pars2["吸盤4"].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; @@ -8823,7 +8823,7 @@ namespace SlaveMatrix X0Y0_節39_節.AngleBase = maxAngle.GetRanAngle(); X0Y0_節40_節.AngleBase = maxAngle.GetRanAngle(); X0Y0_節41_節.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public void Set角度(触手_軟 軟) @@ -8870,7 +8870,7 @@ namespace SlaveMatrix X0Y0_節39_節.AngleBase = num * 軟.X0Y0_節39_節.AngleBase; X0Y0_節40_節.AngleBase = num * 軟.X0Y0_節40_節.AngleBase; X0Y0_節41_節.AngleBase = num * 軟.X0Y0_節41_節.AngleBase; - 本体.JoinPAall(); + Body.JoinPAall(); } public void Set前足() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs index debd339..aa67be5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs @@ -347,9 +347,9 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); public 触肢_肢蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触肢_肢蜘D e) { @@ -357,10 +357,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "触肢蜘"; dif.Add(new Pars(Sta.肢左["節足"][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_基節 = pars["基節"].ToPar(); X0Y0_転節 = pars["転節"].ToPar(); X0Y0_腿節 = pars["腿節"].ToPar(); @@ -375,8 +375,8 @@ namespace SlaveMatrix X0Y0_輪_金具右 = pars2["金具右"].ToPar(); X0Y0_蹠節 = pars["蹠節"].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; @@ -471,7 +471,7 @@ namespace SlaveMatrix X0Y0_膝節.AngleBase = num * 125.0; X0Y0_脛節.AngleBase = num * 5.0; X0Y0_蹠節.AngleBase = num * 70.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void SetRestraintAngle() @@ -483,7 +483,7 @@ namespace SlaveMatrix X0Y0_膝節.AngleBase = num * 30.0; X0Y0_脛節.AngleBase = num * 5.0; X0Y0_蹠節.AngleBase = num * 70.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs index 5d1338d..09fd468 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs @@ -482,13 +482,13 @@ namespace SlaveMatrix } } - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 触肢_肢蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触肢_肢蠍D e) { @@ -496,10 +496,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "触肢蠍"; dif.Add(new Pars(Sta.肢左["節足"][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_爪2 = pars["爪2"].ToPar(); X0Y0_爪1 = pars["爪1"].ToPar(); Pars pars2 = pars["輪2"].ToPars(); @@ -520,8 +520,8 @@ namespace SlaveMatrix X0Y0_輪1_金具左 = pars2["金具左"].ToPar(); X0Y0_輪1_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; @@ -650,7 +650,7 @@ namespace SlaveMatrix X0Y0_膝節.AngleBase = num * 84.0; X0Y0_爪1.AngleBase = num * 76.0; X0Y0_爪2.AngleBase = num * -15.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void SetRestraintAngle() @@ -658,7 +658,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_爪1.AngleBase = num * 76.0; X0Y0_爪2.AngleBase = num * 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override bool Is革(Par p) diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs index 6b611c7..1f29936 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs @@ -300,10 +300,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "甲"; dif.Add(new Pars(Sta.肢左["触覚"][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_節0 = pars["節0"].ToPar(); X0Y0_節1 = pars["節1"].ToPar(); X0Y0_節2 = pars["節2"].ToPar(); @@ -315,8 +315,8 @@ namespace SlaveMatrix X0Y0_節8 = pars["節8"].ToPar(); X0Y0_節9 = pars["節9"].ToPar(); X0Y0_節10 = pars["節10"].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; @@ -398,7 +398,7 @@ namespace SlaveMatrix X0Y0_節9.AngleBase = num * (double)num2 * num3; num3 -= num4; X0Y0_節10.AngleBase = num * (double)num2 * num3; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs index 653a982..1ae43c6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs @@ -615,10 +615,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "節"; dif.Add(new Pars(Sta.肢左["触覚"][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_節1 = pars["節1"].ToPar(); X0Y0_節2 = pars["節2"].ToPar(); X0Y0_節3 = pars["節3"].ToPar(); @@ -645,8 +645,8 @@ namespace SlaveMatrix X0Y0_節24 = pars["節24"].ToPar(); X0Y0_節25 = pars["節25"].ToPar(); X0Y0_節26 = pars["節26"].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; @@ -791,7 +791,7 @@ namespace SlaveMatrix num3 -= num4; X0Y0_節26.AngleBase = num * (double)num2 * num3; X0Y0_節1.AngleBase = num * -10.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs index 3bf6c3e..ce1589e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs @@ -1329,10 +1329,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "線"; dif.Add(new Pars(Sta.肢左["触覚"][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_節1 = pars["節1"].ToPar(); X0Y0_節2 = pars["節2"].ToPar(); X0Y0_節3 = pars["節3"].ToPar(); @@ -1393,8 +1393,8 @@ namespace SlaveMatrix X0Y0_節58 = pars["節58"].ToPar(); X0Y0_節59 = pars["節59"].ToPar(); X0Y0_節60 = pars["節60"].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; @@ -1674,7 +1674,7 @@ namespace SlaveMatrix X0Y0_節59.AngleBase = num * (double)num2 * num3; num3 -= num4; X0Y0_節60.AngleBase = num * (double)num2 * num3; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs index 8ec87ac..8236d18 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs @@ -3240,10 +3240,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蛾"; dif.Add(new Pars(Sta.肢左["触覚"][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]; Pars pars2 = pars["節1"].ToPars(); X0Y0_節1_節 = pars2["節"].ToPar(); X0Y0_節1_毛左 = pars2["毛左"].ToPar(); @@ -3445,8 +3445,8 @@ namespace SlaveMatrix X0Y0_節50_毛左 = pars2["毛左"].ToPar(); X0Y0_節50_毛右 = pars2["毛右"].ToPar(); X0Y0_節 = pars["節"].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; @@ -3891,7 +3891,7 @@ namespace SlaveMatrix num3 -= num4; X0Y0_節.AngleBase = num * (double)num2 * num3; X0Y0_節1_節.AngleBase = num * -10.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs index f7c5383..658853c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs @@ -804,10 +804,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蝶"; dif.Add(new Pars(Sta.肢左["触覚"][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_節1 = pars["節1"].ToPar(); X0Y0_節2 = pars["節2"].ToPar(); X0Y0_節3 = pars["節3"].ToPar(); @@ -843,8 +843,8 @@ namespace SlaveMatrix X0Y0_節33 = pars["節33"].ToPar(); X0Y0_節34 = pars["節34"].ToPar(); X0Y0_節35 = pars["節35"].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; @@ -1024,7 +1024,7 @@ namespace SlaveMatrix X0Y0_節34.AngleBase = num * (double)num2 * num3; num3 -= num4; X0Y0_節35.AngleBase = num * (double)num2 * num3; - 本体.JoinPAall(); + Body.JoinPAall(); } public override IEnumerable Enum軸() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs index 2fd3547..b5a5024 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs @@ -488,10 +488,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "蠍"; dif.Add(new Pars(Sta.肢左["触覚"][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]; Pars pars2 = pars["櫛状板1"].ToPars(); X0Y0_櫛状版1_櫛状版1 = pars2["櫛状板1"].ToPar(); X0Y0_櫛状版1_櫛状版2 = pars2["櫛状板2"].ToPar(); @@ -513,8 +513,8 @@ namespace SlaveMatrix X0Y0_歯12 = pars["歯12"].ToPar(); X0Y0_歯13 = pars["歯13"].ToPar(); X0Y0_櫛状板2 = pars["櫛状板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; @@ -593,7 +593,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_櫛状版1_櫛状版1.AngleBase = num * 45.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs index dcfb034..efe615b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs @@ -968,8 +968,8 @@ namespace SlaveMatrix public 調教鞭(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 調教鞭D e) { ThisType = GetType(); - 本体 = new Difs(Sta.カーソル["調教鞭"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.カーソル["調教鞭"]); + Pars pars = Body[0][0]; X0Y0_先 = pars["先"].ToPar(); X0Y0_柄 = pars["柄"].ToPar(); X0Y0_線1 = pars["線1"].ToPar(); @@ -981,7 +981,7 @@ namespace SlaveMatrix X0Y0_線7 = pars["線7"].ToPar(); X0Y0_線8 = pars["線8"].ToPar(); X0Y0_紐 = pars["紐"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_先 = pars["先"].ToPar(); X0Y1_柄 = pars["柄"].ToPar(); X0Y1_線1 = pars["線1"].ToPar(); @@ -993,7 +993,7 @@ namespace SlaveMatrix X0Y1_線7 = pars["線7"].ToPar(); X0Y1_線8 = pars["線8"].ToPar(); X0Y1_紐 = pars["紐"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_先 = pars["先"].ToPar(); X0Y2_柄 = pars["柄"].ToPar(); X0Y2_線1 = pars["線1"].ToPar(); @@ -1005,7 +1005,7 @@ namespace SlaveMatrix X0Y2_線7 = pars["線7"].ToPar(); X0Y2_線8 = pars["線8"].ToPar(); X0Y2_紐 = pars["紐"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_先 = pars["先"].ToPar(); X0Y3_柄 = pars["柄"].ToPar(); X0Y3_線1 = pars["線1"].ToPar(); @@ -1017,7 +1017,7 @@ namespace SlaveMatrix X0Y3_線7 = pars["線7"].ToPar(); X0Y3_線8 = pars["線8"].ToPar(); X0Y3_紐 = pars["紐"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_先 = pars["先"].ToPar(); X0Y4_柄 = pars["柄"].ToPar(); X0Y4_線1 = pars["線1"].ToPar(); @@ -1029,7 +1029,7 @@ namespace SlaveMatrix X0Y4_線7 = pars["線7"].ToPar(); X0Y4_線8 = pars["線8"].ToPar(); X0Y4_紐 = pars["紐"].ToPar(); - pars = 本体[1][0]; + pars = Body[1][0]; X1Y0_先 = pars["先"].ToPar(); X1Y0_柄 = pars["柄"].ToPar(); X1Y0_線1 = pars["線1"].ToPar(); @@ -1043,7 +1043,7 @@ namespace SlaveMatrix X1Y0_紐 = pars["紐"].ToPar(); X1Y0_鞭撃エフェクト1 = pars["鞭撃エフェクト1"].ToPar(); X1Y0_鞭撃エフェクト2 = pars["鞭撃エフェクト2"].ToPar(); - pars = 本体[1][1]; + pars = Body[1][1]; X1Y1_先 = pars["先"].ToPar(); X1Y1_柄 = pars["柄"].ToPar(); X1Y1_線1 = pars["線1"].ToPar(); @@ -1057,7 +1057,7 @@ namespace SlaveMatrix X1Y1_紐 = pars["紐"].ToPar(); X1Y1_鞭撃エフェクト1 = pars["鞭撃エフェクト1"].ToPar(); X1Y1_鞭撃エフェクト2 = pars["鞭撃エフェクト2"].ToPar(); - pars = 本体[1][2]; + pars = Body[1][2]; X1Y2_先 = pars["先"].ToPar(); X1Y2_柄 = pars["柄"].ToPar(); X1Y2_線1 = pars["線1"].ToPar(); @@ -1071,7 +1071,7 @@ namespace SlaveMatrix X1Y2_紐 = pars["紐"].ToPar(); X1Y2_鞭撃エフェクト1 = pars["鞭撃エフェクト1"].ToPar(); X1Y2_鞭撃エフェクト2 = pars["鞭撃エフェクト2"].ToPar(); - pars = 本体[1][3]; + pars = Body[1][3]; X1Y3_先 = pars["先"].ToPar(); X1Y3_柄 = pars["柄"].ToPar(); X1Y3_線1 = pars["線1"].ToPar(); @@ -1083,7 +1083,7 @@ namespace SlaveMatrix X1Y3_線7 = pars["線7"].ToPar(); X1Y3_線8 = pars["線8"].ToPar(); X1Y3_紐 = pars["紐"].ToPar(); - pars = 本体[1][4]; + pars = Body[1][4]; X1Y4_先 = pars["先"].ToPar(); X1Y4_柄 = pars["柄"].ToPar(); X1Y4_線1 = pars["線1"].ToPar(); @@ -1097,8 +1097,8 @@ namespace SlaveMatrix X1Y4_紐 = pars["紐"].ToPar(); X1Y4_鞭撃エフェクト1 = pars["鞭撃エフェクト1"].ToPar(); X1Y4_鞭撃エフェクト2 = pars["鞭撃エフェクト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; @@ -1263,14 +1263,14 @@ namespace SlaveMatrix X1Y4_鞭撃エフェクト2CP = new ColorP(X1Y4_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true); 濃度 = e.濃度; 尺度B = 1.01; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexX == 0) + if (Body.IndexX == 0) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_先CP.Update(); @@ -1340,7 +1340,7 @@ namespace SlaveMatrix } return; } - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X1Y0_先CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs index 0fef941..e4e174b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs @@ -56,8 +56,8 @@ namespace SlaveMatrix o = v; 対象.Ele.角度C = 0.0; 対象.Ele.Xi = 0; - 対象.Ele.Yi = (対象.Ele.Yi + x).Limit(0, 対象.Ele.本体.CountY); - 対象.Ele.本体.JoinPA(); + 対象.Ele.Yi = (対象.Ele.Yi + x).Limit(0, 対象.Ele.Body.CountY); + 対象.Ele.Body.JoinPA(); 移動時(); } } @@ -151,7 +151,7 @@ namespace SlaveMatrix { 鞭.角度C = -100.0 * m.Value; } - p = 鞭.本体.Current.EnumAllPar().First((Par e) => e.Tag.Contains("先")); + p = 鞭.Body.Current.EnumAllPar().First((Par e) => e.Tag.Contains("先")); cp = p.ToGlobal(p.JP[0].Joint); hc = 調鞭処理2.Med.GetHitColor(調鞭処理2.Med.FromBasePosition(cp)); if (調教UI.Bod.IsHit(hc)) @@ -182,7 +182,7 @@ namespace SlaveMatrix { 鞭.Yi = 0; } - 鞭.本体.JoinPA(); + 鞭.Body.JoinPA(); m.End(); }, Rouing = delegate diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs index d97aa33..42e4e5c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs @@ -3172,8 +3172,8 @@ namespace SlaveMatrix public 足_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.脚左["足"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.脚左["足"]); + Pars pars = Body[0][0]; Pars pars2 = pars["ヒール0"].ToPars(); X0Y0_ヒール0_靴底 = pars2["靴底"].ToPar(); pars2 = pars["サンダル0"].ToPars(); @@ -3328,7 +3328,7 @@ namespace SlaveMatrix X0Y0_アーマ1_鉄靴1 = pars2["鉄靴1"].ToPar(); X0Y0_アーマ1_鉄靴2 = pars2["鉄靴2"].ToPar(); X0Y0_アーマ1_鉄靴3 = pars2["鉄靴3"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; pars2 = pars["ヒール0"].ToPars(); X0Y1_ヒール0_ヒール = pars2["ヒール"].ToPar(); X0Y1_ヒール0_靴底 = pars2["靴底"].ToPar(); @@ -3491,8 +3491,8 @@ namespace SlaveMatrix X0Y1_アーマ1_鉄靴1 = pars2["鉄靴1"].ToPar(); X0Y1_アーマ1_鉄靴2 = pars2["鉄靴2"].ToPar(); X0Y1_アーマ1_鉄靴3 = pars2["鉄靴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; @@ -3864,7 +3864,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_足); Are.Draw(X0Y0_小指_小指1); @@ -3942,7 +3942,7 @@ namespace SlaveMatrix public void 底描画(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_ヒール0_靴底); Are.Draw(X0Y0_サンダル0_靴底); @@ -3965,7 +3965,7 @@ namespace SlaveMatrix public void 靴描画(RenderArea Are) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { Are.Draw(X0Y0_ヒール1_バンプ); Are.Draw(X0Y0_ヒール1_ストラップ_ストラップ); @@ -4167,13 +4167,13 @@ 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; } } @@ -4206,7 +4206,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_ヒール0_靴底CP.Update(); X0Y0_サンダル0_靴底CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs index 4e24586..abc0ee7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs @@ -411,9 +411,9 @@ namespace SlaveMatrix } } - 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 足_牛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_牛D e) { @@ -421,10 +421,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "牛"; dif.Add(new Pars(Sta.脚左["四足足"][1][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_足 = pars["足"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); X0Y0_指 = pars["指"].ToPar(); @@ -442,8 +442,8 @@ 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; @@ -516,7 +516,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); } @@ -534,7 +534,7 @@ namespace SlaveMatrix X0Y0_蹄_蹄.AngleBase = num * 22.0; X0Y0_蹄_副蹄左.AngleBase = num * -30.0; X0Y0_蹄_副蹄右.AngleBase = num * -30.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs index 6038489..b45f266 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs @@ -579,9 +579,9 @@ namespace SlaveMatrix } } - 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 足_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_獣D e) { @@ -589,10 +589,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "獣"; dif.Add(new Pars(Sta.脚左["四足足"][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_足 = pars["足"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); Pars pars2 = pars["小指"].ToPars(); @@ -622,8 +622,8 @@ 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; @@ -712,7 +712,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); } @@ -731,7 +731,7 @@ namespace SlaveMatrix X0Y0_中指_指.AngleBase = num * 19.0; X0Y0_人指_指.AngleBase = num * 14.0; X0Y0_肉球_肉球中.AngleBase = num * 16.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs index a55c621..6efd06f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs @@ -1272,9 +1272,9 @@ namespace SlaveMatrix } } - 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 足_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_竜D e) { @@ -1282,10 +1282,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "竜"; dif.Add(new Pars(Sta.脚左["四足足"][3][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_足 = pars["足"].ToPar(); Pars pars2 = pars["鱗足"].ToPars(); X0Y0_竜性_鱗足_鱗6 = pars2["鱗6"].ToPar(); @@ -1362,8 +1362,8 @@ 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; @@ -1518,7 +1518,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); } @@ -1536,7 +1536,7 @@ namespace SlaveMatrix X0Y0_中指_指.AngleBase = num * -6.0; X0Y0_人指_指.AngleBase = num * -6.0; X0Y0_親指_指.AngleBase = num * -6.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs index f160839..e2b71ad 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs @@ -327,9 +327,9 @@ namespace SlaveMatrix } } - 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 足_馬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_馬D e) { @@ -337,10 +337,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "馬"; dif.Add(new Pars(Sta.脚左["四足足"][1][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_足 = pars["足"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); X0Y0_指 = pars["指"].ToPar(); @@ -354,8 +354,8 @@ 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; @@ -420,7 +420,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); } @@ -435,7 +435,7 @@ namespace SlaveMatrix double num = (右 ? (-1.0) : 1.0); X0Y0_足.AngleBase = num * -42.0; X0Y0_指.AngleBase = num * -94.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs index 6451eb1..947c1e4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs @@ -1860,9 +1860,9 @@ namespace SlaveMatrix } } - 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 足_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_鳥D e) { @@ -1870,10 +1870,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鳥"; dif.Add(new Pars(Sta.脚左["四足足"][2][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_足 = pars["足"].ToPar(); X0Y0_筋 = pars["筋"].ToPar(); X0Y0_足首 = pars["足首"].ToPar(); @@ -1975,8 +1975,8 @@ namespace SlaveMatrix X0Y0_親指_竜性_鱗1_竜性_鱗4 = pars3["鱗4"].ToPar(); X0Y0_親指_竜性_鱗1_竜性_鱗5 = pars3["鱗5"].ToPar(); X0Y0_親指_竜性_鱗1_竜性_鱗6 = pars3["鱗6"].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; @@ -2294,7 +2294,7 @@ namespace SlaveMatrix X0Y0_人指_指2.AngleBase = num * -13.0; X0Y0_人指_指1.AngleBase = num * 41.0; X0Y0_親指_指1.AngleBase = num * 43.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs index 4ce233a..1b8a61a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs @@ -107,12 +107,12 @@ namespace SlaveMatrix public 鎖(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鎖D e) { ThisType = GetType(); - 本体 = new Difs(Sta.その他["鎖"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.その他["鎖"]); + Pars pars = Body[0][0]; X0Y0_鎖2 = pars["鎖2"].ToPar(); X0Y0_鎖1 = pars["鎖1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs index 005d0b3..f6bf5c5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs @@ -295,11 +295,11 @@ namespace SlaveMatrix } } - public JointS 左_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 2); + public JointS 左_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 2); - public JointS 右_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3); + public JointS 右_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 3); - public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 1); + public JointS Torso_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 1); public 長物_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_蛇D e) { @@ -311,10 +311,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = pars.Tag; dif.Add(pars); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars2 = 本体[0][0]["胴1"].ToPars(); + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars2 = Body[0][0]["胴1"].ToPars(); X0Y0_Torso1_Torso = pars2["胴"].ToPar(); X0Y0_Torso1_鱗2 = pars2["鱗2"].ToPar(); X0Y0_Torso1_鱗右 = pars2["鱗右"].ToPar(); @@ -324,8 +324,8 @@ namespace SlaveMatrix X0Y0_Torso1_鱗右2 = pars2["鱗右2"].ToPar(); X0Y0_Torso1_鱗左1 = pars2["鱗左1"].ToPar(); X0Y0_Torso1_鱗右1 = pars2["鱗右1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs index ab9ac56..ca99beb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs @@ -499,19 +499,19 @@ namespace SlaveMatrix } } - public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso0_Torso, 1); + public JointS 左0_接続点 => new JointS(Body, X0Y0_Torso1_Torso0_Torso, 1); - public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso0_Torso, 2); + public JointS 右0_接続点 => new JointS(Body, X0Y0_Torso1_Torso0_Torso, 2); - public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 0); + public JointS 左1_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 0); - public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 1); + public JointS 右1_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 1); - public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3); + public JointS Torso_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 3); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); public 長物_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_蟲D e) { @@ -524,10 +524,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = pars.Tag; dif.Add(pars); - 本体 = new Difs(); - 本体.Tag = dif.Tag; - 本体.Add(dif); - Pars pars2 = 本体[0][0]; + Body = new Difs(); + Body.Tag = dif.Tag; + Body.Add(dif); + Pars pars2 = Body[0][0]; Pars pars3 = pars2["胴1"].ToPars(); X0Y0_Torso1_背板 = pars3["背板"].ToPar(); X0Y0_Torso1_胸板 = pars3["胸板"].ToPar(); @@ -547,8 +547,8 @@ namespace SlaveMatrix X0Y0_輪1_金具3 = pars3["金具3"].ToPar(); X0Y0_輪1_金具左 = pars3["金具左"].ToPar(); X0Y0_輪1_金具右 = pars3["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; @@ -693,7 +693,7 @@ namespace SlaveMatrix public override void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); 鎖1.描画0(Are); 鎖2.描画0(Are); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs index 32451d4..a9f30fc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs @@ -1854,43 +1854,43 @@ namespace SlaveMatrix } } - public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 3); + public JointS 左0_接続点 => new JointS(Body, X0Y0_Torso1_Torso2, 3); - public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 4); + public JointS 右0_接続点 => new JointS(Body, X0Y0_Torso1_Torso2, 4); - public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 0); + public JointS 左1_接続点 => new JointS(Body, X0Y0_Torso1_Torso2, 0); - public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso2, 1); + public JointS 右1_接続点 => new JointS(Body, X0Y0_Torso1_Torso2, 1); - public JointS 左2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 0); + public JointS 左2_接続点 => new JointS(Body, X0Y0_Torso2_Torso, 0); - public JointS 右2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 1); + public JointS 右2_接続点 => new JointS(Body, X0Y0_Torso2_Torso, 1); - public JointS 左3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 0); + public JointS 左3_接続点 => new JointS(Body, X0Y0_Torso3_Torso, 0); - public JointS 右3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 1); + public JointS 右3_接続点 => new JointS(Body, X0Y0_Torso3_Torso, 1); - public JointS 左4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 0); + public JointS 左4_接続点 => new JointS(Body, X0Y0_Torso4_Torso, 0); - public JointS 右4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 1); + public JointS 右4_接続点 => new JointS(Body, X0Y0_Torso4_Torso, 1); - public JointS 左5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 0); + public JointS 左5_接続点 => new JointS(Body, X0Y0_Torso5_Torso, 0); - public JointS 右5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 1); + public JointS 右5_接続点 => new JointS(Body, X0Y0_Torso5_Torso, 1); - public JointS 左6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 0); + public JointS 左6_接続点 => new JointS(Body, X0Y0_Torso6_Torso, 0); - public JointS 右6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 1); + public JointS 右6_接続点 => new JointS(Body, X0Y0_Torso6_Torso, 1); - public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 2); + public JointS 尾_接続点 => new JointS(Body, X0Y0_Torso6_Torso, 2); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 長物_魚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_魚D e) { @@ -1899,10 +1899,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "魚"; dif.Add(new Pars(Sta.半身["長物"][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]; Pars pars2 = pars["胴6"].ToPars(); Pars pars3 = pars2["鱗左"].ToPars(); X0Y0_Torso6_鱗左_鱗1 = pars3["鱗1"].ToPar(); @@ -2000,8 +2000,8 @@ namespace SlaveMatrix X0Y0_輪1_金具3 = pars2["金具3"].ToPar(); X0Y0_輪1_金具左 = pars2["金具左"].ToPar(); X0Y0_輪1_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; @@ -2541,7 +2541,7 @@ namespace SlaveMatrix X0Y0_Torso5_Torso.AngleBase = maxAngle.GetRanAngle(); X0Y0_Torso4_Torso.AngleBase = maxAngle.GetRanAngle(); X0Y0_Torso3_Torso.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public IEnumerable 軸列挙() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs index bbc9c6a..dbdf015 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs @@ -837,43 +837,43 @@ namespace SlaveMatrix } } - public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 4); + public JointS 左0_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 4); - public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 5); + public JointS 右0_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 5); - public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 2); + public JointS 左1_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 2); - public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3); + public JointS 右1_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 3); - public JointS 左2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 2); + public JointS 左2_接続点 => new JointS(Body, X0Y0_Torso2_Torso, 2); - public JointS 右2_接続点 => new JointS(本体, X0Y0_Torso2_Torso, 3); + public JointS 右2_接続点 => new JointS(Body, X0Y0_Torso2_Torso, 3); - public JointS 左3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 2); + public JointS 左3_接続点 => new JointS(Body, X0Y0_Torso3_Torso, 2); - public JointS 右3_接続点 => new JointS(本体, X0Y0_Torso3_Torso, 3); + public JointS 右3_接続点 => new JointS(Body, X0Y0_Torso3_Torso, 3); - public JointS 左4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 2); + public JointS 左4_接続点 => new JointS(Body, X0Y0_Torso4_Torso, 2); - public JointS 右4_接続点 => new JointS(本体, X0Y0_Torso4_Torso, 3); + public JointS 右4_接続点 => new JointS(Body, X0Y0_Torso4_Torso, 3); - public JointS 左5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 2); + public JointS 左5_接続点 => new JointS(Body, X0Y0_Torso5_Torso, 2); - public JointS 右5_接続点 => new JointS(本体, X0Y0_Torso5_Torso, 3); + public JointS 右5_接続点 => new JointS(Body, X0Y0_Torso5_Torso, 3); - public JointS 左6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 2); + public JointS 左6_接続点 => new JointS(Body, X0Y0_Torso6_Torso, 2); - public JointS 右6_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 3); + public JointS 右6_接続点 => new JointS(Body, X0Y0_Torso6_Torso, 3); - public JointS 尾_接続点 => new JointS(本体, X0Y0_Torso6_Torso, 1); + public JointS 尾_接続点 => new JointS(Body, X0Y0_Torso6_Torso, 1); - public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0); + public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪1_金具左, 0); - public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0); + public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public JointS 鎖3_接続点 => new JointS(本体, X0Y0_輪2_金具左, 0); + public JointS 鎖3_接続点 => new JointS(Body, X0Y0_輪2_金具左, 0); - public JointS 鎖4_接続点 => new JointS(本体, X0Y0_輪2_金具右, 0); + public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); public 長物_鯨(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_鯨D e) { @@ -882,10 +882,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鯨"; dif.Add(new Pars(Sta.半身["長物"][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]; Pars pars2 = pars["胴6"].ToPars(); X0Y0_Torso6_Torso = pars2["胴"].ToPar(); X0Y0_Torso6_柄 = pars2["柄"].ToPar(); @@ -924,8 +924,8 @@ namespace SlaveMatrix X0Y0_輪1_金具3 = pars2["金具3"].ToPar(); X0Y0_輪1_金具左 = pars2["金具左"].ToPar(); X0Y0_輪1_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; @@ -1252,7 +1252,7 @@ namespace SlaveMatrix X0Y0_Torso5_Torso.AngleBase = maxAngle.GetRanAngle(); X0Y0_Torso4_Torso.AngleBase = maxAngle.GetRanAngle(); X0Y0_Torso3_Torso.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public IEnumerable 軸列挙() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs index ef565f0..9d793f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs @@ -86,11 +86,11 @@ namespace SlaveMatrix public 鞭痕(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鞭痕D e) { ThisType = GetType(); - 本体 = new Difs(Sta.スタンプ["鞭痕"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.スタンプ["鞭痕"]); + Pars pars = Body[0][0]; X0Y0_鞭痕 = pars["鞭痕"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs index 7e14cdd..8406ae3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs @@ -229,14 +229,14 @@ namespace SlaveMatrix } } - public JointS 瞼_接続点 => new JointS(本体, X0Y0_白目, 0); + public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); public 頬目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頬目D e) { 頬目 頬目2 = this; ThisType = GetType(); - 本体 = new Difs(Sta.胴体["頬目左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["頬目左"]); + Pars pars = Body[0][0]; X0Y0_白目 = pars["白目"].ToPar(); Pars pars2 = pars["黒目"].ToPars(); X0Y0_黒目_黒目 = pars2["黒目"].ToPar(); @@ -244,8 +244,8 @@ namespace SlaveMatrix X0Y0_黒目_ハート = pars2["ハート"].ToPar(); X0Y0_黒目_ハイライト上 = pars2["ハイライト上"].ToPar(); X0Y0_黒目_ハイライト下 = pars2["ハイライト下"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs index 94a6380..3b5f008 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs @@ -425,8 +425,8 @@ namespace SlaveMatrix public 頬瞼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頬瞼D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["頬瞼左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["頬瞼左"]); + Pars pars = Body[0][0]; Pars pars2 = pars["瞼左"].ToPars(); X0Y0_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y0_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -435,7 +435,7 @@ namespace SlaveMatrix X0Y0_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y0_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y0_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["瞼左"].ToPars(); X0Y1_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y1_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -444,7 +444,7 @@ namespace SlaveMatrix X0Y1_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y1_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y1_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars4 = 本体[0][2]; + Pars pars4 = Body[0][2]; pars2 = pars4["瞼左"].ToPars(); X0Y2_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y2_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -453,7 +453,7 @@ namespace SlaveMatrix X0Y2_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y2_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y2_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars5 = 本体[0][3]; + Pars pars5 = Body[0][3]; pars2 = pars5["瞼左"].ToPars(); X0Y3_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y3_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -462,7 +462,7 @@ namespace SlaveMatrix X0Y3_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y3_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y3_瞼右_睫毛2 = pars2["睫毛2"].ToPar(); - Pars pars6 = 本体[0][4]; + Pars pars6 = Body[0][4]; pars2 = pars6["瞼左"].ToPars(); X0Y4_瞼左_瞼 = pars2["瞼"].ToPar(); X0Y4_瞼左_睫毛1 = pars2["睫毛1"].ToPar(); @@ -471,8 +471,8 @@ namespace SlaveMatrix X0Y4_瞼右_瞼 = pars2["瞼"].ToPar(); X0Y4_瞼右_睫毛1 = pars2["睫毛1"].ToPar(); X0Y4_瞼右_睫毛2 = pars2["睫毛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; @@ -560,7 +560,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼左_瞼CP.Update(); @@ -607,7 +607,7 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_瞼左_瞼CP.Update(mm); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs index 85bd8ff..14a8eb7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs @@ -737,8 +737,8 @@ namespace SlaveMatrix public 頬肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頬肌D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["頬肌左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["頬肌左"]); + Pars pars = Body[0][0]; Pars pars2 = pars["淫タトゥ"].ToPars(); Pars pars3 = pars2["ハート"].ToPars(); X0Y0_淫タトゥ_ハート_タトゥ左 = pars3["タトゥ左"].ToPar(); @@ -787,8 +787,8 @@ namespace SlaveMatrix X0Y0_猟豹_タトゥ = pars2["タトゥ"].ToPar(); pars2 = pars["牛柄"].ToPars(); X0Y0_牛柄_牛柄 = pars2["牛柄"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs index b3538b3..9f7c49a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs @@ -111,14 +111,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "天輪"; dif.Add(new Pars(Sta.肢中["頭部前"][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_天輪上 = pars["天輪上"].ToPar(); X0Y0_天輪下 = pars["天輪下"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs index f6ec4ea..ed8387a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs @@ -1853,7 +1853,7 @@ namespace SlaveMatrix } } - public JointS 頭部後_接続点 => new JointS(本体, X0Y0_頭部, 0); + public JointS 頭部後_接続点 => new JointS(Body, X0Y0_頭部, 0); public 頭頂_宇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頭頂_宇D e) { @@ -1862,10 +1862,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "エイリアン"; dif.Add(new Pars(Sta.肢中["頭部前"][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_頭部 = pars["頭部"].ToPar(); Pars pars2 = pars["頭頂部"].ToPars(); Pars pars3 = pars2["透"].ToPars(); @@ -1965,8 +1965,8 @@ namespace SlaveMatrix X0Y0_縁上_鱗_鱗右_鱗1 = pars4["鱗1"].ToPar(); X0Y0_縁上_鱗_鱗1 = pars3["鱗1"].ToPar(); X0Y0_縁上_鱗_鱗2 = pars3["鱗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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs index f43b655..f050c86 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs @@ -212,10 +212,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "皿"; dif.Add(new Pars(Sta.肢中["頭部前"][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_皿1 = pars["皿1"].ToPar(); X0Y0_皿2 = pars["皿2"].ToPar(); Pars pars2 = pars["甲殻"].ToPars(); @@ -223,8 +223,8 @@ namespace SlaveMatrix X0Y0_甲殻_甲殻3 = pars2["甲殻3"].ToPar(); X0Y0_甲殻_甲殻2 = pars2["甲殻2"].ToPar(); X0Y0_甲殻_甲殻1 = pars2["甲殻1"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs index 20df07c..d7217b0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs @@ -215,10 +215,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "エイリアン"; dif.Add(new Pars(Sta.肢中["頭部後"][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_頭部 = pars["頭部"].ToPar(); Pars pars2 = pars["線"].ToPars(); X0Y0_線_線左1 = pars2["線左1"].ToPar(); @@ -227,8 +227,8 @@ namespace SlaveMatrix X0Y0_線_線右1 = pars2["線右1"].ToPar(); X0Y0_線_線右2 = pars2["線右2"].ToPar(); X0Y0_線_線右3 = pars2["線右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs index c1984f5..b36204b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs @@ -107,12 +107,12 @@ namespace SlaveMatrix public 顔ハイライト(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔ハイライトD e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["顔ハイライト左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["顔ハイライト左"]); + Pars pars = Body[0][0]; X0Y0_ハイライト1 = pars["ハイライト1"].ToPar(); X0Y0_ハイライト2 = pars["ハイライト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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs index 9c7e4f2..baa81d8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs @@ -501,19 +501,19 @@ namespace SlaveMatrix } } - public JointS 触覚左_接続点 => new JointS(本体, X0Y0_面中0_付根左_付根2, 0); + public JointS 触覚左_接続点 => new JointS(Body, X0Y0_面中0_付根左_付根2, 0); - public JointS 触覚右_接続点 => new JointS(本体, X0Y0_面中0_付根右_付根2, 0); + public JointS 触覚右_接続点 => new JointS(Body, X0Y0_面中0_付根右_付根2, 0); public 顔面_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔面_甲D e) { 顔面_甲 顔面_甲2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.肢中["顔面"][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_面額 = pars["面額"].ToPar(); Pars pars2 = pars["面左下"].ToPars(); X0Y0_面左下_面目 = pars2["面目"].ToPar(); @@ -543,8 +543,8 @@ namespace SlaveMatrix pars2 = pars["面中1"].ToPars(); X0Y0_面中1_面中 = pars2["面中"].ToPar(); X0Y0_面中1_面中下 = pars2["面中下"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs index 7b5f06f..d1d4bcb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs @@ -631,19 +631,19 @@ namespace SlaveMatrix } } - public JointS 触覚左_接続点 => new JointS(本体, X0Y0_付根左_付根2, 0); + public JointS 触覚左_接続点 => new JointS(Body, X0Y0_付根左_付根2, 0); - public JointS 触覚右_接続点 => new JointS(本体, X0Y0_付根右_付根2, 0); + public JointS 触覚右_接続点 => new JointS(Body, X0Y0_付根右_付根2, 0); public 顔面_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔面_虫D e) { 顔面_虫 顔面_虫2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.肢中["顔面"][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_面基 = pars["面基"].ToPar(); Pars pars2 = pars["複眼左"].ToPars(); X0Y0_複眼左_複眼1 = pars2["複眼1"].ToPar(); @@ -679,8 +679,8 @@ namespace SlaveMatrix X0Y0_単眼_眼右_基 = pars3["基"].ToPar(); X0Y0_単眼_眼右_眼 = pars3["眼"].ToPar(); X0Y0_単眼_眼右_ハイライト = pars3["ハイライト"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs index 39ba0e5..8ed28fb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs @@ -815,19 +815,19 @@ namespace SlaveMatrix } } - public JointS 触覚左_接続点 => new JointS(本体, X0Y0_面, 0); + public JointS 触覚左_接続点 => new JointS(Body, X0Y0_面, 0); - public JointS 触覚右_接続点 => new JointS(本体, X0Y0_面, 1); + public JointS 触覚右_接続点 => new JointS(Body, X0Y0_面, 1); public 顔面_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔面_蟲D e) { 顔面_蟲 顔面_蟲2 = this; ThisType = GetType(); Dif dif = new Dif(Sta.肢中["顔面"][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_面 = pars["面"].ToPar(); Pars pars2 = pars["眼左"].ToPars(); Pars pars3 = pars2["眼1"].ToPars(); @@ -877,8 +877,8 @@ namespace SlaveMatrix pars2 = pars["角右"].ToPars(); X0Y0_角右_角右1 = pars2["角右1"].ToPar(); X0Y0_角右_角右2 = pars2["角右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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs index fc86c21..8541ede 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs @@ -557,8 +557,8 @@ namespace SlaveMatrix public 飛沫_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 飛沫_人D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["飛沫"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["飛沫"]); + Pars pars = Body[0][0]; X0Y0_飛沫基 = pars["飛沫基"].ToPar(); X0Y0_雫1 = pars["雫1"].ToPar(); X0Y0_雫2 = pars["雫2"].ToPar(); @@ -570,7 +570,7 @@ namespace SlaveMatrix X0Y0_雫8 = pars["雫8"].ToPar(); X0Y0_雫9 = pars["雫9"].ToPar(); X0Y0_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_飛沫基 = pars["飛沫基"].ToPar(); X0Y1_雫1 = pars["雫1"].ToPar(); X0Y1_雫2 = pars["雫2"].ToPar(); @@ -582,7 +582,7 @@ namespace SlaveMatrix X0Y1_雫8 = pars["雫8"].ToPar(); X0Y1_雫9 = pars["雫9"].ToPar(); X0Y1_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_飛沫基 = pars["飛沫基"].ToPar(); X0Y2_雫1 = pars["雫1"].ToPar(); X0Y2_雫2 = pars["雫2"].ToPar(); @@ -594,7 +594,7 @@ namespace SlaveMatrix X0Y2_雫8 = pars["雫8"].ToPar(); X0Y2_雫9 = pars["雫9"].ToPar(); X0Y2_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_飛沫基 = pars["飛沫基"].ToPar(); X0Y3_雫1 = pars["雫1"].ToPar(); X0Y3_雫2 = pars["雫2"].ToPar(); @@ -606,7 +606,7 @@ namespace SlaveMatrix X0Y3_雫8 = pars["雫8"].ToPar(); X0Y3_雫9 = pars["雫9"].ToPar(); X0Y3_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_飛沫基 = pars["飛沫基"].ToPar(); X0Y4_雫1 = pars["雫1"].ToPar(); X0Y4_雫2 = pars["雫2"].ToPar(); @@ -618,8 +618,8 @@ namespace SlaveMatrix X0Y4_雫8 = pars["雫8"].ToPar(); X0Y4_雫9 = pars["雫9"].ToPar(); X0Y4_雫10 = pars["雫10"].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; @@ -722,7 +722,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_飛沫基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs index e70388a..df87141 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs @@ -557,8 +557,8 @@ namespace SlaveMatrix public 飛沫_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 飛沫_獣D e) { ThisType = GetType(); - 本体 = new Difs(Sta.性器付["四足飛沫"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.性器付["四足飛沫"]); + Pars pars = Body[0][0]; X0Y0_飛沫基 = pars["飛沫基"].ToPar(); X0Y0_雫1 = pars["雫1"].ToPar(); X0Y0_雫2 = pars["雫2"].ToPar(); @@ -570,7 +570,7 @@ namespace SlaveMatrix X0Y0_雫8 = pars["雫8"].ToPar(); X0Y0_雫9 = pars["雫9"].ToPar(); X0Y0_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_飛沫基 = pars["飛沫基"].ToPar(); X0Y1_雫1 = pars["雫1"].ToPar(); X0Y1_雫2 = pars["雫2"].ToPar(); @@ -582,7 +582,7 @@ namespace SlaveMatrix X0Y1_雫8 = pars["雫8"].ToPar(); X0Y1_雫9 = pars["雫9"].ToPar(); X0Y1_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_飛沫基 = pars["飛沫基"].ToPar(); X0Y2_雫1 = pars["雫1"].ToPar(); X0Y2_雫2 = pars["雫2"].ToPar(); @@ -594,7 +594,7 @@ namespace SlaveMatrix X0Y2_雫8 = pars["雫8"].ToPar(); X0Y2_雫9 = pars["雫9"].ToPar(); X0Y2_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_飛沫基 = pars["飛沫基"].ToPar(); X0Y3_雫1 = pars["雫1"].ToPar(); X0Y3_雫2 = pars["雫2"].ToPar(); @@ -606,7 +606,7 @@ namespace SlaveMatrix X0Y3_雫8 = pars["雫8"].ToPar(); X0Y3_雫9 = pars["雫9"].ToPar(); X0Y3_雫10 = pars["雫10"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_飛沫基 = pars["飛沫基"].ToPar(); X0Y4_雫1 = pars["雫1"].ToPar(); X0Y4_雫2 = pars["雫2"].ToPar(); @@ -618,8 +618,8 @@ namespace SlaveMatrix X0Y4_雫8 = pars["雫8"].ToPar(); X0Y4_雫9 = pars["雫9"].ToPar(); X0Y4_雫10 = pars["雫10"].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; @@ -722,7 +722,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_飛沫基CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs index bfaebca..4759528 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -106,14 +106,14 @@ namespace SlaveMatrix public 飛膜_先(double DisUnit, 配色指定 配色指定, 体配色 体配色) { ThisType = GetType(); - 本体 = new Difs(Sta.腕左["飛膜先"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["飛膜先"]); + Pars pars = Body[0][0]; X0Y0_飛膜 = pars["飛膜"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_飛膜 = pars["飛膜"].ToPar(); Xasix = false; - 本体.SetJoints(); - 接続根 = new JointD(本体); + Body.SetJoints(); + 接続根 = new JointD(Body); base.配色指定 = 配色指定; 配色(体配色); X0Y0_飛膜CP = new ColorP(X0Y0_飛膜, 飛膜CD, DisUnit, abj: true); @@ -122,7 +122,7 @@ namespace SlaveMatrix public void 接続(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, bool カーブ) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { if (右 || 反転X_ || 反転Y_) { @@ -593,7 +593,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_飛膜CP.Update(); } @@ -605,7 +605,7 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_飛膜CP.Update(mm); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs index 586933b..25cc83d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -106,14 +106,14 @@ namespace SlaveMatrix public 飛膜_根(double DisUnit, 配色指定 配色指定, 体配色 体配色) { ThisType = GetType(); - 本体 = new Difs(Sta.腕左["飛膜根"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.腕左["飛膜根"]); + Pars pars = Body[0][0]; X0Y0_飛膜 = pars["飛膜"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_飛膜 = pars["飛膜"].ToPar(); Xasix = false; - 本体.SetJoints(); - 接続根 = new JointD(本体); + Body.SetJoints(); + 接続根 = new JointD(Body); base.配色指定 = 配色指定; 配色(体配色); X0Y0_飛膜CP = new ColorP(X0Y0_飛膜, 飛膜CD, DisUnit, abj: true); @@ -122,7 +122,7 @@ namespace SlaveMatrix public void 接続(UpperArm_蝙 UpperArm, LowerArm_蝙 LowerArm, 手_蝙 手, Vector2D 接着点) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { if (右 || 反転X_ || 反転Y_) { @@ -327,7 +327,7 @@ namespace SlaveMatrix public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_飛膜CP.Update(); } @@ -339,7 +339,7 @@ namespace SlaveMatrix public override void 色更新(Vector2D[] mm) { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_飛膜CP.Update(mm); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs index 2f71652..d6256a0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs @@ -89,14 +89,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "豚鰭"; dif.Add(new Pars(Sta.肢左["鰭"][1][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_鰭 = pars["鰭"].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; @@ -137,7 +137,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_鰭.AngleBase = num * -20.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs index f7a4c64..6292bfe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs @@ -53,7 +53,7 @@ namespace SlaveMatrix set { 欠損_ = value; - 本体.IndexY = (欠損_ ? 1 : 0); + Body.IndexY = (欠損_ ? 1 : 0); } } @@ -175,25 +175,25 @@ namespace SlaveMatrix { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["鰭"][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]; Pars pars2 = pars["鰭2"].ToPars(); X0Y0_鰭2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y0_鰭2_鰭条 = pars2["鰭条"].ToPar(); pars2 = pars["鰭1"].ToPars(); X0Y0_鰭1_鰭膜 = pars2["鰭膜"].ToPar(); X0Y0_鰭1_鰭条 = pars2["鰭条"].ToPar(); - Pars pars3 = 本体[0][1]; + Pars pars3 = Body[0][1]; pars2 = pars3["鰭2"].ToPars(); X0Y1_鰭2_鰭膜 = pars2["鰭膜"].ToPar(); X0Y1_鰭2_鰭条 = pars2["鰭条"].ToPar(); pars2 = pars3["鰭1"].ToPars(); X0Y1_鰭1_鰭膜 = pars2["鰭膜"].ToPar(); X0Y1_鰭1_鰭条 = pars2["鰭条"].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; @@ -251,12 +251,12 @@ namespace SlaveMatrix X0Y1_鰭2_鰭条.AngleBase = 0.0; X0Y1_鰭1_鰭膜.AngleBase = 0.0; X0Y1_鰭1_鰭条.AngleBase = 0.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() { - if (本体.IndexY == 0) + if (Body.IndexY == 0) { X0Y0_鰭2_鰭膜CP.Update(); X0Y0_鰭2_鰭条CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs index bed0054..3cc0e9d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs @@ -89,14 +89,14 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鯨鰭"; dif.Add(new Pars(Sta.肢左["鰭"][1][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_鰭 = pars["鰭"].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; @@ -137,7 +137,7 @@ namespace SlaveMatrix { double num = (右 ? (-1.0) : 1.0); X0Y0_鰭.AngleBase = num * -29.0; - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs index c17ce44..4df1ebc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs @@ -1405,10 +1405,10 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "鳳凰"; dif.Add(new Pars(Sta.肢中["尾"][2][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]; Pars pars2 = pars["羽"].ToPars(); X0Y0_羽_羽 = pars2["羽"].ToPar(); X0Y0_羽_紋1 = pars2["紋1"].ToPar(); @@ -1493,8 +1493,8 @@ namespace SlaveMatrix X0Y0_羽21_羽 = pars2["羽"].ToPar(); X0Y0_羽21_紋1 = pars2["紋1"].ToPar(); X0Y0_羽21_紋2 = pars2["紋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; @@ -1680,7 +1680,7 @@ namespace SlaveMatrix X0Y0_羽19_羽.AngleBase = maxAngle.GetRanAngle(); X0Y0_羽20_羽.AngleBase = maxAngle.GetRanAngle(); X0Y0_羽21_羽.AngleBase = maxAngle.GetRanAngle(); - 本体.JoinPAall(); + Body.JoinPAall(); } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs index 0d01b37..e5a90ab 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs @@ -84,9 +84,9 @@ namespace SlaveMatrix } } - public JointS 鼻水左_接続点 => new JointS(本体, X0Y0_鼻, 0); + public JointS 鼻水左_接続点 => new JointS(Body, X0Y0_鼻, 0); - public JointS 鼻水右_接続点 => new JointS(本体, X0Y0_鼻, 1); + public JointS 鼻水右_接続点 => new JointS(Body, X0Y0_鼻, 1); public 鼻_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻_人D e) { @@ -95,13 +95,13 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "人"; dif.Add(new Pars(Sta.胴体["鼻"][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_鼻 = pars["鼻"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs index 709762b..5d4f6f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs @@ -84,9 +84,9 @@ namespace SlaveMatrix } } - public JointS 鼻水左_接続点 => new JointS(本体, X0Y0_鼻, 0); + public JointS 鼻水左_接続点 => new JointS(Body, X0Y0_鼻, 0); - public JointS 鼻水右_接続点 => new JointS(本体, X0Y0_鼻, 1); + public JointS 鼻水右_接続点 => new JointS(Body, X0Y0_鼻, 1); public 鼻_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻_獣D e) { @@ -95,13 +95,13 @@ namespace SlaveMatrix Dif dif = new Dif(); dif.Tag = "獣"; dif.Add(new Pars(Sta.胴体["鼻"][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_鼻 = pars["鼻"].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; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs index 860e77e..2162ecf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs @@ -124,19 +124,19 @@ namespace SlaveMatrix public 鼻水(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻水D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["鼻水左"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["鼻水左"]); + Pars pars = Body[0][0]; X0Y0_鼻水 = pars["鼻水"].ToPar(); - pars = 本体[0][1]; + pars = Body[0][1]; X0Y1_鼻水 = pars["鼻水"].ToPar(); - pars = 本体[0][2]; + pars = Body[0][2]; X0Y2_鼻水 = pars["鼻水"].ToPar(); - pars = 本体[0][3]; + pars = Body[0][3]; X0Y3_鼻水 = pars["鼻水"].ToPar(); - pars = 本体[0][4]; + pars = Body[0][4]; X0Y4_鼻水 = pars["鼻水"].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; @@ -179,7 +179,7 @@ namespace SlaveMatrix public override void 色更新() { - switch (本体.IndexY) + switch (Body.IndexY) { case 0: X0Y0_鼻水CP.Update(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs index f74e2fc..e2445f5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs @@ -308,8 +308,8 @@ namespace SlaveMatrix public 鼻肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻肌D e) { ThisType = GetType(); - 本体 = new Difs(Sta.胴体["鼻肌"]); - Pars pars = 本体[0][0]; + Body = new Difs(Sta.胴体["鼻肌"]); + Pars pars = Body[0][0]; Pars pars2 = pars["紋柄"].ToPars(); Pars pars3 = pars2["紋左"].ToPars(); X0Y0_紋柄_紋左_紋1 = pars3["紋1"].ToPar(); @@ -324,8 +324,8 @@ namespace SlaveMatrix X0Y0_紋柄_紋右_紋4 = pars3["紋4"].ToPar(); X0Y0_紋柄_紋右_紋5 = pars3["紋5"].ToPar(); X0Y0_傷I = pars["傷I"].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; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs index e59f31b..f88ae00 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs @@ -14,7 +14,7 @@ namespace SlaveMatrix public DE(Ele src, Action 描画) { Par = src; - 本体 = src.本体; + Body = src.Body; this.描画 = 描画; } @@ -1018,7 +1018,7 @@ namespace SlaveMatrix { get { - Par par = 性器.本体.Current.EnumAllPar().First((Par e) => e.Tag == "陰核"); + Par par = 性器.Body.Current.EnumAllPar().First((Par e) => e.Tag == "陰核"); 性器.接続PA(); return par.ToGlobal(par.BasePointBase.AddY(-0.003)); } @@ -1028,7 +1028,7 @@ namespace SlaveMatrix { get { - Par par = 乳房左.本体.Current.EnumAllPar().First((Par e) => e.Tag == "乳首"); + Par par = 乳房左.Body.Current.EnumAllPar().First((Par e) => e.Tag == "乳首"); 乳房左.接続PA(); return par.ToGlobal(par.BasePointBase); } @@ -1038,7 +1038,7 @@ namespace SlaveMatrix { get { - Par par = 乳房右.本体.Current.EnumAllPar().First((Par e) => e.Tag == "乳首"); + Par par = 乳房右.Body.Current.EnumAllPar().First((Par e) => e.Tag == "乳首"); 乳房右.接続PA(); return par.ToGlobal(par.BasePointBase); } @@ -1048,7 +1048,7 @@ namespace SlaveMatrix { get { - Par par = 性器.本体.Current.EnumAllPar().First((Par e) => e.Tag == "尿道"); + Par par = 性器.Body.Current.EnumAllPar().First((Par e) => e.Tag == "尿道"); 性器.接続PA(); return par.ToGlobal(par.BasePointBase); } @@ -1058,7 +1058,7 @@ namespace SlaveMatrix { get { - Par par = 性器.本体.Current.EnumAllPar().First((Par e) => e.Tag == "膣口"); + Par par = 性器.Body.Current.EnumAllPar().First((Par e) => e.Tag == "膣口"); 性器.接続PA(); return par.Position; } @@ -1594,17 +1594,17 @@ namespace SlaveMatrix 腰肌_人.Yv = value; 下着B_ノーマル.Yv = value; 下着B_マイクロ.Yv = value; - 性器_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; - foreach (Par item in 性器_人.本体.EnumJoinRoot) + 性器_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35; + foreach (Par item in 性器_人.Body.EnumJoinRoot) { item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001); } - 肛門_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; - foreach (Par item2 in 上着B_クロス.本体.EnumJoinRoot) + 肛門_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35; + foreach (Par item2 in 上着B_クロス.Body.EnumJoinRoot) { item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } - foreach (Par item3 in 上着B_前掛け.本体.EnumJoinRoot) + foreach (Par item3 in 上着B_前掛け.Body.EnumJoinRoot) { item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } @@ -1624,17 +1624,17 @@ namespace SlaveMatrix 腰肌_人.Yi = value; 下着B_ノーマル.Yi = value; 下着B_マイクロ.Yi = value; - 性器_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; - foreach (Par item in 性器_人.本体.EnumJoinRoot) + 性器_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35; + foreach (Par item in 性器_人.Body.EnumJoinRoot) { item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001); } - 肛門_人.本体.SizeYCont = 0.65 + Waist.Yv * 0.35; - foreach (Par item2 in 上着B_クロス.本体.EnumJoinRoot) + 肛門_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35; + foreach (Par item2 in 上着B_クロス.Body.EnumJoinRoot) { item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } - foreach (Par item3 in 上着B_前掛け.本体.EnumJoinRoot) + foreach (Par item3 in 上着B_前掛け.Body.EnumJoinRoot) { item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003); } @@ -1652,12 +1652,12 @@ namespace SlaveMatrix { Waist_獣.Yv = value; 腰肌_獣.Yv = value; - 性器_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; - foreach (Par item in 性器_獣.本体.EnumJoinRoot) + 性器_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; + foreach (Par item in 性器_獣.Body.EnumJoinRoot) { item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001); } - 肛門_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; + 肛門_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; 腰振り_獣(); } } @@ -1672,12 +1672,12 @@ namespace SlaveMatrix { Waist_獣.Yi = value; 腰肌_獣.Yi = value; - 性器_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; - foreach (Par item in 性器_獣.本体.EnumJoinRoot) + 性器_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; + foreach (Par item in 性器_獣.Body.EnumJoinRoot) { item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001); } - 肛門_獣.本体.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; + 肛門_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35; 腰振り_獣(); } } @@ -2973,7 +2973,7 @@ namespace SlaveMatrix { ((角2_鬼)current_element).SetBasePoint(); } - foreach (Par item19 in current_element.本体.EnumAllPar()) + foreach (Par item19 in current_element.Body.EnumAllPar()) { if (item19.Tag.Contains("ハイライト")) { @@ -5405,12 +5405,12 @@ namespace SlaveMatrix if (Is粘 && Waist.腿左_接続 != null) { foreach (Par item53 in (from e in Waist.腿左_接続.GetEles<腿>() - select e.本体.EnumAllPar()).Aggregate((IEnumerable e1, IEnumerable e2) => e1.Concat(e2))) + select e.Body.EnumAllPar()).Aggregate((IEnumerable e1, IEnumerable e2) => e1.Concat(e2))) { item53.OP.OutlineFalse(); } foreach (Par item54 in (from e in Waist.腿右_接続.GetEles<腿>() - select e.本体.EnumAllPar()).Aggregate((IEnumerable e1, IEnumerable e2) => e1.Concat(e2))) + select e.Body.EnumAllPar()).Aggregate((IEnumerable e1, IEnumerable e2) => e1.Concat(e2))) { item54.OP.OutlineFalse(); } @@ -9203,12 +9203,12 @@ namespace SlaveMatrix public Ele GetHitEle(Color hc) { - return EnumAllEle().FirstOrDefault((Ele e) => e.本体.IsHit(ref hc)); + return EnumAllEle().FirstOrDefault((Ele e) => e.Body.IsHit(ref hc)); } public bool IsHit(Color hc) { - return EnumAllEle().Any((Ele e) => e.本体.IsHit(ref hc)); + return EnumAllEle().Any((Ele e) => e.Body.IsHit(ref hc)); } public IEnumerable EnumAllEle() @@ -9260,11 +9260,11 @@ namespace SlaveMatrix } } 染み_人.位置B = Waist.位置; - 染み_人.本体.JoinP(); + 染み_人.Body.JoinP(); if (Is獣) { 染み_獣.位置B = Waist_獣.位置; - 染み_獣.本体.JoinP(); + 染み_獣.Body.JoinP(); } Waist_人y = Waist.Yi; if (Is獣) @@ -9796,14 +9796,14 @@ namespace SlaveMatrix Torso.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); Torso.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004); 胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.002); - 胴肌_人.本体.SizeYCont = 0.85 + (1.0 - Waist.Yv) * 0.15; + 胴肌_人.Body.SizeYCont = 0.85 + (1.0 - Waist.Yv) * 0.15; } private void 腰振り_獣() { Torso_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); Torso_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004); - 胴肌_獣.本体.SizeYCont = 0.85 + (1.0 - Waist_獣.Yv) * 0.15; + 胴肌_獣.Body.SizeYCont = 0.85 + (1.0 - Waist_獣.Yv) * 0.15; if (EI半中1 != null) { EI半中1.Updatef = true; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs b/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs index 520938e..08e1ab0 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs @@ -46,7 +46,7 @@ namespace SlaveMatrix { this.調教UI = 調教UI; this.Ele = Ele; - foreach (Par item in Ele.本体.EnumAllPar()) + foreach (Par item in Ele.Body.EnumAllPar()) { item.HitColor = Med.GetUniqueColor(); } @@ -70,7 +70,7 @@ namespace SlaveMatrix { if (Show && Under && 描画Show) { - Ele.本体.JoinPA(); + Ele.Body.JoinPA(); Ele.色更新(); 調教UI.持ち手下描画(); Ele.描画0(Are); @@ -90,7 +90,7 @@ namespace SlaveMatrix { if (Show && Under && 描画Show) { - Ele.本体.JoinPA(); + Ele.Body.JoinPA(); Ele.色更新(); Ele.描画0(Are); } @@ -108,7 +108,7 @@ namespace SlaveMatrix { if (Show && !Under && StaShow) { - Ele.本体.JoinPA(); + Ele.Body.JoinPA(); Ele.色更新(); Ele.描画0(Are); Ele.描画1(Are); @@ -120,7 +120,7 @@ namespace SlaveMatrix if (Show && !Under && DraShow) { 調教UI.持ち手下描画(); - Ele.本体.JoinPA(); + Ele.Body.JoinPA(); Ele.色更新(); Ele.描画0(Are); Ele.描画1(Are); @@ -132,7 +132,7 @@ namespace SlaveMatrix { if (Show && !Under && DraShow) { - Ele.本体.JoinPA(); + Ele.Body.JoinPA(); Ele.色更新(); Ele.描画0(Are); Ele.描画1(Are); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs index 9b4721c..27d712b 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs @@ -1223,12 +1223,12 @@ namespace SlaveMatrix }; Mots.Add(絶頂終了.GetHashCode().ToString(), 絶頂終了); double kv = 0.0; - Par pa = Bod.Waist.本体.CurJoinRoot; + Par pa = Bod.Waist.Body.CurJoinRoot; Par pb = null; Vector2D vec = Dat.Vec2DZero; Action 腰接続 = delegate { - pb = cha.Bod.Waist.本体.CurJoinRoot; + pb = cha.Bod.Waist.Body.CurJoinRoot; vec = pb.ToGlobal(pb.JP[5].Joint) - pa.ToGlobal(pa.JP[5].Joint); if (cha.Bod.IsWaist) { @@ -1987,7 +1987,7 @@ namespace SlaveMatrix }; Mots.Add(ごっくん.GetHashCode().ToString(), ごっくん); Mots.Drive(Med.FPSF); - Med.SetUniqueColor(Bod.Elements.Select((Ele e) => e.本体.EnumAllPar()).JoinEnum()); + Med.SetUniqueColor(Bod.Elements.Select((Ele e) => e.Body.EnumAllPar()).JoinEnum()); 汗掻き = new Sweat(Med, Are, this, Mots); 汗かき = 汗掻き.汗かき; Bod.汗掻き = 汗掻き; @@ -2005,7 +2005,7 @@ namespace SlaveMatrix { Bod.Dispose(); 汗掻き.Dispose(); - Med.RemUniqueColor(Bod.Elements.Select((Ele e) => e.本体.EnumAllPar()).JoinEnum()); + Med.RemUniqueColor(Bod.Elements.Select((Ele e) => e.Body.EnumAllPar()).JoinEnum()); } public void Set衣装(IEnumerable 衣装) @@ -2048,7 +2048,7 @@ namespace SlaveMatrix result.e = this.Bod.GetHitEle(HitColor); if (result.e != null) { - result.p = result.e.本体.GetHitPar_(HitColor); + result.p = result.e.Body.GetHitPar_(HitColor); bool flag = false; bool flag2 = result.e is Shoulder || result.e is UpperArm || result.e is LowerArm || result.e is 手 || result.e is 四足脇 || result.e is 腿 || result.e is Leg || result.e is 足 || result.e is 鰭 || result.e is 葉 || result.e is 前翅 || result.e is 後翅 || result.e is 触肢 || result.e is 節足 || result.e is 節尾 || result.e is 大顎 || result.e is 虫顎 || result.e is 虫鎌 || result.e is 触手; if (result.e is 前髪 || result.e is 頭頂) diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs index 318e78c..68dea80 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs @@ -12,9 +12,9 @@ namespace SlaveMatrix public ConnectionInfo ConnectionType; - public Difs 本体; + public Difs Body; //本体 - public static double 肥大mi1 = -5E-07; + public static double 肥大mi1 = -5E-07; public static double 肥大ma1 = 8E-05; @@ -66,15 +66,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.BasePointBase; + return Body.CurJoinRoot.BasePointBase; } set { - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.BasePointBase = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -82,33 +82,33 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.BasePointCont; + return Body.CurJoinRoot.BasePointCont; } set { - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.BasePointCont = value; } - 本体.JoinP(); + Body.JoinP(); } } - public virtual Vector2D 位置 => 本体.CurJoinRoot.Position; + public virtual Vector2D 位置 => Body.CurJoinRoot.Position; public virtual Vector2D 位置B { get { - return 本体.CurJoinRoot.PositionBase; + return Body.CurJoinRoot.PositionBase; } set { - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.PositionBase = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -116,15 +116,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.PositionCont; + return Body.CurJoinRoot.PositionCont; } set { - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.PositionCont = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -132,11 +132,11 @@ namespace SlaveMatrix { set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.AngleBase = value; } - 本体.JoinPA(); + Body.JoinPA(); } } @@ -144,15 +144,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.AngleBase; + return Body.CurJoinRoot.AngleBase; } set { - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.AngleBase = value; } - 本体.JoinPA(); + Body.JoinPA(); } } @@ -160,15 +160,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.AngleCont; + return Body.CurJoinRoot.AngleCont; } set { - foreach (Par item in 本体.EnumJoinRoot) + foreach (Par item in Body.EnumJoinRoot) { item.AngleCont = value; } - 本体.JoinPA(); + Body.JoinPA(); } } @@ -176,15 +176,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeBase; + return Body.CurJoinRoot.SizeBase; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeBase *= value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -192,15 +192,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeCont; + return Body.CurJoinRoot.SizeCont; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeCont = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -208,15 +208,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeXBase; + return Body.CurJoinRoot.SizeXBase; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeXBase *= value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -224,15 +224,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeXCont; + return Body.CurJoinRoot.SizeXCont; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeXCont = value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -240,15 +240,15 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeYBase; + return Body.CurJoinRoot.SizeYBase; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeYBase *= value; } - 本体.JoinP(); + Body.JoinP(); } } @@ -256,23 +256,23 @@ namespace SlaveMatrix { get { - return 本体.CurJoinRoot.SizeYCont; + return Body.CurJoinRoot.SizeYCont; } set { - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { item.SizeYCont = value; } - 本体.JoinP(); + Body.JoinP(); } } - public virtual double 尺度 => 本体.CurJoinRoot.Size; + public virtual double 尺度 => Body.CurJoinRoot.Size; - public virtual double 尺度Y => 本体.CurJoinRoot.SizeY; + public virtual double 尺度Y => Body.CurJoinRoot.SizeY; - public virtual double 尺度X => 本体.CurJoinRoot.SizeX; + public virtual double 尺度X => Body.CurJoinRoot.SizeX; public virtual double 肥大 { @@ -286,7 +286,7 @@ namespace SlaveMatrix double rate = 肥大mi1 + 肥大d1 * 肥大_; double num = 肥大mi2 + 肥大d2 * 肥大_; double num2 = num + 0.05 * 肥大_.Inverse(); - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { if (item.Parent.Tag.Contains("眼") || item.Parent.Tag.Contains("コア") || item.Tag.Contains("傷") || item.Tag.Contains("ボタン")) { @@ -320,7 +320,7 @@ namespace SlaveMatrix item.SizeYBase *= num; } } - 本体.JoinP(); + Body.JoinP(); } } @@ -334,7 +334,7 @@ namespace SlaveMatrix { 身長_ = value; double num = 身長mi2 + 身長d2 * 身長_; - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { if (!item.Parent.Tag.Contains("眼") && !item.Parent.Tag.Contains("コア") && !item.Tag.Contains("傷") && !item.Tag.Contains("ボタン") && !item.Parent.Tag.Contains("輪") && !item.Tag.Contains("吸盤") && !(this is 膣基) && !(this is 膣内精液) && !(this is 断面) && !(this is 性器) && !(this is 肛門) && !(this is 乳房) && !(this is 下着トップ) && !(this is Waist) && !(this is 腰肌) && !(this is 四足腰) && !(this is 下着ボトム) && !(this is 上着ボトム) && !(this is 手) && !(this is 噴乳) && !(this is 飛沫) && !(this is 潮吹_小) && !(this is 潮吹_大) && !(this is 放尿) && !(this is Head) && !(this is 目隠帯) && !(this is 玉口枷) && !(this is 半身) && !(this is 頭頂) && !(this is 背中_光) && !(this is ボテ腹)) { @@ -367,7 +367,7 @@ namespace SlaveMatrix item.OP.ScalingXY(item.OP.GetCenter(), 1.0 / num); } } - 本体.JoinP(); + Body.JoinP(); } } @@ -381,9 +381,9 @@ namespace SlaveMatrix { if (右_ != value) { - 本体.JoinPAall(); - 本体.ReverseX(); - 本体.JoinP(); + Body.JoinPAall(); + Body.ReverseX(); + Body.JoinP(); } 右_ = value; } @@ -399,9 +399,9 @@ namespace SlaveMatrix { if (反転X_ != value) { - 本体.JoinPAall(); - 本体.ReverseX(); - 本体.JoinP(); + Body.JoinPAall(); + Body.ReverseX(); + Body.JoinP(); } 反転X_ = value; } @@ -417,9 +417,9 @@ namespace SlaveMatrix { if (反転Y_ != value) { - 本体.JoinPAall(); - 本体.ReverseY(); - 本体.JoinP(); + Body.JoinPAall(); + Body.ReverseY(); + Body.JoinP(); } 反転Y_ = value; } @@ -429,11 +429,11 @@ namespace SlaveMatrix { get { - return 本体.ValueX; + return Body.ValueX; } set { - 本体.ValueX = value; + Body.ValueX = value; } } @@ -441,11 +441,11 @@ namespace SlaveMatrix { get { - return 本体.ValueY; + return Body.ValueY; } set { - 本体.ValueY = value; + Body.ValueY = value; } } @@ -453,11 +453,11 @@ namespace SlaveMatrix { get { - return 本体.IndexX; + return Body.IndexX; } set { - 本体.IndexX = value; + Body.IndexX = value; } } @@ -465,11 +465,11 @@ namespace SlaveMatrix { get { - return 本体.IndexY; + return Body.IndexY; } set { - 本体.IndexY = value; + Body.IndexY = value; } } @@ -483,7 +483,7 @@ namespace SlaveMatrix { サイズ_ = value; double rate = 0.95 + 0.09 * サイズ_; - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { Vector2D center = item.OP.GetCenter(); item.OP.ScalingXY(center, rate); @@ -502,7 +502,7 @@ namespace SlaveMatrix { サイズX_ = value; double rate = 0.95 + 0.09 * サイズX_; - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { Vector2D center = item.OP.GetCenter(); item.OP.ScalingX(center, rate); @@ -521,7 +521,7 @@ namespace SlaveMatrix { サイズY_ = value; double rate = 0.95 + 0.09 * サイズY_; - foreach (Par item in 本体.EnumAllPar()) + foreach (Par item in Body.EnumAllPar()) { Vector2D center = item.OP.GetCenter(); item.OP.ScalingY(center, rate); @@ -961,7 +961,7 @@ namespace SlaveMatrix public virtual void 描画0(RenderArea Are) { - 本体.Draw(Are); + Body.Draw(Are); } public virtual void 描画1(RenderArea Are) @@ -974,7 +974,7 @@ namespace SlaveMatrix public virtual void Dispose() { - 本体.Dispose(); + Body.Dispose(); } public virtual void 接続P() @@ -1002,11 +1002,11 @@ namespace SlaveMatrix public void SetAngle(Ele e) { - foreach (var item in 本体.EnumAllPar().Zip(e.本体.EnumAllPar(), (Par a0, Par a1) => new { a0, a1 })) + foreach (var item in Body.EnumAllPar().Zip(e.Body.EnumAllPar(), (Par a0, Par a1) => new { a0, a1 })) { item.a0.AngleBase = 0.0 - item.a1.AngleBase; } - 本体.JoinPAall(); + Body.JoinPAall(); } public virtual void SetRestraintAngle() diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs index 2f513a7..089044e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs @@ -3088,22 +3088,22 @@ namespace SlaveMatrix public static void 眉_下左(this Cha Cha) { - Cha.Bod.眉左.本体.CurJoinRoot.PositionCont = Dat.Vec2DZero; + Cha.Bod.眉左.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; } public static void 眉_下右(this Cha Cha) { - Cha.Bod.眉右.本体.CurJoinRoot.PositionCont = Dat.Vec2DZero; + Cha.Bod.眉右.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; } public static void 眉_上左(this Cha Cha) { - Cha.Bod.眉左.本体.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; + Cha.Bod.眉左.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; } public static void 眉_上右(this Cha Cha) { - Cha.Bod.眉右.本体.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; + Cha.Bod.眉右.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; } public static void 両眉_下(this Cha Cha) @@ -3183,12 +3183,12 @@ namespace SlaveMatrix public static void 単眉_下(this Cha Cha) { - Cha.Bod.単眼眉.本体.CurJoinRoot.PositionCont = Dat.Vec2DZero; + Cha.Bod.単眼眉.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; } public static void 単眉_上(this Cha Cha) { - Cha.Bod.単眼眉.本体.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; + Cha.Bod.単眼眉.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; } public static void 単眉_1(this Cha c, int i) @@ -4228,14 +4228,14 @@ namespace SlaveMatrix { 大顎 obj = Cha.Bod.大顎左[n]; obj.SetAngle0(); - obj.本体.CurJoinRoot.AngleBase += 根本角度 + u1; + obj.Body.CurJoinRoot.AngleBase += 根本角度 + u1; } public static void 大顎右(this Cha Cha, int n, double u1, double 根本角度) { 大顎 obj = Cha.Bod.大顎右[n]; obj.SetAngle0(); - obj.本体.CurJoinRoot.AngleBase += 0.0 - 根本角度 + (0.0 - u1); + obj.Body.CurJoinRoot.AngleBase += 0.0 - 根本角度 + (0.0 - u1); } public static void 大顎_基本左(this Cha Cha, int n, double u1) diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index 839bdc7..8534503 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -828,7 +828,7 @@ namespace SlaveMatrix public static void SetHitFalse(this Ele e) { - foreach (Par item in e.本体.EnumAllPar()) + foreach (Par item in e.Body.EnumAllPar()) { item.Hit = false; } @@ -836,7 +836,7 @@ namespace SlaveMatrix public static void SetHitTrue(this Ele e) { - foreach (Par item in e.本体.EnumAllPar()) + foreach (Par item in e.Body.EnumAllPar()) { item.Hit = true; } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs index 6af1d31..e0e0242 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs @@ -810,7 +810,7 @@ namespace SlaveMatrix public void Set_口(Ele t) { - Par par = Bod.口.本体.Current.EnumAllPar().First((Par e) => e.Tag == "口"); + Par par = Bod.口.Body.Current.EnumAllPar().First((Par e) => e.Tag == "口"); Bod.口.接続PA(); t.位置B = par.Position; } @@ -865,14 +865,14 @@ namespace SlaveMatrix public void Set_陰核(Ele t) { - Par par = Bod.性器.本体.Current.EnumAllPar().First((Par e) => e.Tag == "陰核"); + Par par = Bod.性器.Body.Current.EnumAllPar().First((Par e) => e.Tag == "陰核"); Bod.性器.接続PA(); t.位置B = par.Position; } public void Set_膣口(Ele t) { - Par par = Bod.性器.本体.Current.EnumAllPar().First((Par e) => e.Tag == "膣口"); + Par par = Bod.性器.Body.Current.EnumAllPar().First((Par e) => e.Tag == "膣口"); Bod.性器.接続PA(); t.位置B = par.Position; } @@ -891,7 +891,7 @@ namespace SlaveMatrix public void Set_くぱぁ(Ele t, bool 右) { - Par par = (Bod.Is獣 ? Bod.Waist_獣.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股") : Bod.Waist.本体.Current.EnumAllPar().First((Par e) => e.Tag == "股")); + Par par = (Bod.Is獣 ? Bod.Waist_獣.Body.Current.EnumAllPar().First((Par e) => e.Tag == "股") : Bod.Waist.Body.Current.EnumAllPar().First((Par e) => e.Tag == "股")); Bod.Waist.接続PA(); if (右) { @@ -964,43 +964,43 @@ namespace SlaveMatrix private 挿入処理 Get挿入処理(ref Color hc) { - if (ペニス.本体.IsHit(ref hc)) + if (ペニス.Body.IsHit(ref hc)) { return ペニス挿入; } - if (マウス.本体.IsHit(ref hc)) + if (マウス.Body.IsHit(ref hc)) { return マウス挿入; } - if (ハンド右.本体.IsHit(ref hc)) + if (ハンド右.Body.IsHit(ref hc)) { return ハンド挿入; } - if (ロータ.本体.IsHit(ref hc)) + if (ロータ.Body.IsHit(ref hc)) { return ロータ挿入; } - if (コモン.本体.IsHit(ref hc)) + if (コモン.Body.IsHit(ref hc)) { return コモン挿入; } - if (ディル.本体.IsHit(ref hc)) + if (ディル.Body.IsHit(ref hc)) { return ディル挿入; } - if (アナル.本体.IsHit(ref hc)) + if (アナル.Body.IsHit(ref hc)) { return アナル挿入; } - if (デンマ.本体.IsHit(ref hc)) + if (デンマ.Body.IsHit(ref hc)) { return デンマ挿入; } - if (ドリル.本体.IsHit(ref hc)) + if (ドリル.Body.IsHit(ref hc)) { return ドリル挿入; } - if (パール.本体.IsHit(ref hc)) + if (パール.Body.IsHit(ref hc)) { return パール挿入; } @@ -1066,7 +1066,7 @@ namespace SlaveMatrix 調教鞭.Yi = 2; focus.Ele.角度C = 0.0; } - focus.Ele.本体.JoinPAall(); + focus.Ele.Body.JoinPAall(); } public void Set持ち手() @@ -1079,7 +1079,7 @@ namespace SlaveMatrix ハンド右.角度C = 0.0; ハンド右.Xi = 0; ハンド右.Yi = 0; - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); return; } 持ち手 = true; @@ -1109,7 +1109,7 @@ namespace SlaveMatrix ハンド右.Xi = 5; Set_キャップ3(ハンド右); } - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); } public void Joi持ち手() @@ -1197,7 +1197,7 @@ namespace SlaveMatrix if (持ち手) { Joi持ち手(); - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); ハンド右.色更新(); if (ハンド右.Xi == 11) { @@ -1641,7 +1641,7 @@ namespace SlaveMatrix Color hc_ = hc; hcm = (from e in EnumCM() where e.使用状態 == UsageStatus.Standby - select e).FirstOrDefault((CM e) => e.Ele.本体.IsHit(ref hc_)); + select e).FirstOrDefault((CM e) => e.Ele.Body.IsHit(ref hc_)); if (hcm != null) { foreach (CM item in from e in EnumCM() @@ -1719,7 +1719,7 @@ namespace SlaveMatrix bool flag = true; foreach (挿入処理 item4 in SubFocus) { - if (flag = item4.対象.Ele.本体.IsHit(ref hc)) + if (flag = item4.対象.Ele.Body.IsHit(ref hc)) { if (item4.対象 == ロータCM) { @@ -1916,7 +1916,7 @@ namespace SlaveMatrix Color hc_ = hc; CM cM = (from e in EnumCM() where e.使用状態 == UsageStatus.Standby - select e).FirstOrDefault((CM e) => e.Ele.本体.IsHit(ref hc_)); + select e).FirstOrDefault((CM e) => e.Ele.Body.IsHit(ref hc_)); if (cM != null) { Focus.Ele.濃度 = 0.5; @@ -2700,7 +2700,7 @@ namespace SlaveMatrix ハンド右.X11Y0_呪印_輪3_輪内.ReverseX(); ハンド右.X11Y0_呪印_鎖1.ReverseX(); ハンド右.X11Y0_呪印_鎖3.ReverseX(); - ハンド右.本体.JoinPA(); + ハンド右.Body.JoinPA(); } Focus = ハンド右CM; 通常放し(); @@ -2873,7 +2873,7 @@ namespace SlaveMatrix { 射精.位置B = ペニス.位置B; 射精.色更新(); - 射精.本体.Draw(Are); + 射精.Body.Draw(Are); } foreach (挿入処理 item in SubFocus) { From c88038e38a60f0cb2144f62dc0bfc4dd888495a9 Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Wed, 4 Mar 2026 21:26:54 +0400 Subject: [PATCH 06/11] Fixed bitmap resize --- 2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs | 11 ++ 2DGAMELIB/_2DGAMELIB/WPFImage.cs | 146 ++++++++++++------ .../BodyPartClasses/バイブ_デンマ.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 54 +++---- 4 files changed, 140 insertions(+), 73 deletions(-) diff --git a/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs b/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs index a62277e..9a73924 100644 --- a/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs +++ b/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs @@ -215,6 +215,17 @@ namespace _2DGAMELIB resVector.Y = ((double)height - (double)BaseSize.Height / resMag) * 0.5; } } + + int fbW, fbH; + + Glfw.GetFramebufferSize(GlImage.PtrToWindow(window), out fbW, out fbH); + + uint vpW = (uint)(BaseSize.Width / resMag); + uint vpH = (uint)(BaseSize.Height / resMag); + int vpX = (int)(resVector.X); + int vpY = (int)(fbH - resVector.Y - vpH); + + baseControl.SetViewport(vpW, vpH, vpX, vpY); }; return BaseSize; diff --git a/2DGAMELIB/_2DGAMELIB/WPFImage.cs b/2DGAMELIB/_2DGAMELIB/WPFImage.cs index d6985ac..b8b7c2f 100644 --- a/2DGAMELIB/_2DGAMELIB/WPFImage.cs +++ b/2DGAMELIB/_2DGAMELIB/WPFImage.cs @@ -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); } @@ -164,31 +170,33 @@ namespace _2DGAMELIB 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 +225,67 @@ 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); } } } \ No newline at end of file diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs index 477aaf0..81e99b8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs @@ -2,7 +2,7 @@ using _2DGAMELIB; namespace SlaveMatrix { - public class バイブ_デンマ : Ele + public class バイブ_デンマ : Ele //baibu_denma { public Par X0Y0_ヘッド; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index 8534503..c1d13c4 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -902,7 +902,7 @@ namespace SlaveMatrix return t[num][num2]; } - public static List パース(this string s) + public static List Parse(this string s) { List list = new List(); string[] array = s.Split("\r\n\r\n"); @@ -921,29 +921,29 @@ namespace SlaveMatrix public static void Set擬音() { string[] array = ImiPath.FromText().Split(','); - 口挿 = array[0].パース(); - 口中 = array[1].パース(); - 口抜 = array[2].パース(); - 膣挿 = array[3].パース(); - 膣中 = array[4].パース(); - 膣抜 = array[5].パース(); - 肛挿 = array[6].パース(); - 肛中 = array[7].パース(); - 肛抜 = array[8].パース(); - 糸挿 = array[9].パース(); - 糸中 = array[10].パース(); - 糸抜 = array[11].パース(); - 潮吹 = array[12].パース(); - 放尿 = array[13].パース(); - くぱ = array[14].パース(); - 吸引 = array[15].パース(); - 吸着 = array[16].パース(); - 吸脱 = array[17].パース(); - 振動 = array[18].パース(); - 鞭振 = array[19].パース(); - 鞭打 = array[20].パース(); - 剃り = array[21].パース(); - 射精 = array[22].パース(); + 口挿 = array[0].Parse(); + 口中 = array[1].Parse(); + 口抜 = array[2].Parse(); + 膣挿 = array[3].Parse(); + 膣中 = array[4].Parse(); + 膣抜 = array[5].Parse(); + 肛挿 = array[6].Parse(); + 肛中 = array[7].Parse(); + 肛抜 = array[8].Parse(); + 糸挿 = array[9].Parse(); + 糸中 = array[10].Parse(); + 糸抜 = array[11].Parse(); + 潮吹 = array[12].Parse(); + 放尿 = array[13].Parse(); + くぱ = array[14].Parse(); + 吸引 = array[15].Parse(); + 吸着 = array[16].Parse(); + 吸脱 = array[17].Parse(); + 振動 = array[18].Parse(); + 鞭振 = array[19].Parse(); + 鞭打 = array[20].Parse(); + 剃り = array[21].Parse(); + 射精 = array[22].Parse(); 処女喪失 = (from f in array[23].Split("\r\n") where !string.IsNullOrWhiteSpace(f) && !f.StartsWith("//") select f).First(); @@ -1088,9 +1088,9 @@ namespace SlaveMatrix obj.MigrateKeys(); 胴体 = obj; - //胴体.SaveExMod("C:\\Users\\dave\\Documents\\胴体"); - //Ser.ToJson(胴体, "C:\\Users\\dave\\Documents\\胴体.json"); - //胴体 = Ser.UnJson("C:\\Users\\dave\\Documents\\胴体.json"); + //胴体.SaveExMod("C:\\Users\\adel4\\Documents\\胴体"); + //Ser.ToJson(胴体, "C:\\Users\\adel4\\Documents\\胴体.json"); + //胴体 = Ser.UnJson("C:\\Users\\adel4\\Documents\\胴体.json"); obj = Resources.肩左.ObjLoad(); obj.MigrateKeys(); From d982bc836a6d3a68ff0341928cadd19254996494 Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sat, 7 Mar 2026 11:27:29 +0400 Subject: [PATCH 07/11] Added some vars and funcs for testing. Added more fair fps counter and frame counter --- 2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs | 26 ++++ 2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs | 26 ++++ 2DGAMELIB/_2DGAMELIB/Par.cs | 126 +++++++++++++------- 2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs | 30 +++++ 2DGAMELIB/_2DGAMELIB/RenderArea.cs | 62 ++++++---- 2DGAMELIB/_2DGAMELIB/WPFImage.cs | 1 + 6 files changed, 201 insertions(+), 70 deletions(-) create mode 100644 2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs create mode 100644 2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs diff --git a/2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs b/2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs new file mode 100644 index 0000000..5d9976e --- /dev/null +++ b/2DGAMELIB/_2DGAMELIB/FrameTimeCounter.cs @@ -0,0 +1,26 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Text; + +namespace _2DGAMELIB +{ + internal class FrameTimeCounter + { + private readonly Stopwatch sw = Stopwatch.StartNew(); + private long lastTicks; + public double FrameMs { get; private set; } + + public void Frame() + { + long now = sw.ElapsedTicks; + + if (lastTicks != 0) + { + FrameMs = (now - lastTicks) * 1000.0 / Stopwatch.Frequency; + } + + lastTicks = now; + } + } +} diff --git a/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs b/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs index 9a73924..ab46825 100644 --- a/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs +++ b/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs @@ -294,6 +294,10 @@ namespace _2DGAMELIB baseControl.SetTitle(UITitle); Modes[mode].Setting(); + FrameTimeCounter FTC = new FrameTimeCounter(); + RealFpsCounter RFC = new RealFpsCounter(); + + /* Action action = delegate { if (FPSF.Value > 1.0) @@ -311,6 +315,28 @@ namespace _2DGAMELIB baseControl.SetBitmap(Display); }; + */ + + Action action = () => + { + if (FPSF.Value > 1.0) + Modes[mode].Draw(FPSF); + + baseControl.SetBitmap(Display); + + FTC.Frame(); + RFC.Frame(); + + if (ShowFPS) + { + baseControl.SetTitle( + UITitle + + " - FPS: " + RFC.Value.ToString("F1") + + " | Frame: " + FTC.FrameMs.ToString("F2") + " ms" + ); + } + }; + while (Drive) { diff --git a/2DGAMELIB/_2DGAMELIB/Par.cs b/2DGAMELIB/_2DGAMELIB/Par.cs index 841babf..b4b7739 100644 --- a/2DGAMELIB/_2DGAMELIB/Par.cs +++ b/2DGAMELIB/_2DGAMELIB/Par.cs @@ -4,6 +4,7 @@ using System.Collections.Generic; using System.Drawing; using System.Drawing.Drawing2D; using System.Linq; +using System.Diagnostics; namespace _2DGAMELIB { @@ -11,7 +12,20 @@ namespace _2DGAMELIB [Serializable] public class Par { - private Pars parent; + //FOR TESTS + public static long TCalc; + public static long TCalcH; + public static long TFill; + public static long TOutline; + public static long THitFill; + + public static int NCalc; + public static int NCalcH; + public static int NFill; + public static int NOutline; + public static int NHitFill; + + private Pars parent; public string Tag = ""; @@ -645,7 +659,11 @@ namespace _2DGAMELIB mv = Position * Unit - bp; - Path.Reset(); + double a = System.Math.PI * Angle / 180.0; + M11 = System.Math.Cos(a); + M12 = System.Math.Sin(a); + + Path.Reset(); OutlinePath.Reset(); foreach (Out item in op) { @@ -654,7 +672,7 @@ namespace _2DGAMELIB { p.X = item.ps[i].X * usx; p.Y = item.ps[i].Y * usy; - p = Rotate(Angle, p) + mv; + p = Rotate(ref p) + mv; points[i].X = (float)p.X; points[i].Y = (float)p.Y; @@ -677,11 +695,8 @@ namespace _2DGAMELIB } } - private Vector2D Rotate(double angle, Vector2D p) + private Vector2D Rotate(ref Vector2D p) { - double M11 = System.Math.Cos(System.Math.PI * angle / 180.0); - double M12 = System.Math.Sin(System.Math.PI * angle / 180.0); - p.X -= bp.X; p.Y -= bp.Y; @@ -694,33 +709,45 @@ namespace _2DGAMELIB return p; } - public void Draw(double Unit, Graphics Graphics) - { - if (Dra) - { - if (Edit) - { - Calculation(Unit); - Edit = false; - } - if (pen != null && (EditP || EditPS)) - { - pen.Width = (float)(Unit * penWidth * positionSize); - EditP = false; - EditPS = false; - } - if (brush != null) - { - Graphics.FillPath(brush, Path); - } - if (pen != null) - { - Graphics.DrawPath(pen, OutlinePath); - } - } - } + public void Draw(double Unit, Graphics Graphics) + { + if (Dra) + { + if (Edit) + { + long t0 = Stopwatch.GetTimestamp(); + Calculation(Unit); + TCalc += Stopwatch.GetTimestamp() - t0; + NCalc++; + Edit = false; + } - private void CalculationH(double Unit) + if (pen != null && (EditP || EditPS)) + { + pen.Width = (float)(Unit * penWidth * positionSize); + EditP = false; + EditPS = false; + } + + if (brush != null) + { + long t0 = Stopwatch.GetTimestamp(); + Graphics.FillPath(brush, Path); + TFill += Stopwatch.GetTimestamp() - t0; + NFill++; + } + + if (pen != null) + { + long t0 = Stopwatch.GetTimestamp(); + Graphics.DrawPath(pen, OutlinePath); + TOutline += Stopwatch.GetTimestamp() - t0; + NOutline++; + } + } + } + + private void CalculationH(double Unit) { ush = Unit * Size; usxh = ush * SizeX; @@ -786,20 +813,27 @@ namespace _2DGAMELIB ph.Y = vh.Y + bph.Y; } - public void DrawH(double Unit, Graphics Graphics) - { - if (Hit) - { - if (EditH) - { - CalculationH(Unit); - EditH = false; - } - Graphics.FillPath(HitBrush, gph); - } - } + public void DrawH(double Unit, Graphics Graphics) + { + if (Hit) + { + if (EditH) + { + long t0 = Stopwatch.GetTimestamp(); + CalculationH(Unit); + TCalcH += Stopwatch.GetTimestamp() - t0; + NCalcH++; + EditH = false; + } - public void SetJointP(int Index, Par Par) + long t1 = Stopwatch.GetTimestamp(); + Graphics.FillPath(HitBrush, gph); + THitFill += Stopwatch.GetTimestamp() - t1; + NHitFill++; + } + } + + public void SetJointP(int Index, Par Par) { if (Index < jp.Count) { diff --git a/2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs b/2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs new file mode 100644 index 0000000..f6147ad --- /dev/null +++ b/2DGAMELIB/_2DGAMELIB/RealFpsCounter.cs @@ -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; + } + } + } +} diff --git a/2DGAMELIB/_2DGAMELIB/RenderArea.cs b/2DGAMELIB/_2DGAMELIB/RenderArea.cs index 3fe5683..a2ab858 100644 --- a/2DGAMELIB/_2DGAMELIB/RenderArea.cs +++ b/2DGAMELIB/_2DGAMELIB/RenderArea.cs @@ -19,6 +19,8 @@ namespace _2DGAMELIB protected double displayUnitScale; protected double hitUnitScale; + private int DrawCals = 0; + protected Size WH = System.Drawing.Size.Empty; protected Size WHH = System.Drawing.Size.Empty; protected Size WHA = System.Drawing.Size.Empty; @@ -38,6 +40,7 @@ namespace _2DGAMELIB Setting(Unit, XRatio, YRatio, Size, DisMag, HitMag); } + public RenderArea(ModeEventDispatcher Med, bool Hit) { if (Hit) @@ -64,10 +67,11 @@ namespace _2DGAMELIB 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) { @@ -81,9 +85,10 @@ namespace _2DGAMELIB 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() @@ -93,35 +98,44 @@ 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.WHA.Width && Are.DisplayLayer.Height == Are.WHA.Height) + DisplayGraphics.DrawImageUnscaled(Are.DisplayLayer, x, y); + else + DisplayGraphics.DrawImage(Are.DisplayLayer, x, y, Are.WHA.Width, Are.WHA.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); @@ -132,7 +146,7 @@ namespace _2DGAMELIB { Vector2D p = GetPosition(); GD.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), WH.Width, WH.Height); - } + } public void DrawTo(Graphics displayGraphics, Graphics hitGraphics) { @@ -142,7 +156,7 @@ namespace _2DGAMELIB { hitGraphics.DrawImage(HitLayer, (int)(p.X * hitUnitScale), (int)(p.Y * hitUnitScale), WHH.Width, WHH.Height); } - } + } public void Clear() { diff --git a/2DGAMELIB/_2DGAMELIB/WPFImage.cs b/2DGAMELIB/_2DGAMELIB/WPFImage.cs index b8b7c2f..5eb5f61 100644 --- a/2DGAMELIB/_2DGAMELIB/WPFImage.cs +++ b/2DGAMELIB/_2DGAMELIB/WPFImage.cs @@ -165,6 +165,7 @@ namespace _2DGAMELIB Glfw.SetWindowUserPointer(window, GCHandle.ToIntPtr(handle)); Glfw.MakeContextCurrent(window); + Glfw.SwapInterval(0); gl = Silk.NET.OpenGL.GL.GetApi(Glfw.GetProcAddress); From 2497ba16bce9a12b4a8010f95c414454f46d9256 Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sat, 7 Mar 2026 15:39:23 +0400 Subject: [PATCH 08/11] Add some fixes in code ParT --- 2DGAMELIB/_2DGAMELIB/ParT.cs | 191 ++++++++++++++++++++--------------- 1 file changed, 108 insertions(+), 83 deletions(-) diff --git a/2DGAMELIB/_2DGAMELIB/ParT.cs b/2DGAMELIB/_2DGAMELIB/ParT.cs index 660b336..6aed8de 100644 --- a/2DGAMELIB/_2DGAMELIB/ParT.cs +++ b/2DGAMELIB/_2DGAMELIB/ParT.cs @@ -1,7 +1,8 @@ +using Newtonsoft.Json; using System; using System.Drawing; using System.Drawing.Drawing2D; -using Newtonsoft.Json; +using static System.Net.Mime.MediaTypeNames; namespace _2DGAMELIB { @@ -19,7 +20,6 @@ namespace _2DGAMELIB [NonSerialized, JsonIgnore] private Brush brusht = new SolidBrush(Color.Black); - //unused private const double Shift = 1.0; @@ -69,15 +69,9 @@ namespace _2DGAMELIB private CharacterRange[] crr = new CharacterRange[1]; - //unused - private CharacterRange[] cre = new CharacterRange[1]; - public Font Font { - get - { - return font; - } + get { return font; } set { if (font != value && font != null) @@ -91,10 +85,7 @@ namespace _2DGAMELIB public double FontSize { - get - { - return fontSize; - } + get { return fontSize; } set { fontSize = value; @@ -104,10 +95,7 @@ namespace _2DGAMELIB public Brush TextBrush { - 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; @@ -267,7 +233,28 @@ namespace _2DGAMELIB 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) { @@ -276,56 +263,86 @@ namespace _2DGAMELIB } 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 @@ -344,21 +361,29 @@ namespace _2DGAMELIB 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; } } } From 59ab0dd89394ed686d5b9fdf04ef4d4488a52e5e Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sat, 7 Mar 2026 22:43:08 +0400 Subject: [PATCH 09/11] Added paddings. Added rename to vars. Deleted unused constructor --- 2DGAMELIB/_2DGAMELIB/AreM.cs | 19 ++++---- 2DGAMELIB/_2DGAMELIB/ParT.cs | 69 +++++++++++++++++++----------- 2DGAMELIB/_2DGAMELIB/RenderArea.cs | 37 ++++++++-------- 3 files changed, 72 insertions(+), 53 deletions(-) diff --git a/2DGAMELIB/_2DGAMELIB/AreM.cs b/2DGAMELIB/_2DGAMELIB/AreM.cs index d8d6875..1102af2 100644 --- a/2DGAMELIB/_2DGAMELIB/AreM.cs +++ b/2DGAMELIB/_2DGAMELIB/AreM.cs @@ -9,7 +9,8 @@ namespace _2DGAMELIB private double unitS; - public AreM(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag, double Strength) + public AreM(double Unit, double XRatio, double YRatio, double Size, double DisMag, double HitMag, double Strength) : + base(Unit, XRatio, YRatio, Size, DisMag, HitMag) { SetXYRatio(XRatio, YRatio); base.Size = Size; @@ -20,20 +21,20 @@ namespace _2DGAMELIB unitS = displayUnitScale * num; - 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 * num), (int)((double)WH.Height * DisMag * num)); + 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((int)((double)displayOutputSize.Width * DisMag * num), (int)((double)displayOutputSize.Height * DisMag * num)); displayGraphics = Graphics.FromImage(DisplayLayer); displayGraphics.SmoothingMode = SmoothingMode.None; displayGraphics.PixelOffsetMode = PixelOffsetMode.None; 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.None; diff --git a/2DGAMELIB/_2DGAMELIB/ParT.cs b/2DGAMELIB/_2DGAMELIB/ParT.cs index 6aed8de..7b85a4f 100644 --- a/2DGAMELIB/_2DGAMELIB/ParT.cs +++ b/2DGAMELIB/_2DGAMELIB/ParT.cs @@ -155,12 +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() { @@ -174,23 +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; @@ -199,13 +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); } @@ -215,18 +228,23 @@ 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); @@ -261,12 +279,14 @@ namespace _2DGAMELIB Calculation(Unit); EditT = false; } + if (EditF || EditTS) { RebuildFont((float)(us * fontSize)); EditF = false; EditTS = false; } + af = (float)a0; xf = (float)base.SizeX; yf = (float)base.SizeY; @@ -345,17 +365,18 @@ namespace _2DGAMELIB 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() diff --git a/2DGAMELIB/_2DGAMELIB/RenderArea.cs b/2DGAMELIB/_2DGAMELIB/RenderArea.cs index a2ab858..8650284 100644 --- a/2DGAMELIB/_2DGAMELIB/RenderArea.cs +++ b/2DGAMELIB/_2DGAMELIB/RenderArea.cs @@ -19,11 +19,9 @@ namespace _2DGAMELIB protected double displayUnitScale; protected double hitUnitScale; - private int DrawCals = 0; - - 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; @@ -34,7 +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); @@ -58,11 +55,11 @@ 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((int)((double)displayOutputSize.Width * DisMag), (int)((double)displayOutputSize.Height * DisMag)); displayGraphics = Graphics.FromImage(DisplayLayer); @@ -78,9 +75,9 @@ namespace _2DGAMELIB 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); @@ -131,30 +128,30 @@ namespace _2DGAMELIB int x = (int)(p.X * Are.displayUnitScale); int y = (int)(p.Y * Are.displayUnitScale); - if (Are.DisplayLayer.Width == Are.WHA.Width && Are.DisplayLayer.Height == Are.WHA.Height) + 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.WHA.Width, Are.WHA.Height); + 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); + displayGraphics.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), displayOutputSize.Width, displayOutputSize.Height); if (this.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); } } From b781f689ac073240936bdb5266f7f7eb37592d1e Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sun, 8 Mar 2026 19:28:52 +0400 Subject: [PATCH 10/11] Deleted unused code. Fixed Torso exception --- 2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs | 21 --------------------- 2DGAMELIB/_2DGAMELIB/OrderedDictionary.cs | 1 + 2DGAMELIB/_2DGAMELIB/RenderArea.cs | 5 ++--- 3 files changed, 3 insertions(+), 24 deletions(-) diff --git a/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs b/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs index ab46825..2f13b24 100644 --- a/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs +++ b/2DGAMELIB/_2DGAMELIB/ModeEventDispatcher.cs @@ -297,26 +297,6 @@ namespace _2DGAMELIB FrameTimeCounter FTC = new FrameTimeCounter(); RealFpsCounter RFC = new RealFpsCounter(); - /* - Action action = delegate - { - if (FPSF.Value > 1.0) - { - Modes[mode].Draw(FPSF); - - if (ShowFPS) - { - baseControl.SetTitle(UITitle + " - FPS: " + System.Math.Round(FPSF.Value, 2)); - } - } - - //DEBUG shows the hit lut - //GD.DrawImage(Hit, new Point(0, 0)); - baseControl.SetBitmap(Display); - }; - - */ - Action action = () => { if (FPSF.Value > 1.0) @@ -337,7 +317,6 @@ namespace _2DGAMELIB } }; - while (Drive) { FPSF.FPSFixed(action); diff --git a/2DGAMELIB/_2DGAMELIB/OrderedDictionary.cs b/2DGAMELIB/_2DGAMELIB/OrderedDictionary.cs index 69fddee..831d6de 100644 --- a/2DGAMELIB/_2DGAMELIB/OrderedDictionary.cs +++ b/2DGAMELIB/_2DGAMELIB/OrderedDictionary.cs @@ -15,6 +15,7 @@ namespace _2DGAMELIB { get { + //TODO: somewhere "Torso" not translated return values[Key]; } set diff --git a/2DGAMELIB/_2DGAMELIB/RenderArea.cs b/2DGAMELIB/_2DGAMELIB/RenderArea.cs index 8650284..fab287d 100644 --- a/2DGAMELIB/_2DGAMELIB/RenderArea.cs +++ b/2DGAMELIB/_2DGAMELIB/RenderArea.cs @@ -37,7 +37,6 @@ namespace _2DGAMELIB Setting(Unit, XRatio, YRatio, Size, DisMag, HitMag); } - public RenderArea(ModeEventDispatcher Med, bool Hit) { if (Hit) @@ -59,7 +58,7 @@ namespace _2DGAMELIB displayOutputSize.Height = (int)(base.LocalHeight * Unit); displayBufferSize.Width = (int)(base.LocalWidth * displayUnitScale); displayBufferSize.Height = (int)(base.LocalHeight * displayUnitScale); - DisplayLayer = new Bitmap((int)((double)displayOutputSize.Width * DisMag), (int)((double)displayOutputSize.Height * DisMag)); + DisplayLayer = new Bitmap(displayBufferSize.Width, displayBufferSize.Height); displayGraphics = Graphics.FromImage(DisplayLayer); @@ -149,7 +148,7 @@ namespace _2DGAMELIB { Vector2D p = GetPosition(); displayGraphics.DrawImage(DisplayLayer, (int)(p.X * unitScale), (int)(p.Y * unitScale), displayOutputSize.Width, displayOutputSize.Height); - if (this.hitGraphics != null) + if (this.hitGraphics != null && hitGraphics != null) { hitGraphics.DrawImage(HitLayer, (int)(p.X * hitUnitScale), (int)(p.Y * hitUnitScale), hitBufferSize.Width, hitBufferSize.Height); } From fc88cf2a9c04b95c6c5cc2502e2f0373726f1dfc Mon Sep 17 00:00:00 2001 From: Absolutely disgusting Date: Sat, 14 Mar 2026 13:00:40 +0400 Subject: [PATCH 11/11] Changed class names to be more understandable. Separate some initializes from Character class to CharacterFluidSystem --- 2DGAMELIB/_2DGAMELIB/{Mot.cs => Motion.cs} | 38 +- 2DGAMELIB/_2DGAMELIB/{Mots.cs => Motions.cs} | 14 +- .../BodyPartClasses/BackHair0_カル.cs | 10 +- .../BodyPartClasses/BackHair0_カルD.cs | 2 +- .../BodyPartClasses/BackHair0_ジグ.cs | 10 +- .../BodyPartClasses/BackHair0_ジグD.cs | 2 +- .../BodyPartClasses/BackHair0_ハネ.cs | 10 +- .../BodyPartClasses/BackHair0_ハネD.cs | 2 +- .../BodyPartClasses/BackHair0_パツ.cs | 10 +- .../BodyPartClasses/BackHair0_パツD.cs | 2 +- .../BodyPartClasses/BackHair0_下1カル.cs | 10 +- .../BodyPartClasses/BackHair0_下1カルD.cs | 2 +- .../BodyPartClasses/BackHair0_下1ジグ.cs | 10 +- .../BodyPartClasses/BackHair0_下1ジグD.cs | 2 +- .../BodyPartClasses/BackHair0_下1ハネ.cs | 10 +- .../BodyPartClasses/BackHair0_下1ハネD.cs | 2 +- .../BodyPartClasses/BackHair0_下1パツ.cs | 10 +- .../BodyPartClasses/BackHair0_下1パツD.cs | 2 +- .../BodyPartClasses/BackHair0_下2カル.cs | 10 +- .../BodyPartClasses/BackHair0_下2カルD.cs | 2 +- .../BodyPartClasses/BackHair0_下2ジグ.cs | 10 +- .../BodyPartClasses/BackHair0_下2ジグD.cs | 2 +- .../BodyPartClasses/BackHair0_下2ハネ.cs | 10 +- .../BodyPartClasses/BackHair0_下2ハネD.cs | 2 +- .../BodyPartClasses/BackHair0_下2パツ.cs | 10 +- .../BodyPartClasses/BackHair0_下2パツD.cs | 2 +- .../BodyPartClasses/BackHair0_編1カル.cs | 10 +- .../BodyPartClasses/BackHair0_編1カルD.cs | 2 +- .../BodyPartClasses/BackHair0_編1ジグ.cs | 10 +- .../BodyPartClasses/BackHair0_編1ジグD.cs | 2 +- .../BodyPartClasses/BackHair0_編1ハネ.cs | 10 +- .../BodyPartClasses/BackHair0_編1ハネD.cs | 2 +- .../BodyPartClasses/BackHair0_編1パツ.cs | 10 +- .../BodyPartClasses/BackHair0_編1パツD.cs | 2 +- .../BodyPartClasses/BackHair0_編2カル.cs | 10 +- .../BodyPartClasses/BackHair0_編2カルD.cs | 2 +- .../BodyPartClasses/BackHair0_編2ジグ.cs | 10 +- .../BodyPartClasses/BackHair0_編2ジグD.cs | 2 +- .../BodyPartClasses/BackHair0_編2ハネ.cs | 10 +- .../BodyPartClasses/BackHair0_編2ハネD.cs | 2 +- .../BodyPartClasses/BackHair0_編2パツ.cs | 10 +- .../BodyPartClasses/BackHair0_編2パツD.cs | 2 +- .../BodyPartClasses/BackHair0_肢系.cs | 10 +- .../BodyPartClasses/BackHair0_肢系D.cs | 2 +- .../BodyPartClasses/BackHair1_結1カル.cs | 10 +- .../BodyPartClasses/BackHair1_結1カルD.cs | 2 +- .../BodyPartClasses/BackHair1_結1ジグ.cs | 10 +- .../BodyPartClasses/BackHair1_結1ジグD.cs | 2 +- .../BodyPartClasses/BackHair1_結1ハネ.cs | 10 +- .../BodyPartClasses/BackHair1_結1ハネD.cs | 2 +- .../BodyPartClasses/BackHair1_結1パツ.cs | 10 +- .../BodyPartClasses/BackHair1_結1パツD.cs | 2 +- .../BodyPartClasses/BackHair1_結2カル.cs | 10 +- .../BodyPartClasses/BackHair1_結2カルD.cs | 2 +- .../BodyPartClasses/BackHair1_結2ジグ.cs | 10 +- .../BodyPartClasses/BackHair1_結2ジグD.cs | 2 +- .../BodyPartClasses/BackHair1_結2ハネ.cs | 10 +- .../BodyPartClasses/BackHair1_結2ハネD.cs | 2 +- .../BodyPartClasses/BackHair1_結2パツ.cs | 10 +- .../BodyPartClasses/BackHair1_結2パツD.cs | 2 +- .../BodyPartClasses/BackHair1_編結.cs | 10 +- .../BodyPartClasses/BackHair1_編結D.cs | 2 +- .../{体配色.cs => BodyColorSet.cs} | 4 +- .../SlaveMatrix/BodyPartClasses/Chest.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ChestD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Cough.cs | 10 +- .../SlaveMatrix/BodyPartClasses/Head.cs | 10 +- .../SlaveMatrix/BodyPartClasses/HeadD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Leg_人.cs | 32 +- .../SlaveMatrix/BodyPartClasses/Leg_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Leg_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/Leg_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Leg_竜.cs | 14 +- .../SlaveMatrix/BodyPartClasses/Leg_竜D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Leg_蹄.cs | 10 +- .../SlaveMatrix/BodyPartClasses/Leg_蹄D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Leg_鳥.cs | 10 +- .../SlaveMatrix/BodyPartClasses/Leg_鳥D.cs | 2 +- .../BodyPartClasses/LowerArm_人.cs | 26 +- .../BodyPartClasses/LowerArm_人D.cs | 2 +- .../BodyPartClasses/LowerArm_獣.cs | 14 +- .../BodyPartClasses/LowerArm_獣D.cs | 2 +- .../BodyPartClasses/LowerArm_蝙.cs | 14 +- .../BodyPartClasses/LowerArm_蝙D.cs | 2 +- .../BodyPartClasses/LowerArm_蹄.cs | 10 +- .../BodyPartClasses/LowerArm_蹄D.cs | 2 +- .../BodyPartClasses/LowerArm_鳥.cs | 14 +- .../BodyPartClasses/LowerArm_鳥D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Neck.cs | 10 +- .../SlaveMatrix/BodyPartClasses/NeckD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Shoulder.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ShoulderD.cs | 2 +- .../BodyPartClasses/SideHair_カル.cs | 10 +- .../BodyPartClasses/SideHair_カルD.cs | 2 +- .../BodyPartClasses/SideHair_ジグ.cs | 10 +- .../BodyPartClasses/SideHair_ジグD.cs | 2 +- .../BodyPartClasses/SideHair_ハネ.cs | 10 +- .../BodyPartClasses/SideHair_ハネD.cs | 2 +- .../BodyPartClasses/SideHair_パツ.cs | 10 +- .../BodyPartClasses/SideHair_パツD.cs | 2 +- .../BodyPartClasses/SideHair_編み.cs | 10 +- .../BodyPartClasses/SideHair_編みD.cs | 2 +- .../BodyPartClasses/SideHair_肢系.cs | 10 +- .../BodyPartClasses/SideHair_肢系D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Stamp.cs | 6 +- .../SlaveMatrix/BodyPartClasses/Sweat.cs | 72 +- .../SlaveMatrix/BodyPartClasses/TextBubble.cs | 26 +- .../SlaveMatrix/BodyPartClasses/Torso.cs | 10 +- .../SlaveMatrix/BodyPartClasses/TorsoD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Torso_蛇.cs | 14 +- .../SlaveMatrix/BodyPartClasses/Torso_蛇D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Torso_蟲.cs | 14 +- .../SlaveMatrix/BodyPartClasses/Torso_蟲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/T剃刀.cs | 10 +- .../SlaveMatrix/BodyPartClasses/T剃刀D.cs | 2 +- .../BodyPartClasses/UpperArm_人.cs | 14 +- .../BodyPartClasses/UpperArm_人D.cs | 2 +- .../BodyPartClasses/UpperArm_獣.cs | 14 +- .../BodyPartClasses/UpperArm_獣D.cs | 2 +- .../BodyPartClasses/UpperArm_蝙.cs | 14 +- .../BodyPartClasses/UpperArm_蝙D.cs | 2 +- .../BodyPartClasses/UpperArm_蹄.cs | 10 +- .../BodyPartClasses/UpperArm_蹄D.cs | 2 +- .../BodyPartClasses/UpperArm_鳥.cs | 14 +- .../BodyPartClasses/UpperArm_鳥D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/Waist.cs | 14 +- .../SlaveMatrix/BodyPartClasses/WaistD.cs | 2 +- .../BodyPartClasses/ぶっかけ_大.cs | 4 +- .../BodyPartClasses/ぶっかけ_小.cs | 4 +- .../SlaveMatrix/BodyPartClasses/キスマーク.cs | 10 +- .../BodyPartClasses/キスマークD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/キャップ1.cs | 10 +- .../SlaveMatrix/BodyPartClasses/キャップ1D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/キャップ2.cs | 10 +- .../SlaveMatrix/BodyPartClasses/キャップ2D.cs | 2 +- .../BodyPartClasses/キャップ処理.cs | 50 +- .../SlaveMatrix/BodyPartClasses/スタンプB.cs | 16 +- .../SlaveMatrix/BodyPartClasses/スタンプK.cs | 6 +- .../SlaveMatrix/BodyPartClasses/スタンプW.cs | 6 +- .../SlaveMatrix/BodyPartClasses/ハンド.cs | 4 +- .../SlaveMatrix/BodyPartClasses/ハンド処理.cs | 36 +- .../BodyPartClasses/バイブ_アナル.cs | 10 +- .../BodyPartClasses/バイブ_アナルD.cs | 2 +- .../BodyPartClasses/バイブ_コモン.cs | 10 +- .../BodyPartClasses/バイブ_コモンD.cs | 2 +- .../BodyPartClasses/バイブ_ディル.cs | 10 +- .../BodyPartClasses/バイブ_ディルD.cs | 2 +- .../BodyPartClasses/バイブ_デンマ.cs | 10 +- .../BodyPartClasses/バイブ_デンマD.cs | 2 +- .../BodyPartClasses/バイブ_ドリル.cs | 10 +- .../BodyPartClasses/バイブ_ドリルD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/パール.cs | 10 +- .../SlaveMatrix/BodyPartClasses/パールD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/ピアス.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ピアスD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/ペニス.cs | 4 +- .../SlaveMatrix/BodyPartClasses/ペニス処理.cs | 136 +- .../SlaveMatrix/BodyPartClasses/ボテ腹_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ボテ腹_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ボテ腹_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/ボテ腹板.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ボテ腹板D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/マウス.cs | 4 +- .../SlaveMatrix/BodyPartClasses/マウス処理.cs | 36 +- .../SlaveMatrix/BodyPartClasses/ロータ.cs | 10 +- .../SlaveMatrix/BodyPartClasses/ロータD.cs | 2 +- .../BodyPartClasses/上着トップ_ドレス.cs | 10 +- .../BodyPartClasses/上着トップ_ドレスD.cs | 2 +- .../BodyPartClasses/上着ボトム_クロス.cs | 10 +- .../BodyPartClasses/上着ボトム_クロスD.cs | 2 +- .../BodyPartClasses/上着ボトム_クロス後.cs | 10 +- .../BodyPartClasses/上着ボトム_クロス後D.cs | 2 +- .../BodyPartClasses/上着ボトム_前掛け.cs | 10 +- .../BodyPartClasses/上着ボトム_前掛けD.cs | 2 +- .../BodyPartClasses/上着ミドル_ドレス.cs | 10 +- .../BodyPartClasses/上着ミドル_ドレスD.cs | 2 +- .../BodyPartClasses/下着トップ_クロス.cs | 10 +- .../BodyPartClasses/下着トップ_クロスD.cs | 2 +- .../BodyPartClasses/下着トップ_チューブ.cs | 10 +- .../BodyPartClasses/下着トップ_チューブD.cs | 2 +- .../BodyPartClasses/下着トップ_ビキニ.cs | 10 +- .../BodyPartClasses/下着トップ_ビキニD.cs | 2 +- .../BodyPartClasses/下着トップ_ブラ.cs | 10 +- .../BodyPartClasses/下着トップ_ブラD.cs | 2 +- .../BodyPartClasses/下着トップ_マイクロ.cs | 10 +- .../BodyPartClasses/下着トップ_マイクロD.cs | 2 +- .../BodyPartClasses/下着ボトム_ノーマル.cs | 10 +- .../BodyPartClasses/下着ボトム_ノーマルD.cs | 2 +- .../BodyPartClasses/下着ボトム_マイクロ.cs | 10 +- .../BodyPartClasses/下着ボトム_マイクロD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/下着乳首.cs | 10 +- .../SlaveMatrix/BodyPartClasses/下着乳首D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/下着陰核.cs | 10 +- .../SlaveMatrix/BodyPartClasses/下着陰核D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/乳房.cs | 10 +- .../SlaveMatrix/BodyPartClasses/乳房D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/交配.cs | 4 +- .../SlaveMatrix/BodyPartClasses/処理B.cs | 4 +- .../SlaveMatrix/BodyPartClasses/剃刀処理.cs | 16 +- .../SlaveMatrix/BodyPartClasses/前翅_甲.cs | 10 +- .../SlaveMatrix/BodyPartClasses/前翅_甲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前翅_羽.cs | 14 +- .../SlaveMatrix/BodyPartClasses/前翅_羽D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前翅_草.cs | 10 +- .../SlaveMatrix/BodyPartClasses/前翅_草D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前翅_蝶.cs | 10 +- .../SlaveMatrix/BodyPartClasses/前翅_蝶D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前髪_ジグ.cs | 10 +- .../SlaveMatrix/BodyPartClasses/前髪_ジグD.cs | 2 +- .../BodyPartClasses/前髪_ジグ中寄.cs | 10 +- .../BodyPartClasses/前髪_ジグ中寄D.cs | 2 +- .../BodyPartClasses/前髪_ジグ分け.cs | 10 +- .../BodyPartClasses/前髪_ジグ分けD.cs | 2 +- .../BodyPartClasses/前髪_パッツン.cs | 10 +- .../BodyPartClasses/前髪_パッツンD.cs | 2 +- .../BodyPartClasses/前髪_モジャ.cs | 10 +- .../BodyPartClasses/前髪_モジャD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前髪_三分1.cs | 10 +- .../BodyPartClasses/前髪_三分1D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前髪_三分2.cs | 10 +- .../BodyPartClasses/前髪_三分2D.cs | 2 +- .../BodyPartClasses/前髪_上げ片.cs | 10 +- .../BodyPartClasses/前髪_上げ片D.cs | 2 +- .../BodyPartClasses/前髪_上げ短1.cs | 10 +- .../BodyPartClasses/前髪_上げ短1D.cs | 2 +- .../BodyPartClasses/前髪_上げ短2.cs | 10 +- .../BodyPartClasses/前髪_上げ短2D.cs | 2 +- .../BodyPartClasses/前髪_上げ長1.cs | 10 +- .../BodyPartClasses/前髪_上げ長1D.cs | 2 +- .../BodyPartClasses/前髪_上げ長2.cs | 10 +- .../BodyPartClasses/前髪_上げ長2D.cs | 2 +- .../BodyPartClasses/前髪_中分け1.cs | 10 +- .../BodyPartClasses/前髪_中分け1D.cs | 2 +- .../BodyPartClasses/前髪_中分け2.cs | 10 +- .../BodyPartClasses/前髪_中分け2D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前髪_二分1.cs | 10 +- .../BodyPartClasses/前髪_二分1D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/前髪_二分2.cs | 10 +- .../BodyPartClasses/前髪_二分2D.cs | 2 +- .../BodyPartClasses/前髪_横流し.cs | 10 +- .../BodyPartClasses/前髪_横流しD.cs | 2 +- .../BodyPartClasses/前髪_目隠れ1.cs | 10 +- .../BodyPartClasses/前髪_目隠れ1D.cs | 2 +- .../BodyPartClasses/前髪_目隠れ2.cs | 10 +- .../BodyPartClasses/前髪_目隠れ2D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/単目.cs | 10 +- .../SlaveMatrix/BodyPartClasses/単目D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/単眼眉.cs | 10 +- .../SlaveMatrix/BodyPartClasses/単眼眉D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/単瞼.cs | 10 +- .../SlaveMatrix/BodyPartClasses/単瞼D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/単足_植.cs | 14 +- .../SlaveMatrix/BodyPartClasses/単足_植D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/単足_粘.cs | 10 +- .../SlaveMatrix/BodyPartClasses/単足_粘D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/双目.cs | 8 +- .../SlaveMatrix/BodyPartClasses/双目D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/口_裂け.cs | 10 +- .../SlaveMatrix/BodyPartClasses/口_裂けD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/口_通常.cs | 10 +- .../SlaveMatrix/BodyPartClasses/口_通常D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/吹出し.cs | 2 +- .../SlaveMatrix/BodyPartClasses/呼気.cs | 10 +- .../SlaveMatrix/BodyPartClasses/呼気D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/咳D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/噴乳.cs | 10 +- .../SlaveMatrix/BodyPartClasses/噴乳D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/四足胴.cs | 12 +- .../SlaveMatrix/BodyPartClasses/四足胴D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/四足胸.cs | 10 +- .../SlaveMatrix/BodyPartClasses/四足胸D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/四足脇.cs | 12 +- .../SlaveMatrix/BodyPartClasses/四足脇D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/四足腰.cs | 14 +- .../SlaveMatrix/BodyPartClasses/四足腰D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/基髪.cs | 10 +- .../SlaveMatrix/BodyPartClasses/基髪D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/多足_蛸.cs | 16 +- .../SlaveMatrix/BodyPartClasses/多足_蛸D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/多足_蜘.cs | 14 +- .../SlaveMatrix/BodyPartClasses/多足_蜘D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/多足_蠍.cs | 14 +- .../SlaveMatrix/BodyPartClasses/多足_蠍D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/大顎.cs | 14 +- .../SlaveMatrix/BodyPartClasses/大顎D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/大顎上.cs | 8 +- .../SlaveMatrix/BodyPartClasses/大顎基.cs | 12 +- .../SlaveMatrix/BodyPartClasses/大顎基D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/射精.cs | 4 +- .../SlaveMatrix/BodyPartClasses/尾_ウ.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_ウD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_ガ.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_ガD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_ヘ.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_ヘD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_悪.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_悪D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_根.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_根D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_淫.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_淫D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_牛.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_牛D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_犬.cs | 14 +- 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.../SlaveMatrix/BodyPartClasses/尾_馬.cs | 10 +- .../SlaveMatrix/BodyPartClasses/尾_馬D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_魚.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_魚D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_鯨.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_鯨D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_鳥.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_鳥D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾_龍.cs | 14 +- .../SlaveMatrix/BodyPartClasses/尾_龍D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾鰭_魚.cs | 10 +- .../SlaveMatrix/BodyPartClasses/尾鰭_魚D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs | 10 +- .../SlaveMatrix/BodyPartClasses/尾鰭_鯨D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/後翅_甲.cs | 10 +- .../SlaveMatrix/BodyPartClasses/後翅_甲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/後翅_羽.cs | 14 +- .../SlaveMatrix/BodyPartClasses/後翅_羽D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/後翅_草.cs | 10 +- .../SlaveMatrix/BodyPartClasses/後翅_草D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/後翅_蝶.cs | 10 +- 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+- .../SlaveMatrix/BodyPartClasses/挿入処理.cs | 82 +- .../SlaveMatrix/BodyPartClasses/放尿_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/放尿_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/放尿_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/放尿_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/断面_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/断面_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/断面_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/断面_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/染み_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/染み_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/染み_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/染み_獣D.cs | 2 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs | 14 +- .../SlaveMatrix/BodyPartClasses/植D.cs | 2 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs | 10 +- .../SlaveMatrix/BodyPartClasses/汗D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/涎_裂け.cs | 10 +- .../SlaveMatrix/BodyPartClasses/涎_裂けD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/涎_通常.cs | 10 +- .../SlaveMatrix/BodyPartClasses/涎_通常D.cs | 2 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs | 52 +- .../SlaveMatrix/BodyPartClasses/涙D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/潮吹_大_人.cs | 10 +- .../BodyPartClasses/潮吹_大_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs | 10 +- .../BodyPartClasses/潮吹_大_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/潮吹_小_人.cs | 10 +- .../BodyPartClasses/潮吹_小_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs | 10 +- .../BodyPartClasses/潮吹_小_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/獣耳.cs | 14 +- .../SlaveMatrix/BodyPartClasses/獣耳D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/玉口枷.cs | 10 +- .../SlaveMatrix/BodyPartClasses/玉口枷D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/目傷.cs | 10 +- .../SlaveMatrix/BodyPartClasses/目傷D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/目尻影.cs | 10 +- .../SlaveMatrix/BodyPartClasses/目尻影D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/目隠帯.cs | 10 +- .../SlaveMatrix/BodyPartClasses/目隠帯D.cs | 2 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs | 10 +- .../SlaveMatrix/BodyPartClasses/眉D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/瞼_中.cs | 10 +- .../SlaveMatrix/BodyPartClasses/瞼_中D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/瞼_宇.cs | 10 +- .../SlaveMatrix/BodyPartClasses/瞼_宇D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/瞼_弱.cs | 10 +- .../SlaveMatrix/BodyPartClasses/瞼_弱D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/瞼_強.cs | 10 +- .../SlaveMatrix/BodyPartClasses/瞼_強D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/瞼_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/瞼_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/節尾_曳航.cs | 14 +- .../SlaveMatrix/BodyPartClasses/節尾_曳航D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/節尾_鋏.cs | 14 +- .../SlaveMatrix/BodyPartClasses/節尾_鋏D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/節足_足百.cs | 14 +- .../SlaveMatrix/BodyPartClasses/節足_足百D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/節足_足蜘.cs | 14 +- .../SlaveMatrix/BodyPartClasses/節足_足蜘D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/節足_足蠍.cs | 14 +- .../SlaveMatrix/BodyPartClasses/節足_足蠍D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/紅潮.cs | 10 +- .../SlaveMatrix/BodyPartClasses/紅潮D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/縦目.cs | 10 +- .../SlaveMatrix/BodyPartClasses/縦目D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/縦瞼.cs | 10 +- .../SlaveMatrix/BodyPartClasses/縦瞼D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/羽根箒.cs | 10 +- .../SlaveMatrix/BodyPartClasses/羽根箒D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/羽箒処理.cs | 18 +- .../SlaveMatrix/BodyPartClasses/耳_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/耳_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/耳_尖.cs | 10 +- .../SlaveMatrix/BodyPartClasses/耳_尖D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/耳_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/耳_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/耳_羽.cs | 14 +- .../SlaveMatrix/BodyPartClasses/耳_羽D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/耳_長.cs | 10 +- .../SlaveMatrix/BodyPartClasses/耳_長D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/耳_鰭.cs | 10 +- .../SlaveMatrix/BodyPartClasses/耳_鰭D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/肛門_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/肛門_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/肛門_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/肛門_獣D.cs | 2 +- .../BodyPartClasses/肛門精液_人.cs | 10 +- .../BodyPartClasses/肛門精液_人D.cs | 2 +- .../BodyPartClasses/肛門精液_獣.cs | 10 +- .../BodyPartClasses/肛門精液_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/背中_光.cs | 10 +- .../SlaveMatrix/BodyPartClasses/背中_光D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/背中_甲.cs | 14 +- .../SlaveMatrix/BodyPartClasses/背中_甲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/背中_羽.cs | 14 +- .../SlaveMatrix/BodyPartClasses/背中_羽D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/胴肌.cs | 10 +- .../SlaveMatrix/BodyPartClasses/胴肌D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/胴腹板.cs | 10 +- .../SlaveMatrix/BodyPartClasses/胴腹板D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/胸毛.cs | 10 +- .../SlaveMatrix/BodyPartClasses/胸毛D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/胸肌.cs | 14 +- .../SlaveMatrix/BodyPartClasses/胸肌D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/胸腹板.cs | 10 +- .../SlaveMatrix/BodyPartClasses/胸腹板D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/腰肌.cs | 14 +- .../SlaveMatrix/BodyPartClasses/腰肌D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/腿_人.cs | 20 +- .../SlaveMatrix/BodyPartClasses/腿_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/腿_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/腿_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/腿_竜.cs | 14 +- .../SlaveMatrix/BodyPartClasses/腿_竜D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/腿_蹄.cs | 10 +- .../SlaveMatrix/BodyPartClasses/腿_蹄D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/腿_鳥.cs | 10 +- .../SlaveMatrix/BodyPartClasses/腿_鳥D.cs | 2 +- .../BodyPartClasses/膣内精液_人.cs | 10 +- .../BodyPartClasses/膣内精液_人D.cs | 2 +- .../BodyPartClasses/膣内精液_獣.cs | 10 +- .../BodyPartClasses/膣内精液_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/膣基_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/膣基_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/膣基_獣.cs | 10 +- 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.../SlaveMatrix/BodyPartClasses/角1_一D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角1_虫.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角1_虫D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角1_鬼.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角1_鬼D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_山1.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_山1D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_山2.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_山2D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_山3.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_山3D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_巻.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_巻D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_牛1.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_牛1D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_牛2.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_牛2D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_牛3.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_牛3D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_牛4.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_牛4D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_虫.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_虫D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/角2_鬼.cs | 14 +- .../SlaveMatrix/BodyPartClasses/角2_鬼D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触手_犬.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触手_犬D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触手_蔦.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触手_蔦D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触手_触.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触手_触D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触手_軟.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触手_軟D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触肢_肢蜘D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触肢_肢蠍D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触覚_甲.cs | 14 +- .../SlaveMatrix/BodyPartClasses/触覚_甲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/触覚_節.cs | 14 +- 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.../SlaveMatrix/BodyPartClasses/足_馬D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/足_鳥.cs | 14 +- .../SlaveMatrix/BodyPartClasses/足_鳥D.cs | 2 +- SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鎖D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/長物_蛇.cs | 14 +- .../SlaveMatrix/BodyPartClasses/長物_蛇D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/長物_蟲.cs | 14 +- .../SlaveMatrix/BodyPartClasses/長物_蟲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/長物_魚.cs | 14 +- .../SlaveMatrix/BodyPartClasses/長物_魚D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/長物_鯨.cs | 14 +- .../SlaveMatrix/BodyPartClasses/長物_鯨D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鞭痕.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鞭痕D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頬目.cs | 8 +- .../SlaveMatrix/BodyPartClasses/頬目D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頬瞼.cs | 10 +- .../SlaveMatrix/BodyPartClasses/頬瞼D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頬肌.cs | 10 +- .../SlaveMatrix/BodyPartClasses/頬肌D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頭頂_天.cs | 10 +- .../SlaveMatrix/BodyPartClasses/頭頂_天D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頭頂_宇.cs | 14 +- .../SlaveMatrix/BodyPartClasses/頭頂_宇D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頭頂_皿.cs | 10 +- .../SlaveMatrix/BodyPartClasses/頭頂_皿D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/頭頂後_宇.cs | 10 +- .../SlaveMatrix/BodyPartClasses/頭頂後_宇D.cs | 2 +- .../BodyPartClasses/顔ハイライト.cs | 10 +- .../BodyPartClasses/顔ハイライトD.cs | 2 +- .../SlaveMatrix/BodyPartClasses/顔面_甲.cs | 10 +- .../SlaveMatrix/BodyPartClasses/顔面_甲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/顔面_虫.cs | 10 +- .../SlaveMatrix/BodyPartClasses/顔面_虫D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/顔面_蟲.cs | 10 +- .../SlaveMatrix/BodyPartClasses/顔面_蟲D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/飛沫_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/飛沫_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/飛沫_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/飛沫_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/飛膜_先.cs | 12 +- .../SlaveMatrix/BodyPartClasses/飛膜_根.cs | 12 +- .../SlaveMatrix/BodyPartClasses/鰭_豚.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鰭_豚D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鰭_魚.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鰭_魚D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鰭_鯨.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鰭_鯨D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鳳凰.cs | 14 +- .../SlaveMatrix/BodyPartClasses/鳳凰D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鼻_人.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鼻_人D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鼻_獣.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鼻_獣D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鼻水.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鼻水D.cs | 2 +- .../SlaveMatrix/BodyPartClasses/鼻肌.cs | 10 +- .../SlaveMatrix/BodyPartClasses/鼻肌D.cs | 2 +- .../GameClasses/{Bod.cs => Body.cs} | 572 ++-- SlaveMatrix/SlaveMatrix/GameClasses/CM.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs | 2162 --------------- .../SlaveMatrix/GameClasses/Character.cs | 1853 +++++++++++++ .../GameClasses/{ChaD.cs => CharacterData.cs} | 4 +- .../GameClasses/CharacterFluidSystem.cs | 262 ++ SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs | 2 +- SlaveMatrix/SlaveMatrix/GameClasses/EleD.cs | 2 +- .../SlaveMatrix/GameClasses/GameText.cs | 2 +- .../SlaveMatrix/GameClasses/Generator.cs | 4 +- SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs | 321 ++- .../SlaveMatrix/GameClasses/Onomatopoeia.cs | 14 +- SlaveMatrix/SlaveMatrix/GameClasses/Player.cs | 478 ++-- .../SlaveMatrix/GameClasses/Program.cs | 2 +- .../SlaveMatrix/GameClasses/Reactions.cs | 2376 ++++++++--------- .../GameClasses/SpeciesDefaults.cs | 308 +-- SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs | 2 +- .../SlaveMatrix/GameClasses/TrainingUI.cs | 90 +- SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs | 4 +- 656 files changed, 6604 insertions(+), 6672 deletions(-) rename 2DGAMELIB/_2DGAMELIB/{Mot.cs => Motion.cs} (51%) rename 2DGAMELIB/_2DGAMELIB/{Mots.cs => Motions.cs} (66%) rename SlaveMatrix/SlaveMatrix/BodyPartClasses/{体配色.cs => BodyColorSet.cs} (99%) rename SlaveMatrix/SlaveMatrix/GameClasses/{Bod.cs => Body.cs} (95%) delete mode 100644 SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs create mode 100644 SlaveMatrix/SlaveMatrix/GameClasses/Character.cs rename SlaveMatrix/SlaveMatrix/GameClasses/{ChaD.cs => CharacterData.cs} (99%) create mode 100644 SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs diff --git a/2DGAMELIB/_2DGAMELIB/Mot.cs b/2DGAMELIB/_2DGAMELIB/Motion.cs similarity index 51% rename from 2DGAMELIB/_2DGAMELIB/Mot.cs rename to 2DGAMELIB/_2DGAMELIB/Motion.cs index e0ceaae..abf558b 100644 --- a/2DGAMELIB/_2DGAMELIB/Mot.cs +++ b/2DGAMELIB/_2DGAMELIB/Motion.cs @@ -2,25 +2,25 @@ using System; namespace _2DGAMELIB { - public class Mot : MotV + public class Motion : MotV { - public Action Staing; + public Action OnStart; - public Action Runing; + public Action OnUpdate; - public Action Reaing; + public Action OnReach; - public Action Rouing; + public Action OnLoop; - public Action Ending; + public Action OnEnd; - private bool run; + private bool run; //OnUpdate - private bool rou; + private bool rou; //OnLoop public bool Run => run; - public Mot(double Min, double Max) + public Motion(double Min, double Max) : base(Min, Max) { } @@ -32,23 +32,23 @@ namespace _2DGAMELIB return; } base.GetValue(FPS); - if (Runing != null) + if (OnUpdate != null) { - Runing(this); + OnUpdate(this); } if (Value == min) { - if (rou && Rouing != null) + if (rou && OnLoop != null) { - Rouing(this); + OnLoop(this); } rou = false; } else if (Value == max) { - if (Reaing != null) + if (OnReach != null) { - Reaing(this); + OnReach(this); } rou = true; } @@ -56,9 +56,9 @@ namespace _2DGAMELIB public void Start() { - if (Staing != null) + if (OnStart != null) { - Staing(this); + OnStart(this); } run = true; } @@ -66,9 +66,9 @@ namespace _2DGAMELIB public void End() { run = false; - if (Ending != null) + if (OnEnd != null) { - Ending(this); + OnEnd(this); } ResetValue(); rou = false; diff --git a/2DGAMELIB/_2DGAMELIB/Mots.cs b/2DGAMELIB/_2DGAMELIB/Motions.cs similarity index 66% rename from 2DGAMELIB/_2DGAMELIB/Mots.cs rename to 2DGAMELIB/_2DGAMELIB/Motions.cs index 5264f87..5c2892f 100644 --- a/2DGAMELIB/_2DGAMELIB/Mots.cs +++ b/2DGAMELIB/_2DGAMELIB/Motions.cs @@ -2,11 +2,11 @@ using System.Collections.Generic; namespace _2DGAMELIB { - public class Mots + public class Motions { - public Dictionary ms; + public Dictionary ms; - public Mot this[string Name] + public Motion this[string Name] { get { @@ -18,12 +18,12 @@ namespace _2DGAMELIB } } - public Mots() + public Motions() { - ms = new Dictionary(); + ms = new Dictionary(); } - public void Add(string Name, Mot Mot) + public void Add(string Name, Motion Mot) { //Broke some times here when adding existing keys //ms.Add(Name, Mot); @@ -37,7 +37,7 @@ namespace _2DGAMELIB public void Drive(FPS FPS) { - foreach (Mot value in ms.Values) + foreach (Motion value in ms.Values) { value.GetValue(FPS); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs index 6dcf26c..36ef82d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カル.cs @@ -291,7 +291,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -378,7 +378,7 @@ 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(); @@ -465,7 +465,7 @@ 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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs index f7c1ef4..5841c52 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs index 5d00a63..b029762 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグ.cs @@ -291,7 +291,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -378,7 +378,7 @@ 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(); @@ -465,7 +465,7 @@ 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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs index 8ff75d9..7824f1d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs index dd80b62..527597f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネ.cs @@ -291,7 +291,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -378,7 +378,7 @@ 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(); @@ -465,7 +465,7 @@ 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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs index eb0f0b7..0ca65e9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs index 79d503a..496b046 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツ.cs @@ -291,7 +291,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -378,7 +378,7 @@ 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(); @@ -465,7 +465,7 @@ 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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs index 5a15f7c..ee21d59 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs index 145b750..a8e4027 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カル.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -301,7 +301,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs index bf29ce2..376608f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs index e630b72..25414ba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグ.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -301,7 +301,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs index 194695c..2a61a4c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs index 0a96cca..8e2dc1f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネ.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -301,7 +301,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs index bcd0d03..78a835e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs index 48770e5..efecfc1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツ.cs @@ -231,7 +231,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -301,7 +301,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs index 5fddc4f..9e79836 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下1パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs index bd8a639..bfe5ae9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カル.cs @@ -271,7 +271,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -345,7 +345,7 @@ 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(); @@ -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() @@ -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(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs index 269f9e3..7cf6191 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs index 1261646..f360a38 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグ.cs @@ -271,7 +271,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -345,7 +345,7 @@ 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(); @@ -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() @@ -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(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs index 37bc310..ea0e993 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs index a414e01..d98b1ca 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネ.cs @@ -271,7 +271,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -345,7 +345,7 @@ 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(); @@ -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() @@ -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(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs index 1cbbc0c..9c204f7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs index 777f5cc..4d8c4a0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツ.cs @@ -271,7 +271,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -345,7 +345,7 @@ 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(); @@ -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() @@ -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(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs index 3da53ea..4dde3af 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_下2パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs index 1503dd7..2993cdf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カル.cs @@ -491,7 +491,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs index 675c283..4d895c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs index b45b65f..1579dc0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグ.cs @@ -491,7 +491,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs index 6755f69..c2cd700 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs index 1e61fac..0c212f6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネ.cs @@ -491,7 +491,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs index e3668f7..0e95446 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs index 43c0e7d..49fc42f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツ.cs @@ -491,7 +491,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs index 37051f4..7344468 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編1パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs index ac841da..1370472 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カル.cs @@ -911,7 +911,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1081,7 +1081,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs index 9fcb36b..e1f4662 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs index ea6a4f3..c16edc2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグ.cs @@ -911,7 +911,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1081,7 +1081,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs index 4abde20..dde6515 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs index 18bc603..3610d4d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネ.cs @@ -911,7 +911,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1081,7 +1081,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs index af4eb30..97e7388 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs index b3cdbdd..b89ebce 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツ.cs @@ -911,7 +911,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1081,7 +1081,7 @@ 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(); @@ -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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs index ff207df..eebb9fe 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_編2パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs index 7cee5f0..a2c1784 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -138,7 +138,7 @@ namespace SlaveMatrix 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(); @@ -312,7 +312,7 @@ 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() @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs index 11ce807..8b1a8e3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair0_肢系D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs index bfdbefb..842fab5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カル.cs @@ -211,7 +211,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -281,7 +281,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs index e920342..44f1d54 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs index 727a0a0..5592b81 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグ.cs @@ -211,7 +211,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -281,7 +281,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs index d9f088d..d8b21af 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs index 82d4edc..99e9602 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネ.cs @@ -211,7 +211,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -281,7 +281,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs index acbeeef..84bb33e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs index e7f5b79..c5cfa9a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツ.cs @@ -211,7 +211,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -281,7 +281,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs index 8816947..617a7d2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結1パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs index 9616805..c38ced3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カル.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -258,7 +258,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs index f65dfb2..199250f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2カルD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs index a237b8a..5cd2b8c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグ.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -258,7 +258,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs index d6d191a..0f52e1b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ジグD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs index 7734837..4428d29 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネ.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -258,7 +258,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs index 4b71267..5b026ed 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2ハネD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs index 3aabe07..91b82a1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツ.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -258,7 +258,7 @@ 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs index 9dc4934..546ddef 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_結2パツD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs index 41e95d6..c33e085 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結.cs @@ -351,7 +351,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -408,7 +408,7 @@ 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(); @@ -506,7 +506,7 @@ 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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs index a3baf2c..2297ee9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BackHair1_編結D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/体配色.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BodyColorSet.cs similarity index 99% rename from SlaveMatrix/SlaveMatrix/BodyPartClasses/体配色.cs rename to SlaveMatrix/SlaveMatrix/BodyPartClasses/BodyColorSet.cs index 5024425..387108c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/体配色.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/BodyColorSet.cs @@ -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) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs index fbcf03f..5d6faa7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Chest.cs @@ -1321,7 +1321,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1412,7 +1412,7 @@ namespace SlaveMatrix 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(); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ChestD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ChestD.cs index 186f865..aaee1ac 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ChestD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ChestD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs index c1271b2..907c9d8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Cough.cs @@ -315,7 +315,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -346,7 +346,7 @@ 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(); Body = new Difs(Sta.胴体["Cough"]); @@ -454,7 +454,7 @@ 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() @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs index 778f963..b197321 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Head.cs @@ -896,7 +896,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1033,7 +1033,7 @@ namespace SlaveMatrix 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(); @@ -1455,7 +1455,7 @@ 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; + 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); } @@ -1675,12 +1675,12 @@ 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) { 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs index b7137e9..027a84a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/HeadD.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs index 9c63692..d44e94a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人.cs @@ -5386,7 +5386,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -5752,7 +5752,7 @@ namespace SlaveMatrix 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(); @@ -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); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人D.cs index 70b3d55..2937387 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_人D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs index cdcc68f..d2d5afa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣.cs @@ -246,7 +246,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -271,7 +271,7 @@ namespace SlaveMatrix 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(); @@ -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); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣D.cs index 0d452ef..50928d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_獣D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs index c609584..e318cdc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜.cs @@ -606,7 +606,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -649,7 +649,7 @@ namespace SlaveMatrix 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(); @@ -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); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜D.cs index b702229..8c5b99d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_竜D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs index 8634555..51b20f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs @@ -246,7 +246,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -271,7 +271,7 @@ namespace SlaveMatrix 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(); @@ -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); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄D.cs index 2322d3b..9bae8de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs index b69f210..06aa0b1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥.cs @@ -246,7 +246,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -271,7 +271,7 @@ namespace SlaveMatrix 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(); @@ -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); @@ -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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥D.cs index 9eb540e..e7c17b7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_鳥D.cs @@ -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); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs index 04f8923..91771da 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人.cs @@ -4455,7 +4455,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -4622,7 +4622,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0); - public LowerArm_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_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) { LowerArm_人 LowerArm_人2 = this; ThisType = GetType(); @@ -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; @@ -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) { @@ -5702,7 +5702,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 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); @@ -5806,7 +5806,7 @@ 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) { 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); @@ -5910,7 +5910,7 @@ 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) { 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); @@ -6014,7 +6014,7 @@ 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) { 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); @@ -6118,7 +6118,7 @@ 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) { 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); @@ -6222,7 +6222,7 @@ 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) { 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); @@ -6326,7 +6326,7 @@ 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) { 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); @@ -6430,7 +6430,7 @@ 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) { 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); @@ -6534,7 +6534,7 @@ 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) { 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs index 9909b9f..53cfe27 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_人D.cs @@ -463,7 +463,7 @@ namespace SlaveMatrix 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 LowerArm_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs index eb6e0ff..f7b678e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣.cs @@ -407,7 +407,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -452,7 +452,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0); - public LowerArm_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_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) { LowerArm_獣 LowerArm_獣2 = this; ThisType = GetType(); @@ -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); @@ -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) { @@ -636,7 +636,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 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); @@ -656,7 +656,7 @@ 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) { 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); @@ -676,7 +676,7 @@ 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) { 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs index 31cd436..0d6c5bb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_獣D.cs @@ -54,7 +54,7 @@ namespace SlaveMatrix 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 LowerArm_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs index 18688dc..ca2e3e3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙.cs @@ -487,7 +487,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -560,7 +560,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0); - public LowerArm_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_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) { LowerArm_蝙 LowerArm_蝙2 = this; ThisType = GetType(); @@ -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); @@ -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) { @@ -791,7 +791,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 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); @@ -815,7 +815,7 @@ 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); @@ -839,7 +839,7 @@ 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs index a22da36..103df61 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蝙D.cs @@ -76,7 +76,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.LowerArm_蝙_腕輪_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 LowerArm_蝙(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs index 40fae54..c81648b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄.cs @@ -114,7 +114,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -142,7 +142,7 @@ namespace SlaveMatrix public JointS 手_接続点 => new JointS(Body, X0Y0_LowerArm, 2); - public LowerArm_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_蹄D e) + public LowerArm_蹄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, LowerArm_蹄D e) { LowerArm_蹄 LowerArm_蹄2 = this; ThisType = GetType(); @@ -207,7 +207,7 @@ namespace SlaveMatrix 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); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -224,12 +224,12 @@ namespace SlaveMatrix X0Y0_筋肉_筋肉上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) { 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs index a80cf0c..bc09a3b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_蹄D.cs @@ -24,7 +24,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.LowerArm_蹄_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 LowerArm_蹄(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs index bede25b..ea909f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥.cs @@ -1266,7 +1266,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2075,7 +2075,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0); - public LowerArm_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, LowerArm_鳥D e) + public LowerArm_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, LowerArm_鳥D e) { LowerArm_鳥 LowerArm_鳥2 = this; ThisType = GetType(); @@ -2357,7 +2357,7 @@ 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 ? (-10) : 10); @@ -2562,7 +2562,7 @@ 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) { @@ -2581,7 +2581,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 鳥翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 風切羽_羽15CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -2644,7 +2644,7 @@ 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) { 鳥翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 風切羽_羽15CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -2707,7 +2707,7 @@ 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) { 鳥翼LowerArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 風切羽_羽15CD = new ColorD(ref Col.Black, ref 体配色.羽1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs index cef21c9..e1d601b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/LowerArm_鳥D.cs @@ -232,7 +232,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.LowerArm_鳥_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 LowerArm_鳥(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs index 2faebfd..a4243d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Neck.cs @@ -1103,7 +1103,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1169,7 +1169,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_首輪_金具右, 0); - public Neck(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, NeckD e) + public Neck(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, NeckD e) { Neck Neck2 = this; ThisType = GetType(); @@ -1386,7 +1386,7 @@ namespace SlaveMatrix X0Y0_首輪_金具3CP = new ColorP(X0Y0_首輪_金具3, 首輪_金具3CD, DisUnit, abj: true); X0Y0_首輪_金具左CP = new ColorP(X0Y0_首輪_金具左, 首輪_金具左CD, DisUnit, abj: true); X0Y0_首輪_金具右CP = new ColorP(X0Y0_首輪_金具右, 首輪_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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -1536,12 +1536,12 @@ namespace SlaveMatrix 鎖2.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) { 植性_蔦CD = new ColorD(ref Col.Black, ref 体配色.植0O); 植性_棘左上CD = new ColorD(ref Col.Black, ref 体配色.植1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs index 2ebe600..0917943 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/NeckD.cs @@ -127,7 +127,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.Neck_Head_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 Neck(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs index 060e690..8a4fc55 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Shoulder.cs @@ -283,7 +283,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -307,7 +307,7 @@ namespace SlaveMatrix public JointS UpperArm_接続点 => new JointS(Body, X0Y0_Shoulder_Shoulder, 1); - public Shoulder(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ShoulderD e) + public Shoulder(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ShoulderD e) { Shoulder Shoulder2 = this; ThisType = GetType(); @@ -394,7 +394,7 @@ namespace SlaveMatrix X0Y0_Shoulder_傷I4CP = new ColorP(X0Y0_Shoulder_傷I4, Shoulder_傷I4CD, DisUnit, abj: true); X0Y0_Shoulder_シャツCP = new ColorP(X0Y0_Shoulder_シャツ, Shoulder_シャツCD, DisUnit, abj: true); X0Y0_Shoulder_ナースCP = new ColorP(X0Y0_Shoulder_ナース, Shoulder_ナースCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_脇_脇.BasePointBase = X0Y0_脇_脇.BasePointBase.AddY(-0.001); } @@ -455,12 +455,12 @@ namespace SlaveMatrix X0Y0_Shoulder_ナースCP.Update(ナース); } - 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) { 脇_脇CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 脇_筋肉CD = new ColorD(ref Col.Black, ref 体配色.人肌R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs index e494f9f..b088952 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ShoulderD.cs @@ -43,7 +43,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.Shoulder_UpperArm_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 Shoulder(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs index 7f4c476..c86f58c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カル.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -141,7 +141,7 @@ namespace SlaveMatrix } } - public SideHair_カル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_カルD e) + public SideHair_カル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, SideHair_カルD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -194,7 +194,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_髪1CP = new ColorP(X0Y0_髪1, 髪1CD, DisUnit, abj: false); X0Y0_髪2CP = new ColorP(X0Y0_髪2, 髪2CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -203,12 +203,12 @@ namespace SlaveMatrix X0Y0_髪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1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs index 2fcfaa4..2cb11d2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_カルD.cs @@ -34,7 +34,7 @@ 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 SideHair_カル(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs index 93da0bf..ff2278d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグ.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -141,7 +141,7 @@ namespace SlaveMatrix } } - public SideHair_ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_ジグD e) + public SideHair_ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, SideHair_ジグD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -194,7 +194,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_髪1CP = new ColorP(X0Y0_髪1, 髪1CD, DisUnit, abj: false); X0Y0_髪2CP = new ColorP(X0Y0_髪2, 髪2CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -203,12 +203,12 @@ namespace SlaveMatrix X0Y0_髪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1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs index f6d0407..13836c3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ジグD.cs @@ -34,7 +34,7 @@ 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 SideHair_ジグ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs index 556ba61..e9282cc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネ.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -141,7 +141,7 @@ namespace SlaveMatrix } } - public SideHair_ハネ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_ハネD e) + public SideHair_ハネ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, SideHair_ハネD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -194,7 +194,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_髪1CP = new ColorP(X0Y0_髪1, 髪1CD, DisUnit, abj: false); X0Y0_髪2CP = new ColorP(X0Y0_髪2, 髪2CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -203,12 +203,12 @@ namespace SlaveMatrix X0Y0_髪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1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs index 88369b2..c715d2c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_ハネD.cs @@ -34,7 +34,7 @@ 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 SideHair_ハネ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs index 3f68d68..3351779 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツ.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -141,7 +141,7 @@ namespace SlaveMatrix } } - public SideHair_パツ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_パツD e) + public SideHair_パツ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, SideHair_パツD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -194,7 +194,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_髪1CP = new ColorP(X0Y0_髪1, 髪1CD, DisUnit, abj: false); X0Y0_髪2CP = new ColorP(X0Y0_髪2, 髪2CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -203,12 +203,12 @@ namespace SlaveMatrix X0Y0_髪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1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs index 95a1faf..dbc3eee 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_パツD.cs @@ -34,7 +34,7 @@ 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 SideHair_パツ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs index 5ae27d5..252fbc7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編み.cs @@ -331,7 +331,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -414,7 +414,7 @@ namespace SlaveMatrix } } - public SideHair_編み(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_編みD e) + public SideHair_編み(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, SideHair_編みD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -507,7 +507,7 @@ namespace SlaveMatrix X0Y0_髪左CP = new ColorP(X0Y0_髪左, 髪左CD, DisUnit, abj: false); X0Y0_髪右CP = new ColorP(X0Y0_髪右, 髪右CD, DisUnit, abj: false); X0Y0_髪根CP = new ColorP(X0Y0_髪根, 髪根CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override bool Is布(Par p) @@ -537,12 +537,12 @@ namespace SlaveMatrix X0Y0_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CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 編節1_髪節CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs index ada2dcd..31199f3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_編みD.cs @@ -58,7 +58,7 @@ 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 SideHair_編み(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs index f54b7aa..facddf9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系.cs @@ -74,7 +74,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -88,7 +88,7 @@ namespace SlaveMatrix public JointS 肢_接続点 => new JointS(Body, X0Y0_髪, 0); - public SideHair_肢系(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_肢系D e) + public SideHair_肢系(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, SideHair_肢系D e) { SideHair_肢系 横髪_肢系2 = this; ThisType = GetType(); @@ -147,7 +147,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_髪CP = new ColorP(X0Y0_髪, 髪CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -155,12 +155,12 @@ namespace SlaveMatrix X0Y0_髪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CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系D.cs index 58e6465..8301b1f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/SideHair_肢系D.cs @@ -28,7 +28,7 @@ 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 SideHair_肢系(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Stamp.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Stamp.cs index 641ac01..561f21a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Stamp.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Stamp.cs @@ -25,9 +25,9 @@ namespace SlaveMatrix public RenderArea Are; - public Cha Cha; + public Character Cha; - public Bod Bod; + public Body Bod; protected EleD EleD; @@ -55,7 +55,7 @@ namespace SlaveMatrix { } - public Stamp(ModeEventDispatcher Med, RenderArea Are, Cha Cha, Bod Bod, EleD EleD) + public Stamp(ModeEventDispatcher Med, RenderArea Are, Character Cha, Body Bod, EleD EleD) { this.Med = Med; this.Are = Are; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs index 43ccfe6..414fb09 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Sweat.cs @@ -30,9 +30,9 @@ namespace SlaveMatrix private List 位置 = new List(); - public Mot 汗かき; + public Motion 汗かき; - private Mot 汗ひき; + private Motion 汗ひき; private bool 汗だし = true; @@ -57,7 +57,7 @@ namespace SlaveMatrix foreach (Vector2D local in ps) { 汗 = 全体[this.i]; - if (汗.濃度 != 0.0) + if (汗.Intensity != 0.0) { tp = ryps2.r.ToGlobal(local); 汗.Body.CurJoinRoot.PositionBase = tp + (ryps2.r.ToGlobal(ryps2.c) - tp) * 位置[this.i]; @@ -70,34 +70,34 @@ namespace SlaveMatrix } } - public Sweat(ModeEventDispatcher Med, RenderArea Are, Cha Cha, Mots Mots) + public Sweat(ModeEventDispatcher Med, RenderArea Are, Character Cha, Motions Mots) { Ele[] es = null; Ele n = null; bool re = false; - 汗かき = new Mot(0.0, 1.0) + 汗かき = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { if (汗だし) { - es = 全体.Where((Ele e) => e.濃度 != 0.0).ToArray(); + es = 全体.Where((Ele e) => e.Intensity != 0.0).ToArray(); Ele[] array5 = es; for (int num3 = 0; num3 < array5.Length; num3++) { - array5[num3].濃度 = 0.0; + array5[num3].Intensity = 0.0; } } }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (汗だし) { Ele[] array4 = es; for (int num2 = 0; num2 < array4.Length; num2++) { - array4[num2].濃度 = m.Value; + array4[num2].Intensity = m.Value; } } else if (!re) @@ -106,21 +106,21 @@ namespace SlaveMatrix } else { - n.濃度 = m.Value; + n.Intensity = m.Value; } }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { if (汗だし) { Ele[] array3 = es; for (int l = 0; l < array3.Length; l++) { - array3[l].濃度 = 1.0; + array3[l].Intensity = 1.0; } m.ResetValue(); 汗だし = false; - es = 全体.Where((Ele e) => e.濃度 != 0.0).ToArray(); + es = 全体.Where((Ele e) => e.Intensity != 0.0).ToArray(); n = es[RNG.XS.Next(es.Length)]; } else @@ -128,36 +128,36 @@ namespace SlaveMatrix re = true; } }, - Rouing = delegate(Mot m) + OnLoop = delegate(Motion m) { if (!汗だし) { n.Yv = 0.0; - n.濃度 = 0.0; - es = 全体.Where((Ele e) => e.濃度 != 0.0).ToArray(); + n.Intensity = 0.0; + es = 全体.Where((Ele e) => e.Intensity != 0.0).ToArray(); if (es.Length != 0) { n = es[RNG.XS.Next(es.Length)]; } - es = 全体.Where((Ele e) => e.濃度 == 0.0).ToArray(); + es = 全体.Where((Ele e) => e.Intensity == 0.0).ToArray(); if (es.Length != 0) { - es[RNG.XS.Next(es.Length)].濃度 = 1.0; + es[RNG.XS.Next(es.Length)].Intensity = 1.0; } re = false; m.ResetValue(); } }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { if (!汗だし) { n.Yv = 0.0; - n.濃度 = 0.0; - es = 全体.Where((Ele e) => e.濃度 != 0.0).ToArray(); + n.Intensity = 0.0; + es = 全体.Where((Ele e) => e.Intensity != 0.0).ToArray(); n = es[RNG.XS.Next(es.Length)]; - es = 全体.Where((Ele e) => e.濃度 == 0.0).ToArray(); - es[RNG.XS.Next(es.Length)].濃度 = 1.0; + es = 全体.Where((Ele e) => e.Intensity == 0.0).ToArray(); + es[RNG.XS.Next(es.Length)].Intensity = 1.0; re = false; m.ResetValue(); 汗ひき.Start(); @@ -165,36 +165,36 @@ namespace SlaveMatrix } }; Mots.Add(汗かき.GetHashCode().ToString(), 汗かき); - 汗ひき = new Mot(0.0, 1.0) + 汗ひき = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { - es = 全体.Where((Ele e) => e.濃度 != 0.0).ToArray(); + es = 全体.Where((Ele e) => e.Intensity != 0.0).ToArray(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { Ele[] array2 = es; for (int k = 0; k < array2.Length; k++) { - array2[k].濃度 = m.Value.Inverse(); + array2[k].Intensity = m.Value.Inverse(); } }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); m.ResetValue(); Ele[] array = es; for (int j = 0; j < array.Length; j++) { - array[j].濃度 = 1.0; + array[j].Intensity = 1.0; } 汗だし = true; }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { } }; @@ -203,7 +203,7 @@ namespace SlaveMatrix int num = 0; 汗D e2 = new 汗D(); ryps ryps; - foreach (Ele item in Cha.Bod.Elements.Where((Ele e) => 汗対象.Contains(e.GetType().ToString()))) + foreach (Ele item in Cha.Body.Elements.Where((Ele e) => 汗対象.Contains(e.GetType().ToString()))) { ryps = default(ryps); ryps.r = item.Body.CurJoinRoot; @@ -216,9 +216,9 @@ namespace SlaveMatrix for (int i = 0; i < ps.Length; i++) { _ = ref ps[i]; - 汗 = new 汗(Are.DisplayUnitScale, 配色指定.N0, Cha.配色, Med, e2); + 汗 = new 汗(Are.DisplayUnitScale, 配色指定.N0, Cha.ColorSet, Med, e2); 汗.SetHitFalse(); - 汗.濃度 = ((RNG.XS.NextDouble() < 0.2) ? 1.0 : 0.0); + 汗.Intensity = ((RNG.XS.NextDouble() < 0.2) ? 1.0 : 0.0); 位置.Add(num switch { 1 => 0.5, diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs index 88b9e95..4029916 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TextBubble.cs @@ -16,7 +16,7 @@ namespace SlaveMatrix public bool Dis; - public Mot 消失; + public Motion 消失; public Color GetHitColor => Tex.ParT.HitColor; @@ -66,13 +66,13 @@ namespace SlaveMatrix int sa = ShadColor.A; double v; - 消失 = new Mot(0.0, 1.0) + 消失 = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (m.Value < m.Max - 1) return; @@ -82,14 +82,14 @@ namespace SlaveMatrix Tex.ParT.TextColor = Color.FromArgb((int)((double)ta * v), Tex.ParT.TextColor); Tex.ParT.ShadColor = Color.FromArgb((int)((double)sa * v), Tex.ParT.ShadColor); }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { 表示 = false; 吹出し.X0Y0_吹出し.PenColor = Color.FromArgb(pa, 吹出し.X0Y0_吹出し.PenColor); @@ -124,13 +124,13 @@ namespace SlaveMatrix int ta = TextColor.A; int sa = ShadColor.A; double v; - 消失 = new Mot(0.0, 1.0) + 消失 = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { //After full training slave if i tried to train again game crahes here :3 v = (m.Value >= 0) ? m.Value : m.Value.Inverse(); @@ -150,14 +150,14 @@ namespace SlaveMatrix Tex.ParT.TextColor = Color.FromArgb(correctTextAlpha, Tex.ParT.TextColor); Tex.ParT.ShadColor = Color.FromArgb(correctShadeAlpha, Tex.ParT.ShadColor); }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { 表示 = false; 吹出し.X0Y0_吹出し.PenColor = Color.FromArgb(pa, 吹出し.X0Y0_吹出し.PenColor); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs index 1436a9d..1f6cf5f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso.cs @@ -259,7 +259,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -287,7 +287,7 @@ namespace SlaveMatrix public JointS 翼右_接続点 => new JointS(Body, X0Y0_Torso, 2); - public Torso(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, TorsoD e) + public Torso(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, TorsoD e) { Torso Torso2 = this; ThisType = GetType(); @@ -405,7 +405,7 @@ namespace SlaveMatrix X0Y0_植タトゥ_右_タトゥ2CP = new ColorP(X0Y0_植タトゥ_右_タトゥ2, 植タトゥ_右_タトゥ2CD, DisUnit, abj: true); X0Y0_植タトゥ_右_タトゥ1CP = new ColorP(X0Y0_植タトゥ_右_タトゥ1, 植タトゥ_右_タトゥ1CD, DisUnit, abj: true); 筋肉濃度 = e.筋肉濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.9; } @@ -429,12 +429,12 @@ namespace SlaveMatrix X0Y0_植タトゥ_右_タトゥ1CP.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) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.人肌R); 筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs index ad4328d..0313fdb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/TorsoD.cs @@ -84,7 +84,7 @@ 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 Torso(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs index 975baa3..c8638f8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇.cs @@ -295,7 +295,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -326,7 +326,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public Torso_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蛇D e) + public Torso_蛇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Torso_蛇D e) { Torso_蛇 Torso_蛇2 = this; ThisType = GetType(); @@ -441,7 +441,7 @@ namespace SlaveMatrix X0Y0_輪_金具3CP = new ColorP(X0Y0_輪_金具3, 輪_金具3CD, DisUnit, abj: true); X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, 輪_金具左CD, DisUnit, abj: true); X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, 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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -520,7 +520,7 @@ namespace SlaveMatrix 鎖2.色更新(); } - public void 配色(体配色 体配色) + public void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -539,7 +539,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); @@ -553,7 +553,7 @@ namespace SlaveMatrix 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) { Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -567,7 +567,7 @@ namespace SlaveMatrix 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) { Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs index bf486a4..fc4c857 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蛇D.cs @@ -56,7 +56,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.Torso_蛇_Torso_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 Torso_蛇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs index 358f0d0..d47e5b5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲.cs @@ -375,7 +375,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -473,7 +473,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public Torso_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, Torso_蟲D e) + public Torso_蟲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Torso_蟲D e) { Torso_蟲 Torso_蟲2 = this; ThisType = GetType(); @@ -605,7 +605,7 @@ namespace SlaveMatrix X0Y0_輪_金具3CP = new ColorP(X0Y0_輪_金具3, 輪_金具3CD, DisUnit, abj: true); X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, 輪_金具左CD, DisUnit, abj: true); X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, 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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -668,7 +668,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -687,7 +687,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); Torso_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -705,7 +705,7 @@ namespace SlaveMatrix 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) { Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); Torso_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -723,7 +723,7 @@ namespace SlaveMatrix 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) { Torso_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); Torso_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs index efd369a..281547c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Torso_蟲D.cs @@ -74,7 +74,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.Torso_蟲_Torso_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 Torso_蟲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs index c66d641..35b3366 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀.cs @@ -451,7 +451,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -482,7 +482,7 @@ namespace SlaveMatrix } } - public T剃刀(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, T剃刀D e) + public T剃刀(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, T剃刀D e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["T字剃刀"]); @@ -582,7 +582,7 @@ namespace SlaveMatrix X0Y0_グリップ_グリップ13CP = new ColorP(X0Y0_グリップ_グリップ13, グリップ_グリップ13CD, DisUnit, abj: true); X0Y0_グリップ_グリップ14CP = new ColorP(X0Y0_グリップ_グリップ14, グリップ_グリップ14CD, DisUnit, abj: true); X0Y0_グリップ_グリップ15CP = new ColorP(X0Y0_グリップ_グリップ15, グリップ_グリップ15CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; Vector2D local = X0Y0_刃_刃1.OP[0].ps[1]; foreach (Par item in Body.EnumJoinRoot) { @@ -616,12 +616,12 @@ namespace SlaveMatrix X0Y0_グリップ_グリップ15CP.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) { ヘッドCD = new ColorD(); ヘッドCD.線 = Col.Black; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs index d873a39..5112cd2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/T剃刀D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 T剃刀(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs index 80ffcc3..45ecf75 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人.cs @@ -3283,7 +3283,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -3443,7 +3443,7 @@ namespace SlaveMatrix public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1); - public UpperArm_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_人D e) + public UpperArm_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_人D e) { UpperArm_人 UpperArm_人2 = this; ThisType = GetType(); @@ -3926,7 +3926,7 @@ namespace SlaveMatrix X0Y0_鎧_鎧_鎧2CP = new ColorP(X0Y0_鎧_鎧_鎧2, 鎧_鎧_鎧2CD, DisUnit, abj: true); 傷X濃度 = e.傷X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; } public override void 描画0(RenderArea Are) @@ -4185,7 +4185,7 @@ namespace SlaveMatrix X0Y0_鎧_鎧_鎧2CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -4204,7 +4204,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); @@ -4286,7 +4286,7 @@ namespace SlaveMatrix 鎧_鎧_鎧2CD = new ColorD(); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); @@ -4368,7 +4368,7 @@ namespace SlaveMatrix 鎧_鎧_鎧2CD = new ColorD(); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs index c6189e1..c9614a5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_人D.cs @@ -336,7 +336,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.UpperArm_人_LowerArm_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 UpperArm_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs index 49f5cff..1404667 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣.cs @@ -234,7 +234,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -268,7 +268,7 @@ namespace SlaveMatrix public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1); - public UpperArm_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_獣D e) + public UpperArm_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_獣D e) { UpperArm_獣 UpperArm_獣2 = this; ThisType = GetType(); @@ -352,7 +352,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, 竜性_鱗3CD, 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1CP = new ColorP(X0Y0_竜性_鱗1, 竜性_鱗1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -375,7 +375,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗1CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -394,7 +394,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -407,7 +407,7 @@ namespace SlaveMatrix 竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -420,7 +420,7 @@ namespace SlaveMatrix 竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs index 2615ba7..625c2aa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_獣D.cs @@ -36,7 +36,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.UpperArm_獣_LowerArm_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 UpperArm_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs index ea71574..6324195 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙.cs @@ -213,7 +213,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -507,7 +507,7 @@ namespace SlaveMatrix public JointS LowerArm_接続点 => new JointS(Body, X0Y0_獣翼UpperArm, 0); - public UpperArm_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_蝙D e) + public UpperArm_蝙(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_蝙D e) { UpperArm_蝙 UpperArm_蝙2 = this; 飛膜 = new 飛膜_根(DisUnit, 配色指定, 体配色); @@ -587,7 +587,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗4CP = new ColorP(X0Y0_竜性_鱗4, 竜性_鱗4CD, DisUnit, abj: true); X0Y0_竜性_鱗5CP = new ColorP(X0Y0_竜性_鱗5, 竜性_鱗5CD, DisUnit, abj: true); X0Y0_竜性_鱗6CP = new ColorP(X0Y0_竜性_鱗6, 竜性_鱗6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度B = 1.02; } @@ -625,7 +625,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗6CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -644,7 +644,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 獣翼UpperArmCD = 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); @@ -655,7 +655,7 @@ namespace SlaveMatrix 竜性_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 獣翼UpperArmCD = 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); @@ -666,7 +666,7 @@ namespace SlaveMatrix 竜性_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 獣翼UpperArmCD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs index 3b8ecaf..7698160 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蝙D.cs @@ -40,7 +40,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.UpperArm_蝙_LowerArm_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 UpperArm_蝙(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs index 4cf4159..ee2718c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄.cs @@ -114,7 +114,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -142,7 +142,7 @@ namespace SlaveMatrix public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1); - public UpperArm_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_蹄D e) + public UpperArm_蹄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_蹄D e) { UpperArm_蹄 UpperArm_蹄2 = this; ThisType = GetType(); @@ -206,7 +206,7 @@ namespace SlaveMatrix X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, 筋肉上CD, DisUnit, abj: false); X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true); X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, 筋肉下CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -223,12 +223,12 @@ namespace SlaveMatrix X0Y0_筋肉下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) { 筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs index 1fa33cb..3473e72 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_蹄D.cs @@ -24,7 +24,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.UpperArm_蹄_LowerArm_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 UpperArm_蹄(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs index 4ccc0b1..6c67a6b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥.cs @@ -256,7 +256,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -400,7 +400,7 @@ namespace SlaveMatrix public JointS LowerArm_接続点 => new JointS(Body, X0Y0_鳥翼UpperArm, 0); - public UpperArm_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, UpperArm_鳥D e) + public UpperArm_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_鳥D e) { UpperArm_鳥 UpperArm_鳥2 = this; ThisType = GetType(); @@ -492,7 +492,7 @@ namespace SlaveMatrix 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); X0Y0_竜性_鱗4CP = new ColorP(X0Y0_竜性_鱗4, 竜性_鱗4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -536,7 +536,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗4CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -555,7 +555,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 風切羽_羽3CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽2CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -569,7 +569,7 @@ namespace SlaveMatrix 竜性_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 風切羽_羽3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 風切羽_羽2CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -583,7 +583,7 @@ namespace SlaveMatrix 竜性_鱗4CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 風切羽_羽3CD = new ColorD(ref Col.Black, ref 体配色.羽1O); 風切羽_羽2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs index e3e1356..68f9453 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/UpperArm_鳥D.cs @@ -54,7 +54,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.UpperArm_鳥_LowerArm_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 UpperArm_鳥(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs index 44bc9d7..8b717f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/Waist.cs @@ -2075,7 +2075,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2151,7 +2151,7 @@ namespace SlaveMatrix public JointS 翼右_接続点 => new JointS(Body, X0Y0_Waist, 9); - public Waist(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, WaistD e) + public Waist(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, WaistD e) { Waist Waist2 = this; ThisType = GetType(); @@ -2860,7 +2860,7 @@ namespace SlaveMatrix 傷I左濃度 = e.傷I左濃度; 傷I右濃度 = e.傷I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YB = 0.95; double num = 1.0025; X0Y0_臍.BasePointBase = new Vector2D(X0Y0_臍.BasePointBase.X, 0.363998381176966); @@ -3433,7 +3433,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -3452,7 +3452,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R); @@ -3499,7 +3499,7 @@ namespace SlaveMatrix ハイライト下右CD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R); @@ -3546,7 +3546,7 @@ namespace SlaveMatrix ハイライト下右CD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { WaistCD = new ColorD(ref Col.Black, ref 体配色.人肌O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs index 13ed38e..7b11bae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/WaistD.cs @@ -257,7 +257,7 @@ 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 Waist(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs index a93b638..42bac5c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_大.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -163,7 +163,7 @@ namespace SlaveMatrix X0Y2_精液CP = new ColorP(X0Y2_精液, 精液CD, DisUnit, abj: true); X0Y3_精液CP = new ColorP(X0Y3_精液, 精液CD, DisUnit, abj: true); X0Y4_精液CP = new ColorP(X0Y4_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs index 6b621c7..e273328 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ぶっかけ_小.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -163,7 +163,7 @@ namespace SlaveMatrix X0Y2_精液CP = new ColorP(X0Y2_精液, 精液CD, DisUnit, abj: true); X0Y3_精液CP = new ColorP(X0Y3_精液, 精液CD, DisUnit, abj: true); X0Y4_精液CP = new ColorP(X0Y4_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs index 20413f4..1d76c89 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマーク.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public キスマーク(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, キスマークD e) + public キスマーク(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, キスマークD e) { ThisType = GetType(); Body = new Difs(Sta.スタンプ["キスマーク"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_キスマークCP = new ColorP(X0Y0_キスマーク, キスマークCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_キスマーク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) { キスマークCD = new ColorD(ref Col.Empty, ref 体配色.粘膜); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマークD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマークD.cs index 45e862f..44925dd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマークD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キスマークD.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 キスマーク(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs index 6454951..78163a6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -118,7 +118,7 @@ namespace SlaveMatrix } } - public キャップ1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, キャップ1D e) + public キャップ1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, キャップ1D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["キャップ中"]); @@ -162,7 +162,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_根本CP = new ColorP(X0Y0_根本, 根本CD, DisUnit, abj: true); X0Y0_先端CP = new ColorP(X0Y0_先端, 先端CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; Vector2D local = X0Y0_根本.OP[0].ps[2]; foreach (Par item in Body.EnumJoinRoot) { @@ -176,12 +176,12 @@ namespace SlaveMatrix X0Y0_先端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) { 根本CD = new ColorD(); 先端CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1D.cs index ae1ba21..9936aa1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ1D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 キャップ1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs index edfdd98..bc8d894 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -118,7 +118,7 @@ namespace SlaveMatrix } } - public キャップ2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, キャップ2D e) + public キャップ2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, キャップ2D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["キャップ左"]); @@ -162,7 +162,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_根本CP = new ColorP(X0Y0_根本, 根本CD, DisUnit, abj: true); X0Y0_先端CP = new ColorP(X0Y0_先端, 先端CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -171,12 +171,12 @@ namespace SlaveMatrix X0Y0_先端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) { 根本CD = new ColorD(); 先端CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2D.cs index 3226474..293ff32 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ2D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 キャップ2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs index 3d79f3d..e9abad3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/キャップ処理.cs @@ -32,7 +32,7 @@ namespace SlaveMatrix private bool ハンドf; - private Mot キャップ振動; + private Motion キャップ振動; private bool キャップ中_; @@ -273,7 +273,7 @@ namespace SlaveMatrix キャップ[Bod.キャップ1].DraShow = true; キャップ[Bod.キャップ1].StaShow = true; キャップ[Bod.キャップ1].描画Show = true; - キャップ[Bod.キャップ1].Ele.濃度 = 0.5; + キャップ[Bod.キャップ1].Ele.Intensity = 0.5; キャップ[Bod.キャップ1].使用状態 = UsageStatus.Standby; キャップ.Remove(Bod.キャップ1); } @@ -319,7 +319,7 @@ namespace SlaveMatrix } else if (調教UI.Focus == キャップ1 || 調教UI.Focus == キャップ2 || 調教UI.Focus == キャップ3) { - if (!キャップ中着 && (cd.e is キャップ1 || cd.c == ContactType.Nucleus) && (Cha.ChaD.股施術 || (!Cha.Bod.Is蠍 && (!Cha.Bod.Is蛇 || !Cha.Bod.蛇.ガード)))) + if (!キャップ中着 && (cd.e is キャップ1 || cd.c == ContactType.Nucleus) && (Cha.CharacterData.股施術 || (!Cha.Body.Is蠍 && (!Cha.Body.Is蛇 || !Cha.Body.蛇.ガード)))) { 調教UI.押し(ref cd); 調教UI.Focus.DraShow = false; @@ -376,7 +376,7 @@ namespace SlaveMatrix public void Down(ref MouseButtons mb, ref Vector2D cp, ref Vector2D op, ref Color hc, ref ContactD cd) { - if (調教UI.Focus.Ele.濃度 == 1.0) + if (調教UI.Focus.Ele.Intensity == 1.0) { if (ハンドf) { @@ -419,7 +419,7 @@ namespace SlaveMatrix キャップ[Bod.キャップ1].DraShow = true; キャップ[Bod.キャップ1].StaShow = true; キャップ[Bod.キャップ1].描画Show = true; - キャップ[Bod.キャップ1].Ele.濃度 = 0.5; + キャップ[Bod.キャップ1].Ele.Intensity = 0.5; キャップ[Bod.キャップ1].使用状態 = UsageStatus.Standby; キャップ.Remove(Bod.キャップ1); キャップ中着 = false; @@ -459,7 +459,7 @@ namespace SlaveMatrix キャップ[Bod.キャップ2左].DraShow = true; キャップ[Bod.キャップ2左].StaShow = true; キャップ[Bod.キャップ2左].描画Show = true; - キャップ[Bod.キャップ2左].Ele.濃度 = 0.5; + キャップ[Bod.キャップ2左].Ele.Intensity = 0.5; キャップ[Bod.キャップ2左].使用状態 = UsageStatus.Standby; キャップ.Remove(Bod.キャップ2左); キャップ左着 = false; @@ -503,7 +503,7 @@ namespace SlaveMatrix キャップ[Bod.キャップ2右].DraShow = true; キャップ[Bod.キャップ2右].StaShow = true; キャップ[Bod.キャップ2右].描画Show = true; - キャップ[Bod.キャップ2右].Ele.濃度 = 0.5; + キャップ[Bod.キャップ2右].Ele.Intensity = 0.5; キャップ[Bod.キャップ2右].使用状態 = UsageStatus.Standby; キャップ.Remove(Bod.キャップ2右); キャップ右着 = false; @@ -518,7 +518,7 @@ namespace SlaveMatrix } if (mb == MouseButtons.Left) { - if (!キャップ中着 && (cd.c == ContactType.Nucleus || cd.e == Bod.キャップ1) && (Cha.ChaD.股施術 || (!Cha.Bod.Is蠍 && (!Cha.Bod.Is蛇 || !Cha.Bod.蛇.ガード)))) + if (!キャップ中着 && (cd.c == ContactType.Nucleus || cd.e == Bod.キャップ1) && (Cha.CharacterData.股施術 || (!Cha.Body.Is蠍 && (!Cha.Body.Is蛇 || !Cha.Body.蛇.ガード)))) { Bod.Setキャップ1 = キャップ着; キャップ.Add(Bod.キャップ1, 調教UI.Focus); @@ -597,21 +597,21 @@ namespace SlaveMatrix 調教UI.キャップ1.配色(配色); 調教UI.キャップ2.配色(配色); 調教UI.キャップ3.配色(配色); - 調教UI.キャップ1.濃度 = 0.5; - 調教UI.キャップ2.濃度 = 0.5; - 調教UI.キャップ3.濃度 = 0.5; + 調教UI.キャップ1.Intensity = 0.5; + 調教UI.キャップ2.Intensity = 0.5; + 調教UI.キャップ3.Intensity = 0.5; 調教UI.キャップ1CM = キャップ1; 調教UI.キャップ2CM = キャップ2; 調教UI.キャップ3CM = キャップ3; double d = 0.0005; Vector2D p = Dat.Vec2DZero; - キャップ振動 = new Mot(-1.0, 1.0) + キャップ振動 = new Motion(-1.0, 1.0) { BaseSpeed = double.MaxValue, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (キャップ処理2.キャップ左_) { @@ -641,13 +641,13 @@ namespace SlaveMatrix キャップ処理2.振動(キャップ処理2.Bod.キャップ1); } }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); キャップ処理2.Bod.キャップ2左.位置C = Dat.Vec2DZero; @@ -658,10 +658,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(キャップ振動.GetHashCode().ToString(), キャップ振動); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; } public new void Reset() @@ -700,19 +700,19 @@ namespace SlaveMatrix キャップ1.DraShow = true; キャップ1.StaShow = true; キャップ1.描画Show = true; - キャップ1.Ele.濃度 = 0.5; + キャップ1.Ele.Intensity = 0.5; キャップ1.使用状態 = UsageStatus.Standby; キャップ2.Show = true; キャップ2.DraShow = true; キャップ2.StaShow = true; キャップ2.描画Show = true; - キャップ2.Ele.濃度 = 0.5; + キャップ2.Ele.Intensity = 0.5; キャップ2.使用状態 = UsageStatus.Standby; キャップ3.Show = true; キャップ3.DraShow = true; キャップ3.StaShow = true; キャップ3.描画Show = true; - キャップ3.Ele.濃度 = 0.5; + キャップ3.Ele.Intensity = 0.5; キャップ3.使用状態 = UsageStatus.Standby; base.Reset(); CP中.Reset(); @@ -733,9 +733,9 @@ namespace SlaveMatrix キャップ左 = false; キャップ右 = false; キャップ着.SetDefault(); - 調教UI.キャップ1.濃度 = 0.5; - 調教UI.キャップ2.濃度 = 0.5; - 調教UI.キャップ3.濃度 = 0.5; + 調教UI.キャップ1.Intensity = 0.5; + 調教UI.キャップ2.Intensity = 0.5; + 調教UI.キャップ3.Intensity = 0.5; } } } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs index 8542133..84d7eb6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプB.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix { public class スタンプB : Stamp { - private Mot ぶっかけ垂れ; + private Motion ぶっかけ垂れ; public override void Draw(RenderArea Are) { @@ -66,30 +66,30 @@ namespace SlaveMatrix } } - public スタンプB(ModeEventDispatcher Med, RenderArea Are, Cha Cha, Bod Bod, EleD EleD, Mots Mots) + public スタンプB(ModeEventDispatcher Med, RenderArea Are, Character Cha, Body Bod, EleD EleD, Motions Mots) : base(Med, Are, Cha, Bod, EleD) { Ele e = null; - ぶっかけ垂れ = new Mot(0.0, 1.0) + ぶっかけ垂れ = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate(Mot m) + OnStart = delegate(Motion m) { e = sta.Last().Sta; m.Max = RNG.XS.NextDouble(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { e.Yv = m.Value; }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { } }; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs index 02addba..433fddc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプK.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix { p = he.Body.GetHitPar_(hc); c2 = he.GetParOfColorP(p).ColorD.色; - if (c2.Col1 == Cha.配色.人肌O.Col1 || c2.Col2 == Cha.配色.人肌O.Col1) + if (c2.Col1 == Cha.ColorSet.人肌O.Col1 || c2.Col2 == Cha.ColorSet.人肌O.Col1) { if (sta.Count >= 33) { @@ -44,7 +44,7 @@ namespace SlaveMatrix sep.Sta.Dispose(); } sep = default(sep); - sep.Sta = EleD.GetEle(Are.DisplayUnitScale, Med, Cha.配色); + sep.Sta = EleD.GetEle(Are.DisplayUnitScale, Med, Cha.ColorSet); sep.Sta.SetHitFalse(); sep.Ele = he; sep.Par = p; @@ -57,7 +57,7 @@ namespace SlaveMatrix return null; } - public スタンプK(ModeEventDispatcher Med, RenderArea Are, Cha Cha, Bod Bod, EleD EleD, Ele Par) + public スタンプK(ModeEventDispatcher Med, RenderArea Are, Character Cha, Body Bod, EleD EleD, Ele Par) : base(Med, Are, Cha, Bod, EleD) { this.Par = Par; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs index a25cb44..55697cc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/スタンプW.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix { p = he.Body.GetHitPar_(hc); c2 = he.GetParOfColorP(p).ColorD.色; - if (c2.Col1 == Cha.配色.人肌O.Col1 || c2.Col2 == Cha.配色.人肌O.Col1) + if (c2.Col1 == Cha.ColorSet.人肌O.Col1 || c2.Col2 == Cha.ColorSet.人肌O.Col1) { if (sta.Count >= 33) { @@ -44,7 +44,7 @@ namespace SlaveMatrix sep.Sta.Dispose(); } sep = default(sep); - sep.Sta = EleD.GetEle(Are.DisplayUnitScale, Med, Cha.配色); + sep.Sta = EleD.GetEle(Are.DisplayUnitScale, Med, Cha.ColorSet); sep.Sta.SetHitFalse(); sep.Sta.角度C = 45.0 * (double)(RNG.XS.NextBool() ? 1 : (-1)) * RNG.XS.NextDouble(); sep.Ele = he; @@ -58,7 +58,7 @@ namespace SlaveMatrix return false; } - public スタンプW(ModeEventDispatcher Med, RenderArea Are, Cha Cha, Bod Bod, EleD EleD, Ele Par) + public スタンプW(ModeEventDispatcher Med, RenderArea Are, Character Cha, Body Bod, EleD EleD, Ele Par) : base(Med, Are, Cha, Bod, EleD) { this.Par = Par; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs index bc8b76c..236da66 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド.cs @@ -3769,7 +3769,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -5204,7 +5204,7 @@ namespace SlaveMatrix X14Y2_呪印_鎖1CP = new ColorP(X14Y2_呪印_鎖1, 呪印_鎖1CD, DisUnit, abj: true); X14Y2_呪印_鎖2CP = new ColorP(X14Y2_呪印_鎖2, 呪印_鎖2CD, DisUnit, abj: true); X14Y2_呪印_鎖3CP = new ColorP(X14Y2_呪印_鎖3, 呪印_鎖3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度B *= 1.1; double y = 0.0015; X6Y0_手.BasePointBase = X6Y0_手.ToLocal(X6Y0_人指.ToGlobal(X6Y0_人指.JP[0].Joint.AddY(y))); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs index 72a1dda..d52fddf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ハンド処理.cs @@ -18,9 +18,9 @@ namespace SlaveMatrix public bool Is体撫で; - public Mot バスト初期化; + public Motion バスト初期化; - public Mot くぱぁ中; + public Motion くぱぁ中; private bool 核捏ね初; @@ -730,7 +730,7 @@ namespace SlaveMatrix 切り替え = false; return; } - 調教UI.Focus.Ele.濃度 = 0.5; + 調教UI.Focus.Ele.Intensity = 0.5; 調教UI.Focus = 調教UI.ペニスCM; 調教UI.ペニスCM.Ele.位置B = cp; 調教UI.ペニス処理.選択 = true; @@ -751,7 +751,7 @@ namespace SlaveMatrix 切り替え = false; return; } - 調教UI.Focus.Ele.濃度 = 0.5; + 調教UI.Focus.Ele.Intensity = 0.5; 調教UI.Focus = 調教UI.マウスCM; 調教UI.マウスCM.Ele.位置B = cp; 調教UI.マウス処理.Move(ref mb, ref cp, ref hc, ref cd); @@ -872,15 +872,15 @@ namespace SlaveMatrix ハンド処理 ハンド処理2 = this; double d = 1.0; bool f = false; - バスト初期化 = new Mot(0.0, 1.0) + バスト初期化 = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { f = ハンド処理2.Bod.乳房右.Yi <= 2; d = ハンド処理2.Bod.乳房右.Yv; }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (f) { @@ -913,14 +913,14 @@ namespace SlaveMatrix } } }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); ハンド処理2.Bod.乳房右.Yi = 0; @@ -928,24 +928,24 @@ namespace SlaveMatrix } }; 調教UI.Mots.Add(バスト初期化.GetHashCode().ToString(), バスト初期化); - くぱぁ中 = new Mot(0.0, 1.0) + くぱぁ中 = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate + OnUpdate = delegate { 調教UI.Action(ContactType.Crotch, ActionType.くぱ, CurrentState.Continue, ToolType.Hand, 0, 1, 機械: false, 射精: false); Player.奴体力消費小(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); } @@ -953,10 +953,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(くぱぁ中.GetHashCode().ToString(), くぱぁ中); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; } public new void Reset() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs index 84c4ead..fcc1fbf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナル.cs @@ -535,7 +535,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -557,7 +557,7 @@ namespace SlaveMatrix } } - public バイブ_アナル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_アナルD e) + public バイブ_アナル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_アナルD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["アナル"]); @@ -725,7 +725,7 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2CP = new ColorP(X0Y4_ユニット_パワー2, ユニット_パワー2CD, DisUnit, abj: true); X0Y4_ユニット_パワー3CP = new ColorP(X0Y4_ユニット_パワー3, ユニット_パワー3CD, DisUnit, abj: true); X0Y4_ユニット_パワー4CP = new ColorP(X0Y4_ユニット_パワー4, ユニット_パワー4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_ユニット_ユニット.BasePointBase = X0Y0_ユニット_ユニット.ToLocal(X0Y0_ヘッド.ToGlobal(X0Y0_ヘッド.JP[0].Joint)); X0Y1_ユニット_ユニット.BasePointBase = X0Y1_ユニット_ユニット.ToLocal(X0Y1_ヘッド.ToGlobal(X0Y1_ヘッド.JP[0].Joint)); X0Y2_ユニット_ユニット.BasePointBase = X0Y2_ユニット_ユニット.ToLocal(X0Y2_ヘッド.ToGlobal(X0Y2_ヘッド.JP[0].Joint)); @@ -808,12 +808,12 @@ 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) { Col.GetGrad(ref Col.BlueViolet, out var ret); ヘッドCD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナルD.cs index 0562a80..46749cf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_アナルD.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 バイブ_アナル(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs index 81dcff4..5f49855 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモン.cs @@ -937,7 +937,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -971,7 +971,7 @@ namespace SlaveMatrix } } - public バイブ_コモン(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_コモンD e) + public バイブ_コモン(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_コモンD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["コモン"]); @@ -1229,7 +1229,7 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2CP = new ColorP(X0Y4_ユニット_パワー2, ユニット_パワー2CD, DisUnit, abj: true); X0Y4_ユニット_パワー3CP = new ColorP(X0Y4_ユニット_パワー3, ユニット_パワー3CD, DisUnit, abj: true); X0Y4_ユニット_パワー4CP = new ColorP(X0Y4_ユニット_パワー4, ユニット_パワー4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_ユニット_ユニット.BasePointBase = X0Y0_ユニット_ユニット.ToLocal(X0Y0_ヘッド.ToGlobal(X0Y0_ヘッド.JP[12].Joint)); X0Y1_ユニット_ユニット.BasePointBase = X0Y1_ユニット_ユニット.ToLocal(X0Y1_ヘッド.ToGlobal(X0Y1_ヘッド.JP[12].Joint)); X0Y2_ユニット_ユニット.BasePointBase = X0Y2_ユニット_ユニット.ToLocal(X0Y2_ヘッド.ToGlobal(X0Y2_ヘッド.JP[9].Joint)); @@ -1351,12 +1351,12 @@ 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) { Col.GetGrad(ref Col.HotPink, out var ret); ヘッドCD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモンD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモンD.cs index 43ac07b..518254d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモンD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_コモンD.cs @@ -57,7 +57,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 バイブ_コモン(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs index 3044bb8..4a4e49a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディル.cs @@ -655,7 +655,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -680,7 +680,7 @@ namespace SlaveMatrix } } - public バイブ_ディル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_ディルD e) + public バイブ_ディル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_ディルD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["ディル"]); @@ -874,7 +874,7 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2CP = new ColorP(X0Y4_ユニット_パワー2, ユニット_パワー2CD, DisUnit, abj: true); X0Y4_ユニット_パワー3CP = new ColorP(X0Y4_ユニット_パワー3, ユニット_パワー3CD, DisUnit, abj: true); X0Y4_ユニット_パワー4CP = new ColorP(X0Y4_ユニット_パワー4, ユニット_パワー4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_ユニット_ユニット.BasePointBase = X0Y0_ユニット_ユニット.ToLocal(X0Y0_ヘッド.ToGlobal(X0Y0_ヘッド.JP[3].Joint)); X0Y1_ユニット_ユニット.BasePointBase = X0Y1_ユニット_ユニット.ToLocal(X0Y1_ヘッド.ToGlobal(X0Y1_ヘッド.JP[3].Joint)); X0Y2_ユニット_ユニット.BasePointBase = X0Y2_ユニット_ユニット.ToLocal(X0Y2_ヘッド.ToGlobal(X0Y2_ヘッド.JP[2].Joint)); @@ -968,12 +968,12 @@ 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) { Color2 色 = new Color2(ref Col.DimGray, ref Col.Black); ヘッドCD = new ColorD(ref Col.Black, ref 色); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディルD.cs index 95d5b17..57cdfab 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ディルD.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 バイブ_ディル(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs index 81e99b8..c279e11 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマ.cs @@ -775,7 +775,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -803,7 +803,7 @@ namespace SlaveMatrix } } - public バイブ_デンマ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_デンマD e) + public バイブ_デンマ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_デンマD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["デンマ"]); @@ -1028,7 +1028,7 @@ namespace SlaveMatrix X0Y4_ユニット_パワー2CP = new ColorP(X0Y4_ユニット_パワー2, ユニット_パワー2CD, DisUnit, abj: true); X0Y4_ユニット_パワー3CP = new ColorP(X0Y4_ユニット_パワー3, ユニット_パワー3CD, DisUnit, abj: true); X0Y4_ユニット_パワー4CP = new ColorP(X0Y4_ユニット_パワー4, ユニット_パワー4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_ユニット_ユニット.BasePointBase = X0Y0_ユニット_ユニット.ToLocal(X0Y0_ヘッド.ToGlobal(X0Y0_ヘッド.JP[1].Joint)); X0Y1_ユニット_ユニット.BasePointBase = X0Y1_ユニット_ユニット.ToLocal(X0Y1_ヘッド.ToGlobal(X0Y1_ヘッド.JP[1].Joint)); X0Y2_ユニット_ユニット.BasePointBase = X0Y2_ユニット_ユニット.ToLocal(X0Y2_ヘッド.ToGlobal(X0Y2_ヘッド.JP[1].Joint)); @@ -1135,12 +1135,12 @@ 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) { Col.GetGrad(ref Col.DarkGray, out var ret); ヘッドCD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマD.cs index f818c81..2e49d7b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_デンマD.cs @@ -47,7 +47,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 バイブ_デンマ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs index 33342b3..f9cb347 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリル.cs @@ -2599,7 +2599,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2642,7 +2642,7 @@ namespace SlaveMatrix } } - public バイブ_ドリル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, バイブ_ドリルD e) + public バイブ_ドリル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, バイブ_ドリルD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["ドリル"]); @@ -3441,7 +3441,7 @@ namespace SlaveMatrix X2Y4_ユニット_パワー2CP = new ColorP(X2Y4_ユニット_パワー2, ユニット_パワー2CD, DisUnit, abj: true); X2Y4_ユニット_パワー3CP = new ColorP(X2Y4_ユニット_パワー3, ユニット_パワー3CD, DisUnit, abj: true); X2Y4_ユニット_パワー4CP = new ColorP(X2Y4_ユニット_パワー4, ユニット_パワー4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_ユニット_ユニット.BasePointBase = X0Y0_ユニット_ユニット.ToLocal(X0Y0_ヘッド.ToGlobal(X0Y0_ヘッド.JP[18].Joint)); X0Y1_ユニット_ユニット.BasePointBase = X0Y1_ユニット_ユニット.ToLocal(X0Y1_ヘッド.ToGlobal(X0Y1_ヘッド.JP[17].Joint)); X0Y2_ユニット_ユニット.BasePointBase = X0Y2_ユニット_ユニット.ToLocal(X0Y2_ヘッド.ToGlobal(X0Y2_ヘッド.JP[12].Joint)); @@ -3862,12 +3862,12 @@ 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) { Col.GetGrad(ref Col.DarkMagenta, out var ret); ヘッドCD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリルD.cs index 1d48e3e..6ff4c3a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/バイブ_ドリルD.cs @@ -75,7 +75,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 バイブ_ドリル(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs index 6d41e0a..2b8ab17 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パール.cs @@ -969,7 +969,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -992,7 +992,7 @@ namespace SlaveMatrix } } - public パール(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, パールD e) + public パール(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, パールD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["パール"]); @@ -1305,7 +1305,7 @@ namespace SlaveMatrix X0Y16_軸CP = new ColorP(X0Y16_軸, 軸CD, DisUnit, abj: true); X0Y16_輪上境界CP = new ColorP(X0Y16_輪上境界, 輪上境界CD, DisUnit, abj: true); X0Y16_輪下CP = new ColorP(X0Y16_輪下, 輪下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_輪下.BasePointBase = X0Y0_輪下.ToLocal(X0Y0_玉境界.ToGlobal(X0Y0_玉境界.JP[0].Joint)); X0Y1_輪下.BasePointBase = X0Y1_輪下.ToLocal(X0Y1_玉境界.ToGlobal(X0Y1_玉境界.JP[0].Joint)); X0Y2_輪下.BasePointBase = X0Y2_輪下.ToLocal(X0Y2_玉境界.ToGlobal(X0Y2_玉境界.JP[0].Joint)); @@ -1492,12 +1492,12 @@ 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) { Col.GetGrad(ref Col.Pink, out var ret); 軸CD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パールD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パールD.cs index fcbf6a0..9242bad 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/パールD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/パールD.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 パール(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs index 27b8f0c..0f4ed44 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアス.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -97,7 +97,7 @@ namespace SlaveMatrix } } - public ピアス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ピアスD e) + public ピアス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ピアスD e) { ThisType = GetType(); Body = new Difs(Sta.性器付["ピアス"]); @@ -138,7 +138,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_ピアスCP = new ColorP(X0Y0_ピアス, ピアスCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -146,12 +146,12 @@ namespace SlaveMatrix X0Y0_ピアス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) { ピアスCD = new ColorD(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアスD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアスD.cs index 67b07f0..a1c92de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアスD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ピアスD.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 ピアス(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs index 16d1b95..382c994 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス.cs @@ -402,7 +402,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -589,7 +589,7 @@ namespace SlaveMatrix X1Y4_陰嚢CP = new ColorP(X1Y4_陰嚢, 陰嚢CD, DisUnit, abj: true); X1Y4_陰茎CP = new ColorP(X1Y4_陰茎, 陰茎CD, DisUnit, abj: true); X1Y4_血管下CP = new ColorP(X1Y4_血管下, 血管下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; AreM = new AreM(Med.Unit, 3.0, 7.0, 0.07, Med.DisQuality, Med.HitAccuracy, 0.45); AreM.BasePoint = new Vector2D(0.5, 0.1); X0Y0_陰嚢.BasePointBase = X0Y0_陰嚢.ToLocal(X0Y0_陰茎.ToGlobal(X0Y0_陰茎.JP[3].Joint)); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs index 6878dfd..76e64c8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ペニス処理.cs @@ -18,31 +18,31 @@ namespace SlaveMatrix public bool 足固定; - public Mot チンピク; + public Motion チンピク; public double 射精時間; - public Mot 射精終了; + public Motion 射精終了; - public Mot 射精; + public Motion 射精; - private Mot 放精; + private Motion 放精; public int 中出しCount; - public Mot 手コキ; + public Motion 手コキ; public bool 手コキ左; - public Mot フェラ; + public Motion フェラ; - public Mot パイズリ; + public Motion パイズリ; public bool Isパイズリ相互; public bool Isパイズリ他動; - public Mot 足コキ; + public Motion 足コキ; private double 扱き = 1.0; @@ -122,18 +122,18 @@ namespace SlaveMatrix if (value) { 調教UI.ハンド右.Xi = 13; - 調教UI.ハンド右.濃度 = 調教UI.ペニス.濃度; + 調教UI.ハンド右.Intensity = 調教UI.ペニス.Intensity; 調教UI.ハンド右.角度C = 0.0; } else { 調教UI.Set持ち手(); 調教UI.ハンド右.位置B = 調教UI.ハンド右CM.bp; - 調教UI.ハンド右.濃度 = 0.5; + 調教UI.ハンド右.Intensity = 0.5; 調教UI.ハンド右.位置C = Dat.Vec2DZero; 調教UI.放し(); } - 調教UI.ハンド右.濃度 = 1.0; + 調教UI.ハンド右.Intensity = 1.0; } } @@ -237,7 +237,7 @@ namespace SlaveMatrix if (Isパイズリ他動) { 持ち手 = false; - 調教UI.ハンド右.濃度 = 0.5; + 調教UI.ハンド右.Intensity = 0.5; } else { @@ -358,7 +358,7 @@ namespace SlaveMatrix 調教UI.ハンド右.Xi = 4; 調教UI.ハンド左.Xi = 4; 調教UI.ハンド右CM.使用状態 = UsageStatus.InUse; - 調教UI.ハンド右.濃度 = 1.0; + 調教UI.ハンド右.Intensity = 1.0; 調教UI.ハンド左表示 = true; 調教UI.押し(ref cd); 調教UI.腕修正(); @@ -441,7 +441,7 @@ namespace SlaveMatrix if (!調教UI.ハンド挿入.Is挿入) { 持ち手 = false; - 調教UI.Focus.Ele.濃度 = 0.5; + 調教UI.Focus.Ele.Intensity = 0.5; 調教UI.Focus = 調教UI.ハンド右CM; 調教UI.ハンド右.位置B = cp; 調教UI.ハンド処理.切り替え = true; @@ -456,7 +456,7 @@ namespace SlaveMatrix else if (mb == MouseButtons.Middle && !手コキ.Run && !パイズリ.Run && !足コキ.Run && !Isモード && !調教UI.マウス挿入.Is挿入) { 持ち手 = false; - 調教UI.Focus.Ele.濃度 = 0.5; + 調教UI.Focus.Ele.Intensity = 0.5; 調教UI.Focus = 調教UI.マウスCM; 調教UI.マウスCM.Ele.位置B = cp; 調教UI.マウス処理.切り替え = true; @@ -549,27 +549,27 @@ namespace SlaveMatrix ペニス処理 ペニス処理2 = this; double d = 調教UI.ペニス.X0Y4_陰嚢.BasePointBase.Y - 調教UI.ペニス.X0Y0_陰嚢.BasePointBase.Y; Vector2D v = new Vector2D(対象.Ele.位置C.X, d); - チンピク = new Mot(0.0, 1.0) + チンピク = new Motion(0.0, 1.0) { BaseSpeed = 4.0, - Staing = delegate + OnStart = delegate { ペニス処理2.対象.Ele.Yi = 0; }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { ペニス処理2.対象.Ele.Yv = m.Value; v.Y = d * m.Value; ペニス処理2.対象.Ele.位置C = v; }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate(Mot m) + OnLoop = delegate(Motion m) { m.End(); }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); ペニス処理2.対象.Ele.Yi = 0; @@ -577,25 +577,25 @@ namespace SlaveMatrix } }; 調教UI.Mots.Add(チンピク.GetHashCode().ToString(), チンピク); - 射精終了 = new Mot(0.0, 1.0) + 射精終了 = new Motion(0.0, 1.0) { BaseSpeed = 0.2 - 0.18 * 射精時間, - Staing = delegate(Mot m) + OnStart = delegate(Motion m) { m.BaseSpeed = 0.2 - 0.18 * ペニス処理2.射精時間; }, - Runing = delegate + OnUpdate = delegate { Player.射精処理(); }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { ペニス処理2.射精.End(); Player.射精終了処理(); @@ -603,13 +603,13 @@ namespace SlaveMatrix }; 調教UI.Mots.Add(射精終了.GetHashCode().ToString(), 射精終了); double xc; - 射精 = new Mot(0.0, 1.0) + 射精 = new Motion(0.0, 1.0) { BaseSpeed = 4.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { xc = 1.0 + 0.2 * m.Value; foreach (Par item in 調教UI.ペニス.Body.EnumAllPar()) @@ -622,7 +622,7 @@ namespace SlaveMatrix 調教UI.ペニス.位置C = Oth.GetRandomVector() * 0.001; 調教UI.射精.位置C = 調教UI.ペニス.位置C; }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { ペニス処理2.放精.Start(); ペニス処理2.中出し = 調教UI.ペニス挿入.Is挿入; @@ -634,10 +634,10 @@ namespace SlaveMatrix Player.主精力消費大(); m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { ペニス処理2.対象.Ele.尺度XC = 1.0; 調教UI.ペニス.位置C = Dat.Vec2DZero; @@ -652,10 +652,10 @@ namespace SlaveMatrix Vector2D cp; Color hc; ContactType c; - 放精 = new Mot(0.0, 1.0) + 放精 = new Motion(0.0, 1.0) { BaseSpeed = 3.0, - Staing = delegate + OnStart = delegate { //Sounds.射精.Play(); ペニス処理2.射精_(); @@ -669,7 +669,7 @@ namespace SlaveMatrix 断面 = ペニス処理2.Bod.断面_表示 && ペニス処理2.挿入箇所 == ContactType.Vagina; } }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (外出し) { @@ -692,21 +692,21 @@ namespace SlaveMatrix { if (断面 && ペニス処理2.挿入箇所 == ContactType.Vagina) { - ペニス処理2.Bod.膣内精液.精液濃度 = (ペニス処理2.Bod.膣内精液.精液濃度 + 0.05).Clamp(0.0, 1.0); + ペニス処理2.Bod.VaginalCumDrip.精液濃度 = (ペニス処理2.Bod.VaginalCumDrip.精液濃度 + 0.05).Clamp(0.0, 1.0); ペニス処理2.Bod.断面.精液濃度 = (ペニス処理2.Bod.断面.精液濃度 + 0.025).Clamp(0.0, 1.0); } 調教UI.Action(ペニス処理2.挿入箇所, ActionType.Insertion, CurrentState.Start, ToolType.Penis, 0, 1, 機械: false, 射精: true); Player.中出し処理(); } }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { if (外出し) { @@ -723,10 +723,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(放精.GetHashCode().ToString(), 放精); double LowerArmXC = 0.0; double s = 1.0; - 手コキ = new Mot(0.0, 1.0) + 手コキ = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { s = (ペニス処理2.手コキ左 ? 1.0 : (-1.0)); ペニス処理2.持ち手 = false; @@ -753,7 +753,7 @@ namespace SlaveMatrix Player.主精力消費小(); Player.奴体力消費小(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (ペニス処理2.Shoulder != null) { @@ -784,13 +784,13 @@ namespace SlaveMatrix Player.主精力消費小(); Player.奴体力消費小(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { ペニス処理2.手固定 = false; 調教UI.コキ = false; @@ -821,10 +821,10 @@ namespace SlaveMatrix double t; double d1; double d2; - フェラ = new Mot(0.0, 1.0) + フェラ = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { ペニス処理2.Bod.頬濃度 = 0.0; ペニス処理2.Bod.口.Yi = 13; @@ -834,9 +834,9 @@ namespace SlaveMatrix Player.奴体力消費小(); Player.主精力消費小(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { - t = ペニス処理2.Cha.ChaD.SkillL / Sta.GameData.TrainingTarget.MaxSkillL * 0.4; + t = ペニス処理2.Cha.CharacterData.SkillL / Sta.GameData.TrainingTarget.MaxSkillL * 0.4; d1 = m.Value.Sin() * 調教UI.ペニス.Yv.Inverse() * t; d2 = m.Value * 調教UI.ペニス.Yv * t; ペニス処理2.Bod.頬濃度 = d1; @@ -846,14 +846,14 @@ namespace SlaveMatrix Player.奴体力消費小(); Player.主精力消費小(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { s = RNG.XS.NextSign(); }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); ペニス処理2.Bod.舌_表示 = false; @@ -872,10 +872,10 @@ namespace SlaveMatrix bool sb = false; double vl; double vr; - パイズリ = new Mot(0.0, 1.0) + パイズリ = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { ペニス処理2.Cha.両腕_人_パイズリ(0, 左右: false, 前後: false); ペニス処理2.手固定 = true; @@ -890,7 +890,7 @@ namespace SlaveMatrix Player.主精力消費小(); Player.奴体力消費小(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { vl = ((!ペニス処理2.Isパイズリ相互) ? m.Value : (sb ? m.Value : m.Value.Inverse())); vr = ((!ペニス処理2.Isパイズリ相互) ? m.Value : (sb ? m.Value.Inverse() : m.Value)); @@ -958,13 +958,13 @@ namespace SlaveMatrix Player.主精力消費小(); Player.奴体力消費小(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { ペニス処理2.手固定 = false; 調教UI.ハンド処理.バスト初期化.Start(); @@ -1005,14 +1005,14 @@ namespace SlaveMatrix } }; 調教UI.Mots.Add(パイズリ.GetHashCode().ToString(), パイズリ); - 足コキ = new Mot(0.0, 1.0) + 足コキ = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { ペニス処理2.持ち手 = false; 調教UI.コキ = true; - ペニス処理2.Bod.腰振り_人v = 1.0; + ペニス処理2.Bod.HipMotion_人v = 1.0; 調教UI.ペニス.位置B = ペニス処理2.Bod.局部位置.AddY(0.035); ペニス処理2.Cha.両脚_人_足コキ(0); ペニス処理2.足固定 = true; @@ -1020,7 +1020,7 @@ namespace SlaveMatrix Player.主精力消費小(); Player.奴体力消費小(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (ペニス処理2.腿左 != null) { @@ -1054,13 +1054,13 @@ namespace SlaveMatrix Player.主精力消費小(); Player.奴体力消費小(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { ペニス処理2.足固定 = false; 調教UI.コキ = false; @@ -1100,10 +1100,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(足コキ.GetHashCode().ToString(), 足コキ); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; if (Bod.Arm人n > 0) { 肩左 = Bod.Arm人左[0].Shoulder; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs index bec1512..751c8f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人.cs @@ -398,7 +398,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -418,7 +418,7 @@ namespace SlaveMatrix public JointS 腹板_接続点 => new JointS(Body, X0Y0_腹, 0); - public ボテ腹_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ボテ腹_人D e) + public ボテ腹_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ボテ腹_人D e) { ボテ腹_人 ボテ腹_人2 = this; ThisType = GetType(); @@ -552,7 +552,7 @@ namespace SlaveMatrix X0Y4_ハイライト右1CP = new ColorP(X0Y4_ハイライト右1, ハイライト右1CD, DisUnit, abj: true); X0Y4_ハイライト右2CP = new ColorP(X0Y4_ハイライト右2, ハイライト右2CD, DisUnit, abj: true); 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YB = 0.95; double num = 1.0; X0Y0_臍.BasePointBase = new Vector2D(X0Y0_臍.BasePointBase.X, 0.363449439772374); @@ -648,12 +648,12 @@ 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) { 腹CD = new ColorD(ref Col.Black, ref 体配色.人肌O); ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人D.cs index 3945f1c..b63d41f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_人D.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.ボテ腹_人_腹板_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 ボテ腹_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs index be2c7ec..eb029a0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣.cs @@ -142,7 +142,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -157,7 +157,7 @@ namespace SlaveMatrix public JointS 腹板_接続点 => new JointS(Body, X0Y0_腹, 0); - public ボテ腹_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ボテ腹_獣D e) + public ボテ腹_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ボテ腹_獣D e) { ボテ腹_獣 ボテ腹_獣2 = this; ThisType = GetType(); @@ -234,7 +234,7 @@ namespace SlaveMatrix X0Y3_臍CP = new ColorP(X0Y3_臍, 臍CD, DisUnit, abj: false); X0Y4_腹CP = new ColorP(X0Y4_腹, 腹CD, DisUnit, abj: true); X0Y4_臍CP = new ColorP(X0Y4_臍, 臍CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; double num = 1.0; X0Y0_臍.BasePointBase = new Vector2D(X0Y0_臍.BasePointBase.X, 0.360579157918298); X0Y1_臍.BasePointBase = new Vector2D(X0Y1_臍.BasePointBase.X, 0.360579157918298); @@ -282,12 +282,12 @@ 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) { 腹CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 臍CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣D.cs index 81e4dc1..7ea51f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹_獣D.cs @@ -25,7 +25,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.ボテ腹_獣_腹板_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 ボテ腹_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs index 6e3579a..7842ef4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板.cs @@ -403,7 +403,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -422,7 +422,7 @@ namespace SlaveMatrix } } - public ボテ腹板(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ボテ腹板D e) + public ボテ腹板(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ボテ腹板D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["ボテ腹板"]); @@ -572,7 +572,7 @@ namespace SlaveMatrix X0Y4_腹板2_縦線CP = new ColorP(X0Y4_腹板2_縦線, 腹板2_縦線CD, DisUnit, abj: true); X0Y4_腹板1_腹板CP = new ColorP(X0Y4_腹板1_腹板, 腹板1_腹板CD, DisUnit, abj: true); X0Y4_腹板1_縦線CP = new ColorP(X0Y4_腹板1_縦線, 腹板1_縦線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -633,12 +633,12 @@ 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) { 腹板4_腹板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 腹板4_縦線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板D.cs index bfad6f2..3760a1b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ボテ腹板D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 ボテ腹板(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs index e2f4084..198b25e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス.cs @@ -315,7 +315,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -456,7 +456,7 @@ namespace SlaveMatrix X4Y4_舌CP = new ColorP(X4Y4_舌, 舌CD, DisUnit, abj: true); X4Y4_上唇CP = new ColorP(X4Y4_上唇, 上唇CD, DisUnit, abj: true); X4Y4_下唇CP = new ColorP(X4Y4_下唇, 下唇CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X4Y0_上唇.BasePointBase = X4Y0_上唇.ToLocal(X4Y0_舌.ToGlobal(X4Y0_舌.JP[0].Joint)); X4Y1_上唇.BasePointBase = X4Y1_上唇.ToLocal(X4Y1_舌.ToGlobal(X4Y1_舌.JP[0].Joint)); X4Y2_上唇.BasePointBase = X4Y2_上唇.ToLocal(X4Y2_舌.ToGlobal(X4Y2_舌.JP[0].Joint)); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs index 8824425..6d7535a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/マウス処理.cs @@ -10,7 +10,7 @@ namespace SlaveMatrix public bool Is舐め; - private Mot キスモーション; + private Motion キスモーション; private ContactD 箇所; @@ -126,7 +126,7 @@ namespace SlaveMatrix else if (Player.フェラ1 && cd.c == ContactType.Mouth) { 箇所 = cd; - 対象.Ele.濃度 = 0.5; + 対象.Ele.Intensity = 0.5; 調教UI.マウス.Xi = 4; 調教UI.マウス挿入.Move(ref mb, ref cp, ref hc, ref cd); } @@ -155,7 +155,7 @@ namespace SlaveMatrix 調教UI.放し(); if (!(調教UI.X < cp.X) || !(cp.Y < 調教UI.Y)) { - 対象.Ele.濃度 = 1.0; + 対象.Ele.Intensity = 1.0; } オーバー時("", ref cd); } @@ -190,7 +190,7 @@ namespace SlaveMatrix } else if (cd.c == ContactType.Mouth) { - 対象.Ele.濃度 = 0.5; + 対象.Ele.Intensity = 0.5; 対象.Ele.角度C = (double)RNG.XS.NextSign() * 45.0; 調教UI.Set_口(対象.Ele); 吸引時(GameText.口腔 + "\r\n"); @@ -232,7 +232,7 @@ namespace SlaveMatrix { if (!Isモード && !調教UI.ペニス挿入.Is挿入) { - 調教UI.Focus.Ele.濃度 = 0.5; + 調教UI.Focus.Ele.Intensity = 0.5; 調教UI.Focus = 調教UI.ペニスCM; 調教UI.ペニスCM.Ele.位置B = cp; 調教UI.ペニス処理.選択 = true; @@ -246,7 +246,7 @@ namespace SlaveMatrix 切り替え = false; return; } - 調教UI.Focus.Ele.濃度 = 0.5; + 調教UI.Focus.Ele.Intensity = 0.5; 調教UI.Focus = 調教UI.ハンド右CM; 調教UI.ハンド右.位置B = cp; 調教UI.ハンド処理.切り替え = true; @@ -264,7 +264,7 @@ namespace SlaveMatrix 調教UI.マウス.Xi = 0; Is吸付 = false; キスモーション.End(); - 対象.Ele.濃度 = 1.0; + 対象.Ele.Intensity = 1.0; 対象.Ele.角度C = 0.0; 調教UI.放し(); if (cd.c == ContactType.Mouth) @@ -323,7 +323,7 @@ namespace SlaveMatrix 調教UI.マウス.Yi = (調教UI.マウス.Yi - dt.Sign() * 2).Clamp(0, 調教UI.マウス.Body.CountY); if (cd.c == ContactType.Mouth) { - 対象.Ele.濃度 = 0.5; + 対象.Ele.Intensity = 0.5; } } } @@ -339,17 +339,17 @@ namespace SlaveMatrix キスマーク k = null; Vector2D cp; Color hc; - キスモーション = new Mot(0.0, 0.15) + キスモーション = new Motion(0.0, 0.15) { BaseSpeed = 4.0, - Staing = delegate + OnStart = delegate { f = true; sw.Restart(); s = 1.09.Reciprocal(); マウス処理2.吸引(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (マウス処理2.箇所.c == ContactType.Milk) { @@ -378,7 +378,7 @@ namespace SlaveMatrix } else if (k != null) { - k.濃度 = (k.濃度 + 0.05).Clamp(0.0, 1.0); + k.Intensity = (k.Intensity + 0.05).Clamp(0.0, 1.0); if (マウス処理2.Bod.EIChest != null) { マウス処理2.Bod.EIChest.Updatef = true; @@ -395,20 +395,20 @@ namespace SlaveMatrix 調教UI.Action(マウス処理2.箇所.c, ActionType.吸引, CurrentState.Continue, ToolType.マウス, 0, 1, 機械: false, 射精: false); Player.奴体力消費小(); Player.主精力消費小(); - if (マウス処理2.Bod.噴乳左.母乳垂れ1_表示 && マウス処理2.箇所.c == ContactType.Milk && マウス処理2.Cha.噴乳.Run) + if (マウス処理2.Bod.LeftMilkSpray.母乳垂れ1_表示 && マウス処理2.箇所.c == ContactType.Milk && マウス処理2.Cha.MilkSpray.Run) { Sta.GameData.精力 = (Sta.GameData.精力 + 0.02 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); } }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { f = false; d = m.Value.Inverse(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); マウス処理2.対象.Ele.尺度C = 1.0; @@ -419,10 +419,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(キスモーション.GetHashCode().ToString(), キスモーション); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; } public new void Reset() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs index 0b347d9..1f430c2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータ.cs @@ -172,7 +172,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -186,7 +186,7 @@ namespace SlaveMatrix } } - public ロータ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, ロータD e) + public ロータ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, ロータD e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["ロータ"]); @@ -257,7 +257,7 @@ namespace SlaveMatrix X0Y3_コードCP = new ColorP(X0Y3_コード, コードCD, DisUnit, abj: true); X0Y4_ロータCP = new ColorP(X0Y4_ロータ, ロータCD, DisUnit, abj: true); X0Y4_コードCP = new ColorP(X0Y4_コード, コードCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; X0Y0_ロータ.BasePointBase = X0Y0_ロータ.ToLocal(X0Y0_ロータ.ToGlobal(X0Y0_ロータ.JP[2].Joint)); X0Y1_ロータ.BasePointBase = X0Y1_ロータ.ToLocal(X0Y1_ロータ.ToGlobal(X0Y1_ロータ.JP[2].Joint)); X0Y2_ロータ.BasePointBase = X0Y2_ロータ.ToLocal(X0Y2_ロータ.ToGlobal(X0Y2_ロータ.JP[2].Joint)); @@ -297,12 +297,12 @@ 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) { Col.GetGrad(ref Col.Violet, out var ret); ロータCD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータD.cs index 67a4bf2..56d41e8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/ロータD.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 ロータ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs index 8178893..6e6bf35 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレス.cs @@ -647,7 +647,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -694,7 +694,7 @@ namespace SlaveMatrix } } - public 上着トップ_ドレス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着トップ_ドレスD e) + public 上着トップ_ドレス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着トップ_ドレスD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着トップ"][2]); @@ -841,7 +841,7 @@ namespace SlaveMatrix X0Y0_右_柄_柄2CP = new ColorP(X0Y0_右_柄_柄2, 右_柄_柄2CD, DisUnit, abj: true); X0Y0_右_バストCP = new ColorP(X0Y0_右_バスト, 右_バストCD, DisUnit, abj: true); X0Y0_右_縁CP = new ColorP(X0Y0_右_縁, 右_縁CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override bool Is革(Par p) @@ -907,12 +907,12 @@ namespace SlaveMatrix X0Y0_右_縁CP.Update(縁右); } - 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) { 服基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 紐_紐1_紐下_紐CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレスD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレスD.cs index d0103dd..a2d3d4b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレスD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着トップ_ドレスD.cs @@ -79,7 +79,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 上着トップ_ドレス(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs index 3e8c41b..345922d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス.cs @@ -612,7 +612,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -642,7 +642,7 @@ namespace SlaveMatrix public JointS 上着ボトム後_接続点 => new JointS(Body, X0Y0_中_下地, 4); - public 上着ボトム_クロス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着ボトム_クロスD e) + public 上着ボトム_クロス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ボトム_クロスD e) { 上着ボトム_クロス 上着ボトム_クロス2 = this; ThisType = GetType(); @@ -797,7 +797,7 @@ namespace SlaveMatrix X0Y1_右_皺4CP = new ColorP(X0Y1_右_皺4, 右_皺4CD, DisUnit, abj: true); X0Y1_右_皺5CP = new ColorP(X0Y1_右_皺5, 右_皺5CD, DisUnit, abj: true); X0Y1_右_皺6CP = new ColorP(X0Y1_右_皺6, 右_皺6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度XB = 1.01; 尺度YB = 0.95; } @@ -855,12 +855,12 @@ 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) { 中_下地CD = new ColorD(); 中_皺1CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロスD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロスD.cs index ab3cc11..19211d0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロスD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロスD.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.上着ボトム_クロス_上着ボトム後_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 上着ボトム_クロス(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs index 8abf372..3153f9f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後.cs @@ -155,7 +155,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -169,7 +169,7 @@ namespace SlaveMatrix } } - public 上着ボトム_クロス後(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着ボトム_クロス後D e) + public 上着ボトム_クロス後(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ボトム_クロス後D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["上着ボトム後"]); @@ -227,7 +227,7 @@ namespace SlaveMatrix X0Y1_染み_染み2CP = new ColorP(X0Y1_染み_染み2, 染み_染み2CD, DisUnit, abj: true); X0Y1_染み_染み1CP = new ColorP(X0Y1_染み_染み1, 染み_染み1CD, DisUnit, abj: true); 染み濃度 = e.染み濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度XB = 1.01; 尺度YB = 0.95; } @@ -257,12 +257,12 @@ 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) { 下地CD = new ColorD(); 染み_染み2CD = new ColorD(ref Col.Empty, ref 体配色.染み); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後D.cs index da31596..b7d4bf1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_クロス後D.cs @@ -21,7 +21,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 上着ボトム_クロス後(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs index 706b13e..9801b65 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛け.cs @@ -348,7 +348,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -369,7 +369,7 @@ namespace SlaveMatrix } } - public 上着ボトム_前掛け(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着ボトム_前掛けD e) + public 上着ボトム_前掛け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ボトム_前掛けD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着ボトム前"][1]); @@ -468,7 +468,7 @@ namespace SlaveMatrix X0Y1_縁前_縁左CP = new ColorP(X0Y1_縁前_縁左, 縁前_縁左CD, DisUnit, abj: true); X0Y1_縁前_縁右CP = new ColorP(X0Y1_縁前_縁右, 縁前_縁右CD, DisUnit, abj: true); X0Y1_縁前_縁中CP = new ColorP(X0Y1_縁前_縁中, 縁前_縁中CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -544,12 +544,12 @@ 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) { 帯CD = new ColorD(); 巻CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛けD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛けD.cs index 3d90495..0d8456a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛けD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ボトム_前掛けD.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 上着ボトム_前掛け(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs index 180e3e0..f4582c8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレス.cs @@ -301,7 +301,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -321,7 +321,7 @@ namespace SlaveMatrix } } - public 上着ミドル_ドレス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 上着ミドル_ドレスD e) + public 上着ミドル_ドレス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 上着ミドル_ドレスD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["上着ミドル"][2]); @@ -402,7 +402,7 @@ namespace SlaveMatrix 柄右 = new Par[2] { X0Y0_柄_柄右_柄2_柄1, X0Y0_柄_柄右_柄2_柄2 }; X0Y0_柄_柄右_柄2_柄1CP = new ColorP(X0Y0_柄_柄右_柄2_柄1, 柄_柄右_柄2_柄1CD, DisUnit, abj: true); X0Y0_柄_柄右_柄2_柄2CP = new ColorP(X0Y0_柄_柄右_柄2_柄2, 柄_柄右_柄2_柄2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -445,12 +445,12 @@ namespace SlaveMatrix X0Y0_柄_柄右_柄2_柄2CP.Update(mm); } - 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) { 服CD = new ColorD(); 縁_縁左CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレスD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレスD.cs index 4b4b9a8..f0a9bb0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレスD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/上着ミドル_ドレスD.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 上着ミドル_ドレス(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs index 263a943..3a38740 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロス.cs @@ -521,7 +521,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -588,7 +588,7 @@ namespace SlaveMatrix } } - public 下着トップ_クロス(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着トップ_クロスD e) + public 下着トップ_クロス(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_クロスD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][4]); @@ -705,7 +705,7 @@ namespace SlaveMatrix X0Y0_カップ左_皺CP = new ColorP(X0Y0_カップ左_皺, カップ左_皺CD, DisUnit, abj: true); X0Y0_カップ左_縁_縁1CP = new ColorP(X0Y0_カップ左_縁_縁1, カップ左_縁_縁1CD, DisUnit, abj: true); X0Y0_カップ左_縁_縁2CP = new ColorP(X0Y0_カップ左_縁_縁2, カップ左_縁_縁2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -765,12 +765,12 @@ namespace SlaveMatrix X0Y0_カップ左_縁_縁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) { 布_布左_布CD = new ColorD(); 布_布左_皺_皺1CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロスD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロスD.cs index 78c9c84..0308119 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロスD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_クロスD.cs @@ -65,7 +65,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着トップ_クロス(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs index d8279d5..a562c53 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブ.cs @@ -469,7 +469,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -532,7 +532,7 @@ namespace SlaveMatrix } } - public 下着トップ_チューブ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着トップ_チューブD e) + public 下着トップ_チューブ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_チューブD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][3]); @@ -639,7 +639,7 @@ namespace SlaveMatrix X0Y0_皺_皺2CP = new ColorP(X0Y0_皺_皺2, 皺_皺2CD, DisUnit, abj: true); X0Y0_縁_縁1CP = new ColorP(X0Y0_縁_縁1, 縁_縁1CD, DisUnit, abj: true); X0Y0_縁_縁2CP = new ColorP(X0Y0_縁_縁2, 縁_縁2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -693,12 +693,12 @@ namespace SlaveMatrix X0Y0_縁_縁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) { 布_布左_布CD = new ColorD(); 布_布左_皺_皺1CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブD.cs index 6c6c9eb..fbb7f54 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_チューブD.cs @@ -61,7 +61,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着トップ_チューブ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs index 37f8620..8c432af 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニ.cs @@ -383,7 +383,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -444,7 +444,7 @@ namespace SlaveMatrix } } - public 下着トップ_ビキニ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着トップ_ビキニD e) + public 下着トップ_ビキニ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_ビキニD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][1]); @@ -537,7 +537,7 @@ namespace SlaveMatrix X0Y0_カップ右_縁_縁3CP = new ColorP(X0Y0_カップ右_縁_縁3, カップ右_縁_縁3CD, DisUnit, abj: true); X0Y0_カップ右_縁_縁4CP = new ColorP(X0Y0_カップ右_縁_縁4, カップ右_縁_縁4CD, DisUnit, abj: true); 尺度YB *= 1.1; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -587,12 +587,12 @@ namespace SlaveMatrix X0Y0_カップ右_縁_縁4CP.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) { 紐CD = new ColorD(); カップ左_紐CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニD.cs index a8f53c6..beb6243 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ビキニD.cs @@ -49,7 +49,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着トップ_ビキニ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs index 3078281..b6f8789 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラ.cs @@ -2042,7 +2042,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2299,7 +2299,7 @@ namespace SlaveMatrix } } - public 下着トップ_ブラ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着トップ_ブラD e) + public 下着トップ_ブラ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_ブラD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][0]); @@ -2640,7 +2640,7 @@ namespace SlaveMatrix X0Y0_リボン_リボンCP = new ColorP(X0Y0_リボン_リボン, リボン_リボンCD, DisUnit, abj: true); X0Y0_リボン_結び目CP = new ColorP(X0Y0_リボン_結び目, リボン_結び目CD, DisUnit, abj: true); 尺度YB *= 1.1; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -2826,12 +2826,12 @@ namespace SlaveMatrix X0Y0_リボン_結び目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) { バンド_バンドCD = new ColorD(); バンド_縁_下CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラD.cs index a3da56f..1f6883e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_ブラD.cs @@ -227,7 +227,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着トップ_ブラ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs index c3837ca..8397e27 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロ.cs @@ -383,7 +383,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -444,7 +444,7 @@ namespace SlaveMatrix } } - public 下着トップ_マイクロ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着トップ_マイクロD e) + public 下着トップ_マイクロ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着トップ_マイクロD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着トップ"][2]); @@ -537,7 +537,7 @@ namespace SlaveMatrix X0Y0_カップ右_縁_縁3CP = new ColorP(X0Y0_カップ右_縁_縁3, カップ右_縁_縁3CD, DisUnit, abj: true); X0Y0_カップ右_縁_縁4CP = new ColorP(X0Y0_カップ右_縁_縁4, カップ右_縁_縁4CD, DisUnit, abj: true); 尺度YB *= 1.1; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -587,12 +587,12 @@ namespace SlaveMatrix X0Y0_カップ右_縁_縁4CP.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) { 紐CD = new ColorD(); カップ左_紐CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロD.cs index 411149d..fab38e3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着トップ_マイクロD.cs @@ -49,7 +49,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着トップ_マイクロ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs index 5067bca..3eab405 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマル.cs @@ -2646,7 +2646,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2709,7 +2709,7 @@ namespace SlaveMatrix } } - public 下着ボトム_ノーマル(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着ボトム_ノーマルD e) + public 下着ボトム_ノーマル(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着ボトム_ノーマルD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着ボトム"][0]); @@ -3459,7 +3459,7 @@ namespace SlaveMatrix X0Y4_染み_染み2CP = new ColorP(X0Y4_染み_染み2, 染み_染み2CD, DisUnit, abj: true); X0Y4_染み_染み1CP = new ColorP(X0Y4_染み_染み1, 染み_染み1CD, DisUnit, abj: true); 染み濃度 = e.染み濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; double y = 0.0005; X0Y0_下地.BasePointBase = X0Y0_下地.BasePointBase.AddY(y); @@ -4049,12 +4049,12 @@ 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) { 紐左CD = new ColorD(); 紐右CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマルD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマルD.cs index a3f0e1a..6bd0f2b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマルD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_ノーマルD.cs @@ -161,7 +161,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着ボトム_ノーマル(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs index 6159366..cea96f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロ.cs @@ -1738,7 +1738,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1784,7 +1784,7 @@ namespace SlaveMatrix } } - public 下着ボトム_マイクロ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着ボトム_マイクロD e) + public 下着ボトム_マイクロ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着ボトム_マイクロD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["下着ボトム"][1]); @@ -2279,7 +2279,7 @@ namespace SlaveMatrix X0Y4_染み_染み2CP = new ColorP(X0Y4_染み_染み2, 染み_染み2CD, DisUnit, abj: true); X0Y4_染み_染み1CP = new ColorP(X0Y4_染み_染み1, 染み_染み1CD, DisUnit, abj: true); 染み濃度 = e.染み濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; double y = 0.0005; X0Y0_下地.BasePointBase = X0Y0_下地.BasePointBase.AddY(y); @@ -2699,12 +2699,12 @@ 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) { 紐左CD = new ColorD(); 紐右CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロD.cs index 5a176d0..6763f33 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着ボトム_マイクロD.cs @@ -101,7 +101,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着ボトム_マイクロ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs index 50aefd5..3399e1b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首.cs @@ -139,7 +139,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -177,7 +177,7 @@ namespace SlaveMatrix } } - public 下着乳首(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着乳首D e) + public 下着乳首(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着乳首D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["下着乳首左"]); @@ -228,7 +228,7 @@ namespace SlaveMatrix X0Y0_染み2CP = new ColorP(X0Y0_染み2, 染み2CD, DisUnit, abj: true); X0Y0_染み1CP = new ColorP(X0Y0_染み1, 染み1CD, DisUnit, abj: true); 染み濃度 = e.染み濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -238,12 +238,12 @@ namespace SlaveMatrix X0Y0_染み1CP.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) { 乳首CD = new ColorD(); 染み2CD = new ColorD(ref Col.Empty, ref 体配色.染み); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首D.cs index a0dd1f6..f73fe70 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着乳首D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着乳首(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs index 9c450ce..9fb1945 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 下着陰核(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 下着陰核D e) + public 下着陰核(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 下着陰核D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["下着陰核"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_陰核CP = new ColorP(X0Y0_陰核, 陰核CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_陰核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) { 陰核CD = new ColorD(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核D.cs index e6d42b3..47387d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/下着陰核D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 下着陰核(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs index 611ff83..f95bdb4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房.cs @@ -676,7 +676,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -792,7 +792,7 @@ namespace SlaveMatrix public JointS 噴乳_接続点 => new JointS(Body, X0Y0_乳首, 0); - public 乳房(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 乳房D e) + public 乳房(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 乳房D e) { 乳房 乳房2 = this; ThisType = GetType(); @@ -1001,7 +1001,7 @@ 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; } public override void 描画0(RenderArea Are) @@ -1170,12 +1170,12 @@ 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) { 乳房CD = new ColorD(ref Col.Black, ref 体配色.人肌O); 乳輪CD = new ColorD(ref Col.Empty, ref 体配色.粘膜); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房D.cs index f4efb0d..cac6dc3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/乳房D.cs @@ -61,7 +61,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.乳房_噴乳_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 乳房(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs index 408e657..dc1adda 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/交配.cs @@ -4589,11 +4589,11 @@ namespace SlaveMatrix return null; } - public static ChaD Mix(this ChaD 母方, ChaD 父方, bool 原種モード) + public static CharacterData Mix(this CharacterData 母方, CharacterData 父方, bool 原種モード) { double num = Mix(母方.魔力濃度, 父方.魔力濃度, 1.0); WaistD d; - return new ChaD(d = Mix(母方.body_tree, 父方.body_tree, num, 原種モード), Mix(母方.body_color, 父方.body_color, num, d)) + return new CharacterData(d = Mix(母方.body_tree, 父方.body_tree, num, 原種モード), Mix(母方.body_color, 父方.body_color, num, d)) { Lust = Mix(母方.Lust, 父方.Lust, 0.6), Affection = Mix(母方.Affection, 父方.Affection, 0.6), diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/処理B.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/処理B.cs index a360203..3fd9ba4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/処理B.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/処理B.cs @@ -10,9 +10,9 @@ namespace SlaveMatrix public RenderArea Are; - public Cha Cha; + public Character Cha; - public Bod Bod; + public Body Bod; public InfoPanel ip; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs index 8bfafbd..564c73a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/剃刀処理.cs @@ -17,11 +17,11 @@ namespace SlaveMatrix public void 剃り() { - if (CP.GetFlag(0.1 * Cha.ChaD.現陰毛)) + if (CP.GetFlag(0.1 * Cha.CharacterData.現陰毛)) { 調教UI.擬音キュー.Enqueue(delegate(RenderArea a) { - 調教UI.擬音.Sound(a, 対象.Ele.位置.GetAreaPoint(0.01), Sta.剃り.GetVal(Cha.ChaD.現陰毛, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), Col.Black, 0.1 + 0.1 * RNG.XS.NextDouble(), b: true); + 調教UI.擬音.Sound(a, 対象.Ele.位置.GetAreaPoint(0.01), Sta.剃り.GetVal(Cha.CharacterData.現陰毛, RNG.XS.NextDouble()), new Font("MS Gothic", 1f), Col.Black, 0.1 + 0.1 * RNG.XS.NextDouble(), b: true); }); } } @@ -88,10 +88,10 @@ namespace SlaveMatrix Player.奴体力消費小(); Player.主精力消費小(); 剃り(); - Cha.ChaD.現陰毛 = (Cha.ChaD.現陰毛 - 0.01).Clamp(0.0, 1.0); - Cha.Bod.腰肌_人.陰毛CD.不透明度 = Cha.ChaD.現陰毛 * Cha.ChaD.最陰毛濃度; - Cha.Bod.腰肌_人.獣性_獣毛CD.不透明度 = Cha.ChaD.現陰毛; - Cha.Bod.腰肌_人.陰毛_ハートCD.不透明度 = Cha.ChaD.現陰毛.Inverse() * Cha.ChaD.最陰毛濃度; + Cha.CharacterData.現陰毛 = (Cha.CharacterData.現陰毛 - 0.01).Clamp(0.0, 1.0); + Cha.Body.腰肌_人.陰毛CD.不透明度 = Cha.CharacterData.現陰毛 * Cha.CharacterData.最陰毛濃度; + Cha.Body.腰肌_人.獣性_獣毛CD.不透明度 = Cha.CharacterData.現陰毛; + Cha.Body.腰肌_人.陰毛_ハートCD.不透明度 = Cha.CharacterData.現陰毛.Inverse() * Cha.CharacterData.最陰毛濃度; } else if (調教UI.押し状態) { @@ -169,10 +169,10 @@ namespace SlaveMatrix { } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; } public new void Reset() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs index b4a130c..456e6a6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲.cs @@ -647,7 +647,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -709,7 +709,7 @@ namespace SlaveMatrix public JointS 軸3_接続点 => new JointS(Body, X0Y0_前翅_前翅軸_軸2, 0); - public 前翅_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前翅_甲D e) + public 前翅_甲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_甲D e) { 前翅_甲 前翅_甲2 = this; ThisType = GetType(); @@ -904,7 +904,7 @@ namespace SlaveMatrix X0Y1_欠け1CP = new ColorP(X0Y1_欠け1, 欠け1CD, DisUnit, abj: true); X0Y1_欠け2CP = new ColorP(X0Y1_欠け2, 欠け2CD, DisUnit, abj: true); X0Y1_欠け3CP = new ColorP(X0Y1_欠け3, 欠け3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -977,12 +977,12 @@ 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) { 前翅_前翅軸_軸1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 前翅_前翅軸_軸2CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲D.cs index e473fb3..970c4b5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_甲D.cs @@ -89,7 +89,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.前翅_甲_軸3_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 前翅_甲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs index 6fc71a8..b31209c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽.cs @@ -858,7 +858,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -900,7 +900,7 @@ namespace SlaveMatrix } } - public 前翅_羽(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前翅_羽D e) + public 前翅_羽(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_羽D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][1]); @@ -1102,7 +1102,7 @@ namespace SlaveMatrix X0Y1_前翅_翅脈網2_翅脈網線1CP = new ColorP(X0Y1_前翅_翅脈網2_翅脈網線1, 前翅_翅脈網2_翅脈網線1CD, DisUnit, abj: true); X0Y1_前翅_翅脈網2_翅脈網線2CP = new ColorP(X0Y1_前翅_翅脈網2_翅脈網線2, 前翅_翅脈網2_翅脈網線2CD, DisUnit, abj: true); X0Y1_前翅_翅脈網2_翅脈網線3CP = new ColorP(X0Y1_前翅_翅脈網2_翅脈網線3, 前翅_翅脈網2_翅脈網線3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1185,7 +1185,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1204,7 +1204,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 前翅_前翅CD = new ColorD(ref Col.Black, ref Color2.Empty); 前翅_翅脈1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -1239,7 +1239,7 @@ namespace SlaveMatrix 前翅_翅脈網2_翅脈網線3CD = new ColorD(ref Col.Black, ref 体配色.ハイライト2O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 前翅_前翅CD = new ColorD(ref Col.Black, ref Color2.Empty); 前翅_翅脈1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -1274,7 +1274,7 @@ namespace SlaveMatrix 前翅_翅脈網2_翅脈網線3CD = new ColorD(ref Col.Black, ref 体配色.ハイライト2O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 前翅_前翅CD = new ColorD(ref Col.Black, ref Color2.Empty); 前翅_翅脈1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽D.cs index 4e85b47..cddba77 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_羽D.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 前翅_羽(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs index 69f2855..012d4f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草.cs @@ -364,7 +364,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -398,7 +398,7 @@ namespace SlaveMatrix } } - public 前翅_草(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前翅_草D e) + public 前翅_草(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_草D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][3]); @@ -502,7 +502,7 @@ namespace SlaveMatrix X0Y1_前翅_前翅2CP = new ColorP(X0Y1_前翅_前翅2, 前翅_前翅2CD, DisUnit, abj: true); X0Y1_前翅_紋1CP = new ColorP(X0Y1_前翅_紋1, 前翅_紋1CD, DisUnit, abj: true); X0Y1_前翅_紋2CP = new ColorP(X0Y1_前翅_紋2, 前翅_紋2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -547,12 +547,12 @@ 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) { Col.Alpha(ref 体配色.体0O, 128, out var ret); 前翅_前翅1CD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草D.cs index 831fc26..bcf0f9d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_草D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 前翅_草(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs index c6b4916..61a16f8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶.cs @@ -600,7 +600,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -664,7 +664,7 @@ namespace SlaveMatrix } } - public 前翅_蝶(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前翅_蝶D e) + public 前翅_蝶(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前翅_蝶D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["前翅"][2]); @@ -817,7 +817,7 @@ namespace SlaveMatrix X0Y1_前翅_揚羽_紋4CP = new ColorP(X0Y1_前翅_揚羽_紋4, 前翅_揚羽_紋4CD, DisUnit, abj: true); X0Y1_前翅_揚羽_紋5CP = new ColorP(X0Y1_前翅_揚羽_紋5, 前翅_揚羽_紋5CD, DisUnit, abj: true); X0Y1_前翅_揚羽_紋6CP = new ColorP(X0Y1_前翅_揚羽_紋6, 前翅_揚羽_紋6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -880,12 +880,12 @@ 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) { 前翅_前翅CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 前翅_水青_柄CD = new ColorD(ref Col.Empty, ref 体配色.柄O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶D.cs index c6617c8..f538d9f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前翅_蝶D.cs @@ -55,7 +55,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 前翅_蝶(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs index 8b9a506..91e99d0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -812,7 +812,7 @@ namespace SlaveMatrix } } - public 前髪_ジグ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_ジグD e) + public 前髪_ジグ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_ジグD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -961,7 +961,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -999,12 +999,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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) { 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪左2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs index 8a81818..9a2c068 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグD.cs @@ -98,7 +98,7 @@ 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 前髪_ジグ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs index 51b1b17..18af6da 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -812,7 +812,7 @@ namespace SlaveMatrix } } - public 前髪_ジグ中寄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_ジグ中寄D e) + public 前髪_ジグ中寄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_ジグ中寄D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -961,7 +961,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -999,12 +999,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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) { 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪左2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs index 50f337b..f6f4e3d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ中寄D.cs @@ -98,7 +98,7 @@ 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 前髪_ジグ中寄(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs index 5bc02ed..022f207 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分け.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -812,7 +812,7 @@ namespace SlaveMatrix } } - public 前髪_ジグ分け(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_ジグ分けD e) + public 前髪_ジグ分け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_ジグ分けD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -961,7 +961,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -999,12 +999,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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) { 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪左2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs index 64362ff..0c53ea4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_ジグ分けD.cs @@ -98,7 +98,7 @@ 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 前髪_ジグ分け(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs index f2cb123..0b70dda 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツン.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -812,7 +812,7 @@ namespace SlaveMatrix } } - public 前髪_パッツン(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_パッツンD e) + public 前髪_パッツン(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_パッツンD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -961,7 +961,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -999,12 +999,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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) { 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪左2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs index 54044f8..1b7df5b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_パッツンD.cs @@ -98,7 +98,7 @@ 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 前髪_パッツン(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs index 166bfb7..05c7675 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャ.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -812,7 +812,7 @@ namespace SlaveMatrix } } - public 前髪_モジャ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_モジャD e) + public 前髪_モジャ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_モジャD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -961,7 +961,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -999,12 +999,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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) { 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪左2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs index ca9cb25..407561b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_モジャD.cs @@ -98,7 +98,7 @@ 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 前髪_モジャ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs index 407f14a..15ce21b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1.cs @@ -771,7 +771,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -856,7 +856,7 @@ namespace SlaveMatrix } } - public 前髪_三分1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_三分1D e) + public 前髪_三分1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_三分1D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1011,7 +1011,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -1051,12 +1051,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs index 0ad895c..2cf0092 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分1D.cs @@ -102,7 +102,7 @@ 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 前髪_三分1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs index 39f9bcd..847e817 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -787,7 +787,7 @@ namespace SlaveMatrix } } - public 前髪_三分2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_三分2D e) + public 前髪_三分2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_三分2D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -936,7 +936,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -974,12 +974,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs index 8bce44b..36fe6f4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_三分2D.cs @@ -98,7 +98,7 @@ 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 前髪_三分2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs index 063b646..33d8a48 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片.cs @@ -671,7 +671,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -721,7 +721,7 @@ namespace SlaveMatrix } } - public 前髪_上げ片(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_上げ片D e) + public 前髪_上げ片(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_上げ片D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -861,7 +861,7 @@ namespace SlaveMatrix X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false); X0Y0_ハイライト右CP = new ColorP(X0Y0_ハイライト右, ハイライト右CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -896,12 +896,12 @@ namespace SlaveMatrix X0Y0_ハイライト右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) { 髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs index 805c2e1..3a2c497 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ片D.cs @@ -88,7 +88,7 @@ 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 前髪_上げ片(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs index 8c87262..113660c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public 前髪_上げ短1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_上げ短1D e) + public 前髪_上げ短1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_上げ短1D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -886,7 +886,7 @@ 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); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -922,12 +922,12 @@ namespace SlaveMatrix X0Y0_髪右4CP.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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs index 51bb877..ffc5861 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短1D.cs @@ -90,7 +90,7 @@ 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 前髪_上げ短1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs index 14c72a8..fd37514 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public 前髪_上げ短2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_上げ短2D e) + public 前髪_上げ短2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_上げ短2D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -886,7 +886,7 @@ 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); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -922,12 +922,12 @@ namespace SlaveMatrix X0Y0_髪右4CP.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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs index 8a687f8..e1a0e08 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ短2D.cs @@ -90,7 +90,7 @@ 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 前髪_上げ短2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs index 720eb35..53bda88 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public 前髪_上げ長1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_上げ長1D e) + public 前髪_上げ長1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_上げ長1D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -886,7 +886,7 @@ 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); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -922,12 +922,12 @@ namespace SlaveMatrix X0Y0_髪右4CP.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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs index d5bdfdf..6db6b47 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長1D.cs @@ -90,7 +90,7 @@ 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 前髪_上げ長1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs index 88c2cd7..e9f2df5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public 前髪_上げ長2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_上げ長2D e) + public 前髪_上げ長2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_上げ長2D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -886,7 +886,7 @@ 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); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -922,12 +922,12 @@ namespace SlaveMatrix X0Y0_髪右4CP.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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs index f35f98a..6f4a40c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_上げ長2D.cs @@ -90,7 +90,7 @@ 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 前髪_上げ長2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs index 711ced8..27da79c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1.cs @@ -611,7 +611,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -659,7 +659,7 @@ namespace SlaveMatrix } } - public 前髪_中分け1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_中分け1D e) + public 前髪_中分け1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_中分け1D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -790,7 +790,7 @@ namespace SlaveMatrix X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false); X0Y0_ハイライト右CP = new ColorP(X0Y0_ハイライト右, ハイライト右CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -822,12 +822,12 @@ namespace SlaveMatrix X0Y0_ハイライト右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) { 髪基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs index 3d3d9e4..27862ab 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け1D.cs @@ -82,7 +82,7 @@ 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 前髪_中分け1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs index 81da074..06658e5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2.cs @@ -611,7 +611,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -657,7 +657,7 @@ namespace SlaveMatrix } } - public 前髪_中分け2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_中分け2D e) + public 前髪_中分け2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_中分け2D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -788,7 +788,7 @@ namespace SlaveMatrix X0Y0_ハイライト右CP = new ColorP(X0Y0_ハイライト右, ハイライト右CD, DisUnit, abj: false); X0Y0_髪右4CP = new ColorP(X0Y0_髪右4, 髪右4CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -820,12 +820,12 @@ namespace SlaveMatrix X0Y0_髪右4CP.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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs index ff448d9..2cf0d95 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_中分け2D.cs @@ -82,7 +82,7 @@ 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 前髪_中分け2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs index 4bf8ea5..76d54e6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1.cs @@ -731,7 +731,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -812,7 +812,7 @@ namespace SlaveMatrix } } - public 前髪_二分1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_二分1D e) + public 前髪_二分1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_二分1D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -961,7 +961,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -999,12 +999,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs index 5286262..a6d891f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分1D.cs @@ -98,7 +98,7 @@ 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 前髪_二分1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs index 7e896ba..86a6a0b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public 前髪_二分2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_二分2D e) + public 前髪_二分2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_二分2D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -886,7 +886,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -922,12 +922,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs index 6e9414c..78168fd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_二分2D.cs @@ -94,7 +94,7 @@ 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 前髪_二分2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs index 0137dc6..e31f632 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流し.cs @@ -689,7 +689,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -766,7 +766,7 @@ namespace SlaveMatrix } } - public 前髪_横流し(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_横流しD e) + public 前髪_横流し(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_横流しD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -909,7 +909,7 @@ namespace SlaveMatrix X0Y0_髪頭頂横右1CP = new ColorP(X0Y0_髪頭頂横右1, 髪頭頂横右1CD, DisUnit, abj: false); X0Y0_髪頭頂横右2CP = new ColorP(X0Y0_髪頭頂横右2, 髪頭頂横右2CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -945,12 +945,12 @@ namespace SlaveMatrix X0Y0_髪頭頂横右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); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs index 6a10d9a..7d4b3cd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_横流しD.cs @@ -94,7 +94,7 @@ 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 前髪_横流し(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs index 3d96ab1..7d5c796 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1.cs @@ -651,7 +651,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -724,7 +724,7 @@ namespace SlaveMatrix } } - public 前髪_目隠れ1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_目隠れ1D e) + public 前髪_目隠れ1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_目隠れ1D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -861,7 +861,7 @@ namespace SlaveMatrix X0Y0_ハイライト左CP = new ColorP(X0Y0_ハイライト左, ハイライト左CD, DisUnit, abj: false); X0Y0_ハイライト右CP = new ColorP(X0Y0_ハイライト右, ハイライト右CD, DisUnit, abj: false); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -895,12 +895,12 @@ namespace SlaveMatrix X0Y0_ハイライト右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) { 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); 髪左2CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs index 6b6562b..86dc9c0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ1D.cs @@ -86,7 +86,7 @@ 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 前髪_目隠れ1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs index 68b56d9..b8609a1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public 前髪_目隠れ2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 前髪_目隠れ2D e) + public 前髪_目隠れ2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 前髪_目隠れ2D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -886,7 +886,7 @@ namespace SlaveMatrix 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); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -922,12 +922,12 @@ 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 Col.Empty, ref Color2.Empty); 髪左1CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs index 42ae94f..75b66ee 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/前髪_目隠れ2D.cs @@ -90,7 +90,7 @@ 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 前髪_目隠れ2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs index 270f7a7..23963ef 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目.cs @@ -174,7 +174,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -221,7 +221,7 @@ namespace SlaveMatrix public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); - public 単目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単目D e) + public 単目(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単目D e) { 単目 単目2 = this; ThisType = GetType(); @@ -299,7 +299,7 @@ namespace SlaveMatrix X0Y0_黒目_ハイライト上CP = new ColorP(X0Y0_黒目_ハイライト上, 黒目_ハイライト上CD, DisUnit, abj: true); X0Y0_黒目_ハイライト下CP = new ColorP(X0Y0_黒目_ハイライト下, 黒目_ハイライト下CD, DisUnit, abj: true); X0Y0_黒目_ハートCP = new ColorP(X0Y0_黒目_ハート, 黒目_ハートCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public void 猫目() @@ -324,12 +324,12 @@ namespace SlaveMatrix X0Y0_黒目_ハート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) { 白目CD = new ColorD(ref Col.Empty, ref 体配色.白部O); 黒目_黒目CD = new ColorD(ref Col.Black, ref 体配色.目左O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目D.cs index 2b7ae57..b34b782 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単目D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.単目_瞼_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 単目(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs index 2cd5c56..0ff62c2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉.cs @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -121,7 +121,7 @@ namespace SlaveMatrix } } - public 単眼眉(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単眼眉D e) + public 単眼眉(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単眼眉D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["単眼眉"]); @@ -168,7 +168,7 @@ namespace SlaveMatrix X0Y0_眉CP = new ColorP(X0Y0_眉, 眉CD, DisUnit, abj: false); X0Y1_眉CP = new ColorP(X0Y1_眉, 眉CD, DisUnit, abj: false); X0Y2_眉CP = new ColorP(X0Y2_眉, 眉CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -187,12 +187,12 @@ 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) { 眉CD = new ColorD(ref 体配色.薄線, ref 体配色.眉O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs index 91ba64e..0ef24a5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単眼眉D.cs @@ -19,7 +19,7 @@ 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 単眼眉(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs index 0b11c78..1832cec 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼.cs @@ -1013,7 +1013,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1268,7 +1268,7 @@ namespace SlaveMatrix } } - public 単瞼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単瞼D e) + public 単瞼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単瞼D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["単眼瞼"]); @@ -1599,7 +1599,7 @@ namespace SlaveMatrix X1Y4_睫毛下下左CP = new ColorP(X1Y4_睫毛下下左, 睫毛下下左CD, DisUnit, abj: true); X1Y4_睫毛下上右CP = new ColorP(X1Y4_睫毛下上右, 睫毛下上右CD, DisUnit, abj: true); X1Y4_睫毛下下右CP = new ColorP(X1Y4_睫毛下下右, 睫毛下下右CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } private void 睫毛長さ(Par p, double d) @@ -1943,12 +1943,12 @@ 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) { 瞼下CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 瞼上CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs index 638a393..d1e9fae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単瞼D.cs @@ -89,7 +89,7 @@ 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 単瞼(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs index afae71d..54478b7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植.cs @@ -860,7 +860,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -923,7 +923,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0); - public 単足_植(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単足_植D e) + public 単足_植(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単足_植D e) { 単足_植 単足_植2 = this; ThisType = GetType(); @@ -1142,7 +1142,7 @@ 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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -1229,7 +1229,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -1248,7 +1248,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 幹上CD = new ColorD(ref Col.Black, ref 体配色.植0O); 幹下CD = new ColorD(ref Col.Black, ref 体配色.植0O); @@ -1290,7 +1290,7 @@ 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) { 幹上CD = new ColorD(ref Col.Black, ref 体配色.植0O); 幹下CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -1332,7 +1332,7 @@ 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) { 幹上CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 幹下CD = new ColorD(ref Col.Black, ref 体配色.植0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植D.cs index 43e7514..1a8f6cd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_植D.cs @@ -138,7 +138,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.単足_植_根外右_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 単足_植(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs index 5bd1c2c..455fb1c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘.cs @@ -759,7 +759,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -802,7 +802,7 @@ namespace SlaveMatrix } } - public 単足_粘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 単足_粘D e) + public 単足_粘(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 単足_粘D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -950,7 +950,7 @@ namespace SlaveMatrix X0Y0_粘液上右_ハイライトCP = new ColorP(X0Y0_粘液上右_ハイライト, 粘液上右_ハイライトCD, DisUnit, abj: true); X0Y0_ハイライトCP = new ColorP(X0Y0_ハイライト, ハイライトCD, DisUnit, abj: true); ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -989,12 +989,12 @@ namespace SlaveMatrix X0Y0_ハイライト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) { Col.Alpha(ref 体配色.人肌O, 128, out var ret); 粘液0CD = new ColorD(ref Col.Empty, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘D.cs index ad3b0c5..2c65744 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/単足_粘D.cs @@ -79,7 +79,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 単足_粘(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs index 1943a91..ef4f4b8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目.cs @@ -174,7 +174,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -221,7 +221,7 @@ namespace SlaveMatrix public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); - public 双目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 双目D e) + public 双目(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 双目D e) { 双目 双目2 = this; ThisType = GetType(); @@ -298,7 +298,7 @@ namespace SlaveMatrix X0Y0_黒目_ハートCP = new ColorP(X0Y0_黒目_ハート, 黒目_ハートCD, DisUnit, abj: true); X0Y0_黒目_ハイライト上CP = new ColorP(X0Y0_黒目_ハイライト上, 黒目_ハイライト上CD, DisUnit, abj: true); X0Y0_黒目_ハイライト下CP = new ColorP(X0Y0_黒目_ハイライト下, 黒目_ハイライト下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public void 猫目() @@ -323,7 +323,7 @@ namespace SlaveMatrix X0Y0_黒目_ハイライト下CP.Update(); } - private void 配色N0(体配色 体配色, bool 右) + private void 配色N0(BodyColorSet 体配色, bool 右) { if (右) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目D.cs index c0b1d94..fad849f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/双目D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.双目_瞼_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 双目(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs index 5a877b0..0c4da3a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂け.cs @@ -567,7 +567,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -583,7 +583,7 @@ namespace SlaveMatrix } } - public 口_裂け(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 口_裂けD e) + public 口_裂け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 口_裂けD e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["口"][1]); @@ -792,7 +792,7 @@ namespace SlaveMatrix X0Y13_口紅下_ハイライトCP = new ColorP(X0Y13_口紅下_ハイライト, 口紅下_ハイライトCD, DisUnit, abj: true); 口紅濃度 = e.口紅濃度; ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; double y = 1.5E-05; X0Y0_口.BasePointBase = X0Y0_口.BasePointBase.AddY(y); X0Y1_口.BasePointBase = X0Y1_口.BasePointBase.AddY(y); @@ -911,12 +911,12 @@ 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) { 口CD = new ColorD(ref Col.Black, ref 体配色.粘膜); 歯CD = new ColorD(ref Col.Black, ref 体配色.歯); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂けD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂けD.cs index 0a842c1..87cd441 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂けD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_裂けD.cs @@ -29,7 +29,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 口_裂け(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs index d7e1727..2e59071 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常.cs @@ -767,7 +767,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -787,7 +787,7 @@ namespace SlaveMatrix } } - public 口_通常(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 口_通常D e) + public 口_通常(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 口_通常D e) { ThisType = GetType(); Dif dif = new Dif(Sta.胴体["口"][0]); @@ -1048,7 +1048,7 @@ namespace SlaveMatrix X0Y13_口紅下_ハイライトCP = new ColorP(X0Y13_口紅下_ハイライト, 口紅下_ハイライトCD, DisUnit, abj: true); 口紅濃度 = e.口紅濃度; ハイライト濃度 = e.ハイライト濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -1176,12 +1176,12 @@ 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) { 口CD = new ColorD(ref Col.Black, ref 体配色.粘膜); 歯CD = new ColorD(ref Col.Black, ref 体配色.歯); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常D.cs index 4613972..f672a25 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/口_通常D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 口_通常(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs index ac6ea5c..a2e12a9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/吹出し.cs @@ -73,7 +73,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs index 14924bb..6a221c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気.cs @@ -363,7 +363,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -400,7 +400,7 @@ namespace SlaveMatrix } } - public 呼気(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 呼気D e) + public 呼気(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 呼気D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["呼気"]); @@ -511,7 +511,7 @@ namespace SlaveMatrix X0Y1_呼気右2_呼気2CP = new ColorP(X0Y1_呼気右2_呼気2, 呼気右2_呼気2CD, DisUnit, abj: true); X0Y1_呼気右3_呼気1CP = new ColorP(X0Y1_呼気右3_呼気1, 呼気右3_呼気1CD, DisUnit, abj: true); X0Y1_呼気右3_呼気2CP = new ColorP(X0Y1_呼気右3_呼気2, 呼気右3_呼気2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -548,12 +548,12 @@ 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) { 呼気左1_呼気1CD = new ColorD(ref Col.Empty, ref 体配色.呼気); 呼気左1_呼気2CD = new ColorD(ref Col.Empty, ref 体配色.呼気); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気D.cs index c713282..7320a34 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/呼気D.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 呼気(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/咳D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/咳D.cs index 105584c..8c622a8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/咳D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/咳D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 Cough(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs index 8c710de..4ebcc3f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳.cs @@ -327,7 +327,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -344,7 +344,7 @@ namespace SlaveMatrix } } - public 噴乳(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 噴乳D e) + public 噴乳(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 噴乳D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["噴乳左"]); @@ -457,7 +457,7 @@ namespace SlaveMatrix X0Y5_母乳4CP = new ColorP(X0Y5_母乳4, 母乳4CD, DisUnit, abj: true); X0Y5_母乳垂れ1CP = new ColorP(X0Y5_母乳垂れ1, 母乳垂れ1CD, DisUnit, abj: true); X0Y5_母乳垂れ2CP = new ColorP(X0Y5_母乳垂れ2, 母乳垂れ2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -511,12 +511,12 @@ 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) { 母乳1CD = new ColorD(ref 体配色.母乳線, ref 体配色.母乳); 母乳2CD = new ColorD(ref 体配色.母乳線, ref 体配色.母乳); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳D.cs index a1a60c7..4d1ed48 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/噴乳D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 噴乳(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs index bcd8cfe..c436e70 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴.cs @@ -175,7 +175,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -199,13 +199,13 @@ namespace SlaveMatrix public JointS 翼右_接続点 => new JointS(Body, X0Y0_Torso, 1); - public 四足胴(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足胴D e) + public 四足胴(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 四足胴D e) { 四足胴 四足胴2 = this; ThisType = GetType(); Body = new Difs(Sta.半身["四足胴"]); Pars pars = Body[0][0]; - X0Y0_Torso = pars["Torso"].ToPar(); + X0Y0_Torso = pars["胴"].ToPar(); Pars pars2 = pars["筋肉"].ToPars(); X0Y0_筋肉_筋肉左 = pars2["筋肉左"].ToPar(); X0Y0_筋肉_筋肉右 = pars2["筋肉右"].ToPar(); @@ -301,7 +301,7 @@ namespace SlaveMatrix X0Y0_獣性_獣毛左CP = new ColorP(X0Y0_獣性_獣毛左, 獣性_獣毛左CD, DisUnit, abj: true); X0Y0_獣性_獣毛右CP = new ColorP(X0Y0_獣性_獣毛右, 獣性_獣毛右CD, DisUnit, abj: true); 筋肉濃度 = e.筋肉濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.96; } @@ -314,12 +314,12 @@ namespace SlaveMatrix X0Y0_獣性_獣毛右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) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.毛0R); 筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs index 460651b..baec8cb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胴D.cs @@ -68,7 +68,7 @@ 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 四足胴(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs index b212a4b..6842c5c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸.cs @@ -743,7 +743,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -808,7 +808,7 @@ namespace SlaveMatrix public JointS 背中_接続点 => new JointS(Body, X0Y0_胸郭, 10); - public 四足胸(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足胸D e) + public 四足胸(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 四足胸D e) { 四足胸 四足胸2 = this; ThisType = GetType(); @@ -1077,7 +1077,7 @@ namespace SlaveMatrix X0Y0_竜性_右_鱗2CP = new ColorP(X0Y0_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true); X0Y0_竜性_右_鱗3CP = new ColorP(X0Y0_竜性_右_鱗3, 竜性_右_鱗3CD, DisUnit, abj: true); 筋肉濃度 = e.筋肉濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.96; } @@ -1157,12 +1157,12 @@ namespace SlaveMatrix X0Y0_竜性_右_鱗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) { 胸郭CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 筋肉_筋肉左CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸D.cs index 349b9de..31df30a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足胸D.cs @@ -197,7 +197,7 @@ 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 四足胸(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs index d4064b3..0a78c1c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇.cs @@ -107,7 +107,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -122,7 +122,7 @@ namespace SlaveMatrix public JointS UpperArm_接続点 => new JointS(Body, X0Y0_脇, 0); - public 四足脇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足脇D e) + public 四足脇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 四足脇D e) { 四足脇 四足脇2 = this; ThisType = GetType(); @@ -180,7 +180,7 @@ namespace SlaveMatrix X0Y0_脇CP = new ColorP(X0Y0_脇, 脇CD, DisUnit, abj: true); X0Y0_筋肉CP = new ColorP(X0Y0_筋肉, 筋肉CD, DisUnit, abj: true); 筋肉濃度 = e.筋肉濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -189,7 +189,7 @@ namespace SlaveMatrix X0Y0_筋肉CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -205,13 +205,13 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 脇CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 筋肉CD = new ColorD(ref Col.Black, ref 体配色.毛0O); } - private void 配色H0(体配色 体配色) + private void 配色H0(BodyColorSet 体配色) { 脇CD = new ColorD(ref Col.Black, ref 体配色.柄O); 筋肉CD = new ColorD(ref Col.Black, ref 体配色.柄O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs index b092b57..5021eb5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足脇D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.四足脇_UpperArm_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 四足脇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs index ef9d6f4..5211158 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰.cs @@ -1329,7 +1329,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1388,7 +1388,7 @@ namespace SlaveMatrix public JointS 翼右_接続点 => new JointS(Body, X0Y0_Waist, 8); - public 四足腰(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 四足腰D e) + public 四足腰(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 四足腰D e) { 四足腰 四足腰2 = this; ThisType = GetType(); @@ -1896,7 +1896,7 @@ namespace SlaveMatrix X0Y4_竜性_右_鱗1CP = new ColorP(X0Y4_竜性_右_鱗1, 竜性_右_鱗1CD, DisUnit, abj: true); X0Y4_竜性_右_鱗2CP = new ColorP(X0Y4_竜性_右_鱗2, 竜性_右_鱗2CD, DisUnit, abj: true); 筋肉濃度 = e.筋肉濃度; - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.96; double num = 1.0025; X0Y0_臍.BasePointBase = new Vector2D(X0Y0_臍.BasePointBase.X, 0.363998381176966); @@ -2075,7 +2075,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -2094,7 +2094,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); @@ -2126,7 +2126,7 @@ namespace SlaveMatrix 竜性_右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); @@ -2158,7 +2158,7 @@ namespace SlaveMatrix 竜性_右_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { WaistCD = new ColorD(ref Col.Black, ref 体配色.毛0O); 股CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs index de9ab4f..a7ac2fc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/四足腰D.cs @@ -188,7 +188,7 @@ 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 四足腰(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs index c981a7d..adc68b9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪.cs @@ -84,7 +84,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -122,7 +122,7 @@ namespace SlaveMatrix public JointS 後髪_接続点 => new JointS(Body, X0Y0_髪, 3); - public 基髪(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 基髪D e) + public 基髪(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 基髪D e) { 基髪 基髪2 = this; ThisType = GetType(); @@ -231,7 +231,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_髪CP = new ColorP(X0Y0_髪, 髪CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -239,12 +239,12 @@ namespace SlaveMatrix X0Y0_髪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CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪D.cs index bf3c54b..881d57d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/基髪D.cs @@ -68,7 +68,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.基髪_後髪_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 基髪(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs index 8473f4e..77ba5db 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸.cs @@ -80,7 +80,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -100,7 +100,7 @@ namespace SlaveMatrix public JointS 軟体内右_接続点 => new JointS(Body, X0Y0_Torso, 2); - public 多足_蛸(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蛸D e) + public 多足_蛸(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 多足_蛸D e) { 多足_蛸 多足_蛸2 = this; ThisType = GetType(); @@ -111,7 +111,7 @@ namespace SlaveMatrix Body.Tag = dif.Tag; Body.Add(dif); Pars pars = Body[0][0]; - X0Y0_Torso = pars["Torso"].ToPar(); + X0Y0_Torso = pars["胴"].ToPar(); Body.SetJoints(); 接続根 = new JointD(Body); 右 = e.右; @@ -192,7 +192,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -200,7 +200,7 @@ namespace SlaveMatrix X0Y0_TorsoCP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -219,17 +219,17 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.体0O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs index 6ac1d28..7dd7263 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蛸D.cs @@ -66,7 +66,7 @@ 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 多足_蛸(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs index 61bcac5..bd4b64b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘.cs @@ -135,7 +135,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -171,7 +171,7 @@ namespace SlaveMatrix public JointS 尾_接続点 => new JointS(Body, X0Y0_Torso, 0); - public 多足_蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蜘D e) + public 多足_蜘(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 多足_蜘D e) { 多足_蜘 多足_蜘2 = this; ThisType = GetType(); @@ -346,7 +346,7 @@ namespace SlaveMatrix X0Y0_TorsoCP = new ColorP(X0Y0_Torso, TorsoCD, DisUnit, abj: true); X0Y0_胸版CP = new ColorP(X0Y0_胸版, 胸版CD, DisUnit, abj: true); X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -356,7 +356,7 @@ namespace SlaveMatrix X0Y0_柄CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -375,21 +375,21 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O); 胸版CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O); 胸版CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { TorsoCD = new ColorD(ref Col.Black, ref 体配色.甲0O); 胸版CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs index 64b314f..533a974 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蜘D.cs @@ -122,7 +122,7 @@ 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 多足_蜘(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs index e82d100..4970b22 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍.cs @@ -881,7 +881,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -972,7 +972,7 @@ namespace SlaveMatrix public JointS 尾_接続点 => new JointS(Body, X0Y0_前腹_腹節7_節0, 2); - public 多足_蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 多足_蠍D e) + public 多足_蠍(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 多足_蠍D e) { 多足_蠍 多足_蠍2 = this; ThisType = GetType(); @@ -1290,7 +1290,7 @@ namespace SlaveMatrix X0Y0_生殖口蓋右CP = new ColorP(X0Y0_生殖口蓋右, 生殖口蓋右CD, DisUnit, abj: true); X0Y0_生殖口_生殖口0CP = new ColorP(X0Y0_生殖口_生殖口0, 生殖口_生殖口0CD, DisUnit, abj: true); X0Y0_生殖口_生殖口1CP = new ColorP(X0Y0_生殖口_生殖口1, 生殖口_生殖口1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1418,7 +1418,7 @@ namespace SlaveMatrix X0Y0_生殖口_生殖口1CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1437,7 +1437,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 前腹_腹節7_節0CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 前腹_腹節7_節1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -1481,7 +1481,7 @@ namespace SlaveMatrix 生殖口_生殖口1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 前腹_腹節7_節0CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 前腹_腹節7_節1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -1525,7 +1525,7 @@ namespace SlaveMatrix 生殖口_生殖口1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 前腹_腹節7_節0CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 前腹_腹節7_節1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍D.cs index 7d7ed31..1fb9188 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/多足_蠍D.cs @@ -279,7 +279,7 @@ 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 多足_蠍(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs index b8f6dfa..198c8c6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎.cs @@ -396,7 +396,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -426,7 +426,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 大顎(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 大顎D e) + public 大顎(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 大顎D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["虫顎"][1]); @@ -520,7 +520,7 @@ namespace SlaveMatrix X0Y1_折線2CP = new ColorP(X0Y1_折線2, 折線2CD, DisUnit, abj: true); X0Y1_折線3CP = new ColorP(X0Y1_折線3, 折線3CD, DisUnit, abj: true); X0Y1_穴CP = new ColorP(X0Y1_穴, 穴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); @@ -590,7 +590,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -609,7 +609,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 刺_棘2CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -630,7 +630,7 @@ namespace SlaveMatrix 穴CD.色 = new Color2(ref Col.Black, ref 体配色.甲0O.Col2); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 刺_棘2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -651,7 +651,7 @@ namespace SlaveMatrix 穴CD.色 = new Color2(ref Col.Black, ref 体配色.甲0O.Col2); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 刺_棘2CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎D.cs index f8f1cb5..f69ee8f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎D.cs @@ -45,7 +45,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 大顎(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs index d59d60d..fcc56ca 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎上.cs @@ -151,7 +151,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -167,7 +167,7 @@ namespace SlaveMatrix } } - public 大顎上(double DisUnit, 配色指定 配色指定, 体配色 体配色) + public 大顎上(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色) { ThisType = GetType(); Body = new Difs(Sta.肢中["大顎上"]); @@ -197,12 +197,12 @@ namespace SlaveMatrix X0Y0_棘右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) { 甲殻CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 線左CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs index 33e00fb..1906047 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基.cs @@ -147,7 +147,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -156,7 +156,7 @@ namespace SlaveMatrix set { 甲殻下CD.不透明度 = value; - 大顎上.濃度 = value; + 大顎上.Intensity = value; } } @@ -404,7 +404,7 @@ namespace SlaveMatrix public JointS 大顎上_接続点 => new JointS(Body, X0Y0_甲殻下, 2); - public 大顎基(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 大顎基D e) + public 大顎基(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 大顎基D e) { 大顎基 大顎基2 = this; 大顎上 = new 大顎上(DisUnit, 配色指定, 体配色); @@ -477,7 +477,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_甲殻下CP = new ColorP(X0Y0_甲殻下, 甲殻下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void Dispose() @@ -504,12 +504,12 @@ namespace SlaveMatrix 大顎上.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) { 甲殻下CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基D.cs index 82070a2..bb3b7c6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/大顎基D.cs @@ -42,7 +42,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.大顎基_顎右_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 大顎基(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs index a552393..c9fd6cc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/射精.cs @@ -247,7 +247,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -377,7 +377,7 @@ namespace SlaveMatrix X1Y13_精液掛けCP = new ColorP(X1Y13_精液掛け, 精液掛けCD, DisUnit, abj: true); X1Y13_精液CP = new ColorP(X1Y13_精液, 精液CD, DisUnit, abj: true); X1Y14_精液CP = new ColorP(X1Y14_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs index fd18a8d..02a3020 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウ.cs @@ -3320,7 +3320,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -3500,7 +3500,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_ウ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_ウD e) + public 尾_ウ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_ウD e) { 尾_ウ 尾_ウ2 = this; ThisType = GetType(); @@ -4059,7 +4059,7 @@ namespace SlaveMatrix X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_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2 = 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); @@ -4494,7 +4494,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -4513,7 +4513,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾20_尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 尾20_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -4676,7 +4676,7 @@ namespace SlaveMatrix 輪2_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) { 尾20_尾CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 尾20_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -4839,7 +4839,7 @@ namespace SlaveMatrix 輪2_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) { 尾20_尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 尾20_鱗左5CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウD.cs index 9e34464..282472b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ウD.cs @@ -347,7 +347,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.尾_ウ_尾先_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 尾_ウ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs index 9f559fa..9afc708 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガ.cs @@ -2075,7 +2075,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2192,7 +2192,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_ガ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_ガD e) + public 尾_ガ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_ガD e) { ThisType = GetType(); Dif dif = new Dif(); @@ -2553,7 +2553,7 @@ namespace SlaveMatrix X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_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2 = 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); @@ -2837,7 +2837,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -2856,7 +2856,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 尾9_尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -2958,7 +2958,7 @@ namespace SlaveMatrix 輪2_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) { 尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 尾9_尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -3060,7 +3060,7 @@ namespace SlaveMatrix 輪2_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) { 尾CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 尾9_尾CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガD.cs index a8c1e53..b6bd779 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ガD.cs @@ -213,7 +213,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_ガ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs index 4bd5503..b0c172f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘ.cs @@ -5441,7 +5441,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -5722,7 +5722,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_ヘ(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_ヘD e) + public 尾_ヘ(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_ヘD e) { 尾_ヘ 尾_ヘ2 = this; ThisType = GetType(); @@ -6599,7 +6599,7 @@ namespace SlaveMatrix X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_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2 = 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); @@ -7281,7 +7281,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -7300,7 +7300,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾35_尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 尾35_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -7564,7 +7564,7 @@ namespace SlaveMatrix 輪2_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) { 尾35_尾CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 尾35_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -7828,7 +7828,7 @@ namespace SlaveMatrix 輪2_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) { 尾35_尾CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 尾35_鱗左3CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘD.cs index 3c2b780..b52b489 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_ヘD.cs @@ -549,7 +549,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.尾_ヘ_尾先_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 尾_ヘ(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs index 12c3d00..25bc49b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪.cs @@ -613,7 +613,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -654,7 +654,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 尾_悪(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_悪D e) + public 尾_悪(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_悪D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -784,7 +784,7 @@ namespace SlaveMatrix X0Y0_尾17CP = new ColorP(X0Y0_尾17, 尾17CD, DisUnit, abj: true); X0Y0_先端_先CP = new ColorP(X0Y0_先端_先, 先端_先CD, DisUnit, abj: true); X0Y0_先端_尾CP = new ColorP(X0Y0_先端_尾, 先端_尾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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -927,7 +927,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -946,7 +946,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -976,7 +976,7 @@ namespace SlaveMatrix 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) { this.配色T(0, "尾", ref 体配色.体0O, ref 体配色.刺青O); 先端_先CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -988,7 +988,7 @@ namespace SlaveMatrix 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) { this.配色T(1, "尾", ref 体配色.体0O, ref 体配色.刺青O); 先端_先CD = new ColorD(ref Col.Black, ref 体配色.体0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪D.cs index a4b6ae5..a7978d2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_悪D.cs @@ -67,7 +67,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_悪(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs index 91e9045..b68e342 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根.cs @@ -1313,7 +1313,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1389,7 +1389,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 尾_根(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_根D e) + public 尾_根(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_根D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1640,7 +1640,7 @@ namespace SlaveMatrix X0Y0_尾17_線1CP = new ColorP(X0Y0_尾17_線1, 尾17_線1CD, DisUnit, abj: true); X0Y0_尾17_線2CP = new ColorP(X0Y0_尾17_線2, 尾17_線2CD, DisUnit, abj: true); X0Y0_尾18CP = new ColorP(X0Y0_尾18, 尾18CD, 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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -1853,7 +1853,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -1872,7 +1872,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0_尾CD = new ColorD(ref Col.Black, ref 体配色.植0R); 尾0_線1CD = new ColorD(ref Col.Black, ref 体配色.植1O); @@ -1937,7 +1937,7 @@ namespace SlaveMatrix 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) { this.配色T(0, "尾", ref 体配色.植0R, ref 体配色.刺青R); 尾0_線1CD = new ColorD(ref Col.Black, ref 体配色.植1O); @@ -1984,7 +1984,7 @@ namespace SlaveMatrix 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) { this.配色T(1, "尾", ref 体配色.植0R, ref 体配色.刺青R); 尾0_線1CD = new ColorD(ref Col.Black, ref 体配色.植1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根D.cs index 15b7762..df31f06 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_根D.cs @@ -137,7 +137,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_根(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs index ca5f0bf..7922c4a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫.cs @@ -613,7 +613,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -654,7 +654,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 尾_淫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_淫D e) + public 尾_淫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_淫D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -784,7 +784,7 @@ namespace SlaveMatrix X0Y0_尾17CP = new ColorP(X0Y0_尾17, 尾17CD, DisUnit, abj: true); X0Y0_先端_先CP = new ColorP(X0Y0_先端_先, 先端_先CD, DisUnit, abj: true); X0Y0_先端_尾CP = new ColorP(X0Y0_先端_尾, 先端_尾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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -927,7 +927,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -946,7 +946,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -976,7 +976,7 @@ namespace SlaveMatrix 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) { this.配色T(0, "尾", ref 体配色.体0O, ref 体配色.刺青O); 先端_先CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -988,7 +988,7 @@ namespace SlaveMatrix 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) { this.配色T(1, "尾", ref 体配色.体0O, ref 体配色.刺青O); 先端_先CD = new ColorD(ref Col.Black, ref 体配色.体0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫D.cs index 4215b9d..0c06af2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_淫D.cs @@ -67,7 +67,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_淫(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs index 8e7ab62..6abf308 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛.cs @@ -1016,7 +1016,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1075,7 +1075,7 @@ namespace SlaveMatrix } } - public 尾_牛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_牛D e) + public 尾_牛(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_牛D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1276,7 +1276,7 @@ namespace SlaveMatrix X0Y0_毛尾_右1_尾4CP = new ColorP(X0Y0_毛尾_右1_尾4, 毛尾_右1_尾4CD, DisUnit, abj: true); X0Y0_毛尾_右1_尾5CP = new ColorP(X0Y0_毛尾_右1_尾5, 毛尾_右1_尾5CD, DisUnit, abj: true); X0Y0_毛尾_右1_尾6CP = new ColorP(X0Y0_毛尾_右1_尾6, 毛尾_右1_尾6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1399,7 +1399,7 @@ namespace SlaveMatrix X0Y0_毛尾_右1_尾6CP.Update(mm); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1418,7 +1418,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -1470,7 +1470,7 @@ namespace SlaveMatrix 毛尾_右1_尾6CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -1522,7 +1522,7 @@ namespace SlaveMatrix 毛尾_右1_尾6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛D.cs index e941c66..2fce063 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_牛D.cs @@ -107,7 +107,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_牛(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs index 04989f2..b0fa36a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬.cs @@ -216,7 +216,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -235,7 +235,7 @@ namespace SlaveMatrix } } - public 尾_犬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_犬D e) + public 尾_犬(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_犬D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -303,7 +303,7 @@ namespace SlaveMatrix X0Y0_尾5CP = new ColorP(X0Y0_尾5, 尾5CD, DisUnit, abj: true); X0Y0_尾6CP = new ColorP(X0Y0_尾6, 尾6CD, DisUnit, abj: true); X0Y0_尾7CP = new ColorP(X0Y0_尾7, 尾7CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -346,7 +346,7 @@ namespace SlaveMatrix X0Y0_尾7CP.Update(mm); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -365,7 +365,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -377,12 +377,12 @@ namespace SlaveMatrix 尾7CD = new ColorD(ref Col.Black, ref 体配色.毛0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "尾", ref 体配色.毛0O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "尾", ref 体配色.毛0O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬D.cs index 7155cda..082f995 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_犬D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_犬(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs index e90cf2b..8b67fe0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐.cs @@ -296,7 +296,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -319,7 +319,7 @@ namespace SlaveMatrix } } - public 尾_狐(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_狐D e) + public 尾_狐(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_狐D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -403,7 +403,7 @@ namespace SlaveMatrix X0Y0_尾9CP = new ColorP(X0Y0_尾9, 尾9CD, DisUnit, abj: true); X0Y0_尾10CP = new ColorP(X0Y0_尾10, 尾10CD, DisUnit, abj: true); X0Y0_尾11CP = new ColorP(X0Y0_尾11, 尾11CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -458,7 +458,7 @@ namespace SlaveMatrix X0Y0_尾11CP.Update(mm); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -477,7 +477,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -493,12 +493,12 @@ namespace SlaveMatrix 尾11CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "尾", ref 体配色.毛0O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "尾", ref 体配色.毛0O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐D.cs index d59c915..e740d0f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_狐D.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_狐(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs index 6334c2a..60ecb68 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫.cs @@ -336,7 +336,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -361,7 +361,7 @@ namespace SlaveMatrix } } - public 尾_猫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_猫D e) + public 尾_猫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_猫D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -451,7 +451,7 @@ namespace SlaveMatrix X0Y0_尾11CP = new ColorP(X0Y0_尾11, 尾11CD, DisUnit, abj: true); X0Y0_尾12CP = new ColorP(X0Y0_尾12, 尾12CD, DisUnit, abj: true); X0Y0_尾13CP = new ColorP(X0Y0_尾13, 尾13CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -512,7 +512,7 @@ namespace SlaveMatrix X0Y0_尾13CP.Update(mm); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -531,7 +531,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -549,12 +549,12 @@ namespace SlaveMatrix 尾13CD = new ColorD(ref Col.Black, ref 体配色.毛0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(0, "尾", ref 体配色.毛0O, ref 体配色.刺青O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(1, "尾", ref 体配色.毛0O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫D.cs index e79f307..2989c08 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_猫D.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_猫(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs index 5666b80..822cd82 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短.cs @@ -176,7 +176,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -193,7 +193,7 @@ namespace SlaveMatrix } } - public 尾_短(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_短D e) + public 尾_短(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_短D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -255,7 +255,7 @@ namespace SlaveMatrix X0Y0_尾3CP = new ColorP(X0Y0_尾3, 尾3CD, DisUnit, abj: true); X0Y0_尾4CP = new ColorP(X0Y0_尾4, 尾4CD, DisUnit, abj: true); X0Y0_尾5CP = new ColorP(X0Y0_尾5, 尾5CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -292,7 +292,7 @@ namespace SlaveMatrix X0Y0_尾5CP.Update(mm); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -311,7 +311,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -321,12 +321,12 @@ namespace SlaveMatrix 尾5CD = new ColorD(ref Col.Black, ref 体配色.体0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "尾", ref 体配色.体0O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "尾", ref 体配色.体0O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短D.cs index 257a720..be0c6d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_短D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_短(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs index 5d4177b..ba7d019 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜.cs @@ -735,7 +735,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -785,7 +785,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_竜D e) + public 尾_竜(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_竜D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -925,7 +925,7 @@ namespace SlaveMatrix X0Y0_尾2CP = new ColorP(X0Y0_尾2, 尾2CD, DisUnit, abj: true); X0Y0_尾1CP = new ColorP(X0Y0_尾1, 尾1CD, DisUnit, abj: true); X0Y0_尾0CP = new ColorP(X0Y0_尾0, 尾0CD, 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2 = 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); @@ -1089,7 +1089,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -1108,7 +1108,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾17CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); 針CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -1143,7 +1143,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(0, "尾", ref 体配色.鱗0R, ref 体配色.刺青R); 針CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -1161,7 +1161,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(1, "尾", ref 体配色.鱗0R, ref 体配色.刺青R); 針CD = new ColorD(ref Col.Black, ref 体配色.体0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜D.cs index 70cf214..ebd2871 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_竜D.cs @@ -79,7 +79,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_竜(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs index 817164e..c167f26 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓.cs @@ -4795,7 +4795,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -5093,7 +5093,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_腓(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_腓D e) + public 尾_腓(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_腓D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -5897,7 +5897,7 @@ namespace SlaveMatrix X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_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2 = 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); @@ -6491,7 +6491,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -6510,7 +6510,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾1_根CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾1_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); @@ -6748,7 +6748,7 @@ namespace SlaveMatrix 輪2_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) { 尾1_根CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾1_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); @@ -6986,7 +6986,7 @@ namespace SlaveMatrix 輪2_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) { 尾1_根CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾1_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓D.cs index f28f3e6..529f8c8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_腓D.cs @@ -487,7 +487,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_腓(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs index 407d46c..463a566 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫.cs @@ -595,7 +595,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -638,7 +638,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_虫D e) + public 尾_虫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_虫D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -757,7 +757,7 @@ namespace SlaveMatrix X0Y0_尾2CP = new ColorP(X0Y0_尾2, 尾2CD, DisUnit, abj: true); X0Y0_尾1CP = new ColorP(X0Y0_尾1, 尾1CD, DisUnit, abj: true); X0Y0_尾0CP = new ColorP(X0Y0_尾0, 尾0CD, 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2 = 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); @@ -893,7 +893,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -912,7 +912,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾10CD = new ColorD(ref Col.Black, ref 体配色.甲0R); 針CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -940,7 +940,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(0, "尾", ref 体配色.甲0R, ref 体配色.刺青R); 針CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -958,7 +958,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(1, "尾", ref 体配色.甲0R, ref 体配色.刺青R); 針CD = new ColorD(ref Col.Black, ref 体配色.体0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫D.cs index d9e241a..599e53c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_虫D.cs @@ -65,7 +65,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_虫(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs index 1082c83..b84b95e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇.cs @@ -4835,7 +4835,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -5090,7 +5090,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蛇D e) + public 尾_蛇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_蛇D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -5892,7 +5892,7 @@ namespace SlaveMatrix X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_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2 = 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); @@ -6518,7 +6518,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -6537,7 +6537,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾1_根CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾1_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); @@ -6777,7 +6777,7 @@ namespace SlaveMatrix 輪2_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) { 尾1_根CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾1_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); @@ -7017,7 +7017,7 @@ namespace SlaveMatrix 輪2_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) { 尾1_根CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾1_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇D.cs index 34e3a0f..9acea88 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蛇D.cs @@ -489,7 +489,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_蛇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs index 4de1d86..27b9c39 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘.cs @@ -399,7 +399,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -447,7 +447,7 @@ namespace SlaveMatrix public JointS 出糸_接続点 => new JointS(Body, X0Y0_尾0, 0); - public 尾_蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蜘D e) + public 尾_蜘(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_蜘D e) { 尾_蜘 尾_蜘2 = this; ThisType = GetType(); @@ -559,7 +559,7 @@ namespace SlaveMatrix X0Y0_出糸突起前_出糸突起左CP = new ColorP(X0Y0_出糸突起前_出糸突起左, 出糸突起前_出糸突起左CD, DisUnit, abj: true); X0Y0_出糸突起前_出糸突起右CP = new ColorP(X0Y0_出糸突起前_出糸突起右, 出糸突起前_出糸突起右CD, DisUnit, abj: true); X0Y0_付根線CP = new ColorP(X0Y0_付根線, 付根線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -595,7 +595,7 @@ namespace SlaveMatrix X0Y0_付根線CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -614,7 +614,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 柄0CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -635,7 +635,7 @@ namespace SlaveMatrix 付根線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 柄0CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -656,7 +656,7 @@ namespace SlaveMatrix 付根線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 柄0CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘D.cs index 2cfb3ee..bdd0f72 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蜘D.cs @@ -57,7 +57,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.尾_蜘_出糸_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 尾_蜘(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs index 447f886..8817ecd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲.cs @@ -1340,7 +1340,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1546,7 +1546,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蟲D e) + public 尾_蟲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_蟲D e) { 尾_蟲 尾_蟲2 = this; ThisType = GetType(); @@ -1918,7 +1918,7 @@ namespace SlaveMatrix X0Y0_輪1_金具3CP = new ColorP(X0Y0_輪1_金具3, 輪1_金具3CD, DisUnit, abj: true); X0Y0_輪1_金具左CP = new ColorP(X0Y0_輪1_金具左, 輪1_金具左CD, DisUnit, abj: true); X0Y0_輪1_金具右CP = new ColorP(X0Y0_輪1_金具右, 輪1_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2 = 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); @@ -2116,7 +2116,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -2135,7 +2135,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾5_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 尾5_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -2199,7 +2199,7 @@ namespace SlaveMatrix 輪2_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) { 尾5_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 尾5_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -2263,7 +2263,7 @@ namespace SlaveMatrix 輪2_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) { 尾5_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 尾5_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs index f0ceb2d..b1edbee 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蟲D.cs @@ -256,7 +256,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.尾_蟲_尾右_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 尾_蟲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs index 635ea03..8532e1a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍.cs @@ -815,7 +815,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -869,7 +869,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_蠍D e) + public 尾_蠍(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_蠍D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1027,7 +1027,7 @@ namespace SlaveMatrix X0Y0_輪2_金具3CP = new ColorP(X0Y0_輪2_金具3, 輪2_金具3CD, DisUnit, abj: true); X0Y0_輪2_金具左CP = new ColorP(X0Y0_輪2_金具左, 輪2_金具左CD, DisUnit, abj: true); X0Y0_輪2_金具右CP = new ColorP(X0Y0_輪2_金具右, 輪2_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2 = 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); @@ -1175,7 +1175,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -1194,7 +1194,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1_尾CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 節1_線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -1233,7 +1233,7 @@ namespace SlaveMatrix 輪2_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) { 節1_尾CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 節1_線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -1272,7 +1272,7 @@ namespace SlaveMatrix 輪2_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) { 節1_尾CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 節1_線CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍D.cs index 3a3b2d8..c71005b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_蠍D.cs @@ -87,7 +87,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_蠍(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs index 8de7e4d..7f5a44c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬.cs @@ -856,7 +856,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -907,7 +907,7 @@ namespace SlaveMatrix } } - public 尾_馬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_馬D e) + public 尾_馬(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_馬D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1082,7 +1082,7 @@ namespace SlaveMatrix X0Y0_右1_尾4CP = new ColorP(X0Y0_右1_尾4, 右1_尾4CD, DisUnit, abj: true); X0Y0_右1_尾5CP = new ColorP(X0Y0_右1_尾5, 右1_尾5CD, DisUnit, abj: true); X0Y0_右1_尾6CP = new ColorP(X0Y0_右1_尾6, 右1_尾6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1186,12 +1186,12 @@ namespace SlaveMatrix X0Y0_右1_尾6CP.Update(mm); } - 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) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.毛1O); 尾1CD = new ColorD(ref Col.Black, ref 体配色.毛1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬D.cs index 2835b19..7abe2fc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_馬D.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_馬(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs index 8caa52a..e4d6de6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚.cs @@ -6577,7 +6577,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -7395,7 +7395,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 尾_魚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_魚D e) + public 尾_魚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_魚D e) { 尾_魚 尾_魚2 = this; ThisType = GetType(); @@ -9230,7 +9230,7 @@ namespace SlaveMatrix X0Y0_尾0_鱗右_鱗3CP = new ColorP(X0Y0_尾0_鱗右_鱗3, 尾0_鱗右_鱗3CD, DisUnit, abj: true); X0Y0_尾0_鱗右_鱗4CP = new ColorP(X0Y0_尾0_鱗右_鱗4, 尾0_鱗右_鱗4CD, DisUnit, abj: true); X0Y0_尾0_尾CP = new ColorP(X0Y0_尾0_尾, 尾0_尾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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -10317,7 +10317,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -10336,7 +10336,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾33_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾33_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); @@ -10648,7 +10648,7 @@ namespace SlaveMatrix 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) { 尾33_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 尾33_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); @@ -10960,7 +10960,7 @@ namespace SlaveMatrix 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) { 尾33_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 尾33_鱗左_鱗3CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs index 52e32c2..e66494b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_魚D.cs @@ -1267,7 +1267,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.尾_魚_尾先_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 尾_魚(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs index 32b9c8e..8385f8c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨.cs @@ -2463,7 +2463,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2826,7 +2826,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 尾_鯨(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_鯨D e) + public 尾_鯨(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_鯨D e) { 尾_鯨 尾_鯨2 = this; ThisType = GetType(); @@ -4000,7 +4000,7 @@ namespace SlaveMatrix X0Y0_尾0_尾CP = new ColorP(X0Y0_尾0_尾, 尾0_尾CD, DisUnit, abj: true); X0Y0_尾0_柄CP = new ColorP(X0Y0_尾0_柄, 尾0_柄CD, DisUnit, abj: true); X0Y0_尾0_縦影CP = new ColorP(X0Y0_尾0_縦影, 尾0_縦影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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -4481,7 +4481,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -4500,7 +4500,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾33_尾CD = new ColorD(ref Col.Black, ref 体配色.体1O); 尾33_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -4614,7 +4614,7 @@ namespace SlaveMatrix 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) { 尾33_尾CD = new ColorD(ref Col.Black, ref 体配色.体1O); 尾33_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -4726,7 +4726,7 @@ namespace SlaveMatrix 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) { 尾33_尾CD = new ColorD(ref Col.Black, ref 体配色.体1O); 尾33_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨D.cs index 35c4d4b..dffd2a5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鯨D.cs @@ -859,7 +859,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.尾_鯨_尾先_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 尾_鯨(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs index 93531b2..e48d100 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥.cs @@ -532,7 +532,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ namespace SlaveMatrix } } - public 尾_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_鳥D e) + public 尾_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_鳥D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -720,7 +720,7 @@ namespace SlaveMatrix X0Y0_雨覆羽_右_羽4CP = new ColorP(X0Y0_雨覆羽_右_羽4, 雨覆羽_右_羽4CD, DisUnit, abj: true); X0Y0_雨覆羽_右_羽5CP = new ColorP(X0Y0_雨覆羽_右_羽5, 雨覆羽_右_羽5CD, DisUnit, abj: true); X0Y0_羽根CP = new ColorP(X0Y0_羽根, 羽根CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -784,7 +784,7 @@ namespace SlaveMatrix X0Y0_羽根CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -803,7 +803,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.体0O); 風切羽_左_羽1CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -831,7 +831,7 @@ namespace SlaveMatrix 羽根CD = new ColorD(ref Col.Black, ref 体配色.羽0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.体0O); 風切羽_左_羽1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -859,7 +859,7 @@ namespace SlaveMatrix 羽根CD = new ColorD(ref Col.Black, ref 体配色.羽0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 尾0CD = new ColorD(ref Col.Black, ref 体配色.体0O); 風切羽_左_羽1CD = new ColorD(ref Col.Black, ref 体配色.羽1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥D.cs index 4e1c3c6..1c964ea 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_鳥D.cs @@ -61,7 +61,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_鳥(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs index 93f9e55..fab9688 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍.cs @@ -1175,7 +1175,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1247,7 +1247,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 尾_龍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾_龍D e) + public 尾_龍(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_龍D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1453,7 +1453,7 @@ namespace SlaveMatrix X0Y0_尾2CP = new ColorP(X0Y0_尾2, 尾2CD, DisUnit, abj: true); X0Y0_尾1CP = new ColorP(X0Y0_尾1, 尾1CD, DisUnit, abj: true); X0Y0_尾0CP = new ColorP(X0Y0_尾0, 尾0CD, 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2 = 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); @@ -1707,7 +1707,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -1726,7 +1726,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 尾40CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); 尾39CD = new ColorD(ref Col.Black, ref 体配色.鱗0R); @@ -1783,7 +1783,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(0, "尾", ref 体配色.鱗0R, ref 体配色.刺青R); 輪1_革CD = new ColorD(); @@ -1800,7 +1800,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(1, "尾", ref 体配色.鱗0R, ref 体配色.刺青R); 輪1_革CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍D.cs index 2cd85fe..d7708cf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾_龍D.cs @@ -123,7 +123,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾_龍(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs index 1828569..a4ce02a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚.cs @@ -442,7 +442,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -485,7 +485,7 @@ namespace SlaveMatrix } } - public 尾鰭_魚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾鰭_魚D e) + public 尾鰭_魚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾鰭_魚D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["尾"][0]); @@ -613,7 +613,7 @@ namespace SlaveMatrix X0Y1_尾_鱗左2CP = new ColorP(X0Y1_尾_鱗左2, 尾_鱗左2CD, DisUnit, abj: true); X0Y1_尾_鱗右1CP = new ColorP(X0Y1_尾_鱗右1, 尾_鱗右1CD, DisUnit, abj: true); X0Y1_尾_鱗左1CP = new ColorP(X0Y1_尾_鱗左1, 尾_鱗左1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -670,12 +670,12 @@ 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) { 鰭左2_鰭膜CD = new ColorD(ref Col.Black, ref 体配色.膜O); 鰭左2_鰭条CD = new ColorD(ref Col.Black, ref 体配色.爪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚D.cs index 81fee07..06425c7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_魚D.cs @@ -43,7 +43,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾鰭_魚(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs index 084e644..8829cb3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public 尾鰭_鯨(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 尾鰭_鯨D e) + public 尾鰭_鯨(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾鰭_鯨D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -153,7 +153,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_鰭CP = new ColorP(X0Y0_鰭, 鰭CD, DisUnit, abj: true); X0Y0_尾CP = new ColorP(X0Y0_尾, 尾CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -162,12 +162,12 @@ namespace SlaveMatrix X0Y0_尾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) { 鰭CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾CD = new ColorD(ref Col.Black, ref 体配色.体0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨D.cs index bcfddee..851aa26 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/尾鰭_鯨D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 尾鰭_鯨(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs index 4052cbe..ff3a81e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲.cs @@ -312,7 +312,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -350,7 +350,7 @@ namespace SlaveMatrix } } - public 後翅_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後翅_甲D e) + public 後翅_甲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_甲D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][0]); @@ -448,7 +448,7 @@ namespace SlaveMatrix X0Y1_後翅_後翅先_翅脈2CP = new ColorP(X0Y1_後翅_後翅先_翅脈2, 後翅_後翅先_翅脈2CD, DisUnit, abj: true); X0Y1_後翅_後翅先_翅脈3CP = new ColorP(X0Y1_後翅_後翅先_翅脈3, 後翅_後翅先_翅脈3CD, DisUnit, abj: true); X0Y1_後翅_後翅先_翅脈4CP = new ColorP(X0Y1_後翅_後翅先_翅脈4, 後翅_後翅先_翅脈4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -489,12 +489,12 @@ 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) { Col.Alpha(ref 体配色.甲1O, 128, out var ret); 後翅_後翅根_後翅CD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲D.cs index 8963c27..6f56e77 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_甲D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 後翅_甲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs index 2e6c71a..cde8836 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽.cs @@ -988,7 +988,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1035,7 +1035,7 @@ namespace SlaveMatrix } } - public 後翅_羽(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後翅_羽D e) + public 後翅_羽(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_羽D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][1]); @@ -1266,7 +1266,7 @@ namespace SlaveMatrix X0Y1_後翅_翅脈網3_翅脈網線2CP = new ColorP(X0Y1_後翅_翅脈網3_翅脈網線2, 後翅_翅脈網3_翅脈網線2CD, DisUnit, abj: true); X0Y1_後翅_翅脈網4_翅脈網線1CP = new ColorP(X0Y1_後翅_翅脈網4_翅脈網線1, 後翅_翅脈網4_翅脈網線1CD, DisUnit, abj: true); X0Y1_後翅_翅脈網4_翅脈網線2CP = new ColorP(X0Y1_後翅_翅脈網4_翅脈網線2, 後翅_翅脈網4_翅脈網線2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1359,7 +1359,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1378,7 +1378,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 後翅_後翅CD = new ColorD(ref Col.Black, ref Color2.Empty); 後翅_翅脈1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -1418,7 +1418,7 @@ namespace SlaveMatrix 後翅_翅脈網4_翅脈網線2CD = new ColorD(ref Col.Black, ref 体配色.ハイライト2O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 後翅_後翅CD = new ColorD(ref Col.Black, ref Color2.Empty); 後翅_翅脈1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -1458,7 +1458,7 @@ namespace SlaveMatrix 後翅_翅脈網4_翅脈網線2CD = new ColorD(ref Col.Black, ref 体配色.ハイライト2O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 後翅_後翅CD = new ColorD(ref Col.Black, ref Color2.Empty); 後翅_翅脈1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽D.cs index 5d478ef..7787266 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_羽D.cs @@ -83,7 +83,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 後翅_羽(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs index 091ee1a..6bb6863 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草.cs @@ -1196,7 +1196,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1282,7 +1282,7 @@ namespace SlaveMatrix } } - public 後翅_草(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後翅_草D e) + public 後翅_草(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_草D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][3]); @@ -1568,7 +1568,7 @@ namespace SlaveMatrix X0Y1_後翅_後翅11_翅脈1CP = new ColorP(X0Y1_後翅_後翅11_翅脈1, 後翅_後翅11_翅脈1CD, DisUnit, abj: true); X0Y1_後翅_後翅11_翅脈2CP = new ColorP(X0Y1_後翅_後翅11_翅脈2, 後翅_後翅11_翅脈2CD, DisUnit, abj: true); X0Y1_後翅_後翅11_翅脈3CP = new ColorP(X0Y1_後翅_後翅11_翅脈3, 後翅_後翅11_翅脈3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1677,12 +1677,12 @@ 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) { Col.Alpha(ref 体配色.体1O, 128, out var ret); 後翅_後翅1_後翅CD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草D.cs index da828b6..020d3a9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_草D.cs @@ -101,7 +101,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 後翅_草(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs index ac713c9..2b72778 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶.cs @@ -594,7 +594,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -658,7 +658,7 @@ namespace SlaveMatrix } } - public 後翅_蝶(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 後翅_蝶D e) + public 後翅_蝶(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 後翅_蝶D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["後翅"][2]); @@ -809,7 +809,7 @@ namespace SlaveMatrix X0Y1_後翅_揚羽_紋4CP = new ColorP(X0Y1_後翅_揚羽_紋4, 後翅_揚羽_紋4CD, DisUnit, abj: true); X0Y1_後翅_揚羽_紋5CP = new ColorP(X0Y1_後翅_揚羽_紋5, 後翅_揚羽_紋5CD, DisUnit, abj: true); X0Y1_後翅_揚羽_紋6CP = new ColorP(X0Y1_後翅_揚羽_紋6, 後翅_揚羽_紋6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -871,12 +871,12 @@ 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) { 後翅_後翅CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 後翅_水青_柄CD = new ColorD(ref Col.Empty, ref 体配色.柄O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶D.cs index cc6fe4b..eaa0cc1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/後翅_蝶D.cs @@ -55,7 +55,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 後翅_蝶(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs index 72e8de7..e7d857e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人.cs @@ -856,7 +856,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -891,7 +891,7 @@ namespace SlaveMatrix public JointS 膣口_接続点 => new JointS(Body, X0Y0_性器基, 2); - public 性器_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器_人D e) + public 性器_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 性器_人D e) { 性器_人 性器_人2 = this; ThisType = GetType(); @@ -1236,7 +1236,7 @@ namespace SlaveMatrix AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1); AreM.BasePoint = new Vector2D(0.5, 0.5); AreMPos = AreM.GetPosition(ref AreM.BasePoint); - 濃度 = e.濃度; + Intensity = e.濃度; Xi = 1; } @@ -1467,12 +1467,12 @@ 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) { 小陰唇CD = new ColorD(ref 体配色.粘膜線, ref 体配色.粘膜); 性器基CD = new ColorD(ref 体配色.粘膜線, ref 体配色.粘膜); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人D.cs index 09d95e7..d8e1828 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_人D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.性器_人_膣口_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 性器_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs index 9693f83..3790213 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣.cs @@ -856,7 +856,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -891,7 +891,7 @@ namespace SlaveMatrix public JointS 膣口_接続点 => new JointS(Body, X0Y0_性器基, 2); - public 性器_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器_獣D e) + public 性器_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 性器_獣D e) { 性器_獣 性器_獣2 = this; ThisType = GetType(); @@ -1236,7 +1236,7 @@ namespace SlaveMatrix AreM = new AreM(Med.Unit, 1.0, 1.0, 0.024, Med.DisQuality, Med.HitAccuracy, 0.1); AreM.BasePoint = new Vector2D(0.5, 0.5); AreMPos = AreM.GetPosition(ref AreM.BasePoint); - 濃度 = e.濃度; + Intensity = e.濃度; Xi = 1; } @@ -1467,12 +1467,12 @@ 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) { 小陰唇CD = new ColorD(ref 体配色.粘膜線, ref 体配色.粘膜); 性器基CD = new ColorD(ref 体配色.粘膜線, ref 体配色.粘膜); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣D.cs index 3cd9538..46f3e3e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器_獣D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.性器_獣_膣口_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 性器_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs index b649715..63c7e54 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人.cs @@ -201,7 +201,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -228,7 +228,7 @@ namespace SlaveMatrix } } - public 性器精液_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器精液_人D e) + public 性器精液_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 性器精液_人D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["性器精液垂れ"]); @@ -310,7 +310,7 @@ namespace SlaveMatrix X0Y5_精液CP = new ColorP(X0Y5_精液, 精液CD, DisUnit, abj: true); X0Y5_血液1CP = new ColorP(X0Y5_血液1, 血液1CD, DisUnit, abj: true); X0Y5_血液2CP = new ColorP(X0Y5_血液2, 血液2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -350,12 +350,12 @@ 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) { 精液CD = new ColorD(); 血液1CD = new ColorD(ref Col.Empty, ref 体配色.血液O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人D.cs index 7271cc2..2e29cc6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_人D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 性器精液_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs index d404161..5045eeb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣.cs @@ -201,7 +201,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -228,7 +228,7 @@ namespace SlaveMatrix } } - public 性器精液_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 性器精液_獣D e) + public 性器精液_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 性器精液_獣D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["四足性器精液垂れ"]); @@ -310,7 +310,7 @@ namespace SlaveMatrix X0Y5_精液CP = new ColorP(X0Y5_精液, 精液CD, DisUnit, abj: true); X0Y5_血液1CP = new ColorP(X0Y5_血液1, 血液1CD, DisUnit, abj: true); X0Y5_血液2CP = new ColorP(X0Y5_血液2, 血液2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -350,12 +350,12 @@ 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) { 精液CD = new ColorD(); 血液1CD = new ColorD(ref Col.Empty, ref 体配色.血液O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣D.cs index d0ec0a6..ed2c832 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/性器精液_獣D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 性器精液_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs index a15249d..87b25d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人.cs @@ -2511,7 +2511,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2798,7 +2798,7 @@ namespace SlaveMatrix } } - public 手_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_人D e) + public 手_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_人D e) { ThisType = GetType(); Body = new Difs(Sta.腕左["手"]); @@ -3657,7 +3657,7 @@ namespace SlaveMatrix X0Y10_グローブ_グローブCP = new ColorP(X0Y10_グローブ_グローブ, グローブ_グローブCD, DisUnit, abj: true); X0Y10_グローブ_縁1CP = new ColorP(X0Y10_グローブ_縁1, グローブ_縁1CD, DisUnit, abj: true); X0Y10_グローブ_縁2CP = new ColorP(X0Y10_グローブ_縁2, グローブ_縁2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public void 虫性() @@ -4537,7 +4537,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -4562,7 +4562,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { グローブ_グローブCD = new ColorD(); グローブ_縁1CD = new ColorD(); @@ -4598,7 +4598,7 @@ namespace SlaveMatrix 悪タトゥ_五芒星_五角形CD = new ColorD(ref 体配色.刺青.Col1, ref Color2.Empty); } - private void 配色B0(体配色 体配色) + private void 配色B0(BodyColorSet 体配色) { グローブ_グローブCD = new ColorD(); グローブ_縁1CD = new ColorD(); @@ -4634,7 +4634,7 @@ namespace SlaveMatrix 悪タトゥ_五芒星_五角形CD = new ColorD(ref 体配色.刺青.Col1, ref Color2.Empty); } - private void 配色C0(体配色 体配色) + private void 配色C0(BodyColorSet 体配色) { グローブ_グローブCD = new ColorD(); グローブ_縁1CD = new ColorD(); @@ -4670,7 +4670,7 @@ namespace SlaveMatrix 悪タトゥ_五芒星_五角形CD = new ColorD(ref 体配色.刺青.Col1, ref Color2.Empty); } - private void 配色S0(体配色 体配色) + private void 配色S0(BodyColorSet 体配色) { グローブ_グローブCD = new ColorD(); グローブ_縁1CD = new ColorD(); @@ -4706,7 +4706,7 @@ namespace SlaveMatrix 悪タトゥ_五芒星_五角形CD = new ColorD(ref 体配色.刺青.Col1, ref Color2.Empty); } - private void 配色L0(体配色 体配色) + private void 配色L0(BodyColorSet 体配色) { グローブ_グローブCD = new ColorD(); グローブ_縁1CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人D.cs index 2322046..6fddf5f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_人D.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 手_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs index 0da54b4..6ebc564 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛.cs @@ -325,7 +325,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -352,7 +352,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0); - public 手_牛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_牛D e) + public 手_牛(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_牛D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -435,7 +435,7 @@ 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.反転Y = true; 鎖1.接続(鎖1_接続点); @@ -491,12 +491,12 @@ 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) { 指0CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛D.cs index 62bfa62..16135a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_牛D.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 手_牛(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs index d9eeae5..6e02655 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣.cs @@ -331,7 +331,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -356,7 +356,7 @@ namespace SlaveMatrix } } - public 手_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_獣D e) + public 手_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_獣D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -448,7 +448,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, 竜性_鱗3CD, 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1CP = new ColorP(X0Y0_竜性_鱗1, 竜性_鱗1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -476,7 +476,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗1CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -495,7 +495,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 手CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 親指_指CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -513,7 +513,7 @@ namespace SlaveMatrix 竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 手CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 親指_指CD = new ColorD(ref Col.Black, ref 体配色.毛0O); @@ -531,7 +531,7 @@ namespace SlaveMatrix 竜性_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 手CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 親指_指CD = new ColorD(ref Col.Black, ref 体配色.毛0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣D.cs index b77910f..2fb7956 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_獣D.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 手_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs index 9f392ec..357425a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙.cs @@ -404,7 +404,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -732,7 +732,7 @@ namespace SlaveMatrix } } - public 手_蝙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_蝙D e) + public 手_蝙(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_蝙D e) { 飛膜 = new 飛膜_先(DisUnit, 配色指定, 体配色); 飛膜.Par = this; @@ -838,7 +838,7 @@ namespace SlaveMatrix X0Y0_親指_指2CP = new ColorP(X0Y0_親指_指2, 親指_指2CD, DisUnit, abj: true); X0Y0_親指_指3CP = new ColorP(X0Y0_親指_指3, 親指_指3CD, DisUnit, abj: true); 尺度B = 1.02; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -923,12 +923,12 @@ namespace SlaveMatrix X0Y0_親指_指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) { 獣翼手CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 小指_指1CD = new ColorD(ref Col.Black, ref 体配色.毛0R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙D.cs index 464c3fc..bf241e0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_蝙D.cs @@ -55,7 +55,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 手_蝙(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs index 0cf6e53..1af094d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬.cs @@ -285,7 +285,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -310,7 +310,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_腕輪_金具右, 0); - public 手_馬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_馬D e) + public 手_馬(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_馬D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -386,7 +386,7 @@ 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.反転Y = true; 鎖1.接続(鎖1_接続点); @@ -440,12 +440,12 @@ 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) { 指0CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬D.cs index 49ca0be..6bf4194 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_馬D.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 手_馬(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs index 364416b..7fe3da0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥.cs @@ -1571,7 +1571,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2064,7 +2064,7 @@ namespace SlaveMatrix } } - public 手_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 手_鳥D e) + public 手_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 手_鳥D e) { ThisType = GetType(); Body = new Difs(Sta.腕左["鳥翼手"]); @@ -2364,7 +2364,7 @@ namespace SlaveMatrix X0Y0_指_親指_鱗1_鱗4CP = new ColorP(X0Y0_指_親指_鱗1_鱗4, 指_親指_鱗1_鱗4CD, DisUnit, abj: true); X0Y0_指_親指_鱗1_鱗5CP = new ColorP(X0Y0_指_親指_鱗1_鱗5, 指_親指_鱗1_鱗5CD, DisUnit, abj: true); X0Y0_指_親指_鱗1_鱗6CP = new ColorP(X0Y0_指_親指_鱗1_鱗6, 指_親指_鱗1_鱗6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -2559,7 +2559,7 @@ namespace SlaveMatrix X0Y0_指_親指_鱗1_鱗6CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -2578,7 +2578,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 鳥翼手CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 風切羽_羽10CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -2655,7 +2655,7 @@ namespace SlaveMatrix 指_親指_鱗1_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 鳥翼手CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 風切羽_羽10CD = new ColorD(ref Col.Black, ref 体配色.羽1O); @@ -2732,7 +2732,7 @@ namespace SlaveMatrix 指_親指_鱗1_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 鳥翼手CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 風切羽_羽10CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥D.cs index 7b53f30..4152f8c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/手_鳥D.cs @@ -211,7 +211,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 手_鳥(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs index 6807a2a..f27a663 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/拘束鎖.cs @@ -232,7 +232,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -252,7 +252,7 @@ namespace SlaveMatrix } } - public 拘束鎖(double DisUnit, bool 右, 配色指定 配色指定, 体配色 体配色, bool Xasix) + public 拘束鎖(double DisUnit, bool 右, 配色指定 配色指定, BodyColorSet 体配色, bool Xasix) { ThisType = GetType(); Body = new Difs(Sta.その他["拘束鎖"]); @@ -333,12 +333,12 @@ namespace SlaveMatrix X0Y0_鎖9CP.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) { 鎖2CD = new ColorD(); 鎖1CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs index fca0afc..a89a7e9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/挿入処理.cs @@ -53,11 +53,11 @@ namespace SlaveMatrix private bool 押し付け; - private Mot 振動モーション; + private Motion 振動モーション; - private Mot 回転モーション; + private Motion 回転モーション; - public Mot 抜け落ち; + public Motion 抜け落ち; public double 口排出度 = 1.0; @@ -67,7 +67,7 @@ namespace SlaveMatrix public double 糸排出度 = 1.0; - public Mot 挿抜モーション; + public Motion 挿抜モーション; public bool 挿抜フラグ; @@ -258,7 +258,7 @@ namespace SlaveMatrix if (!Bod.Is獣 && !(対象.Ele is バイブ_デンマ) && !(対象.Ele is ハンド) && !(対象.Ele is マウス) && !(対象.Ele is ロータ)) { Bod.断面.膣サイズY = 1.0 + 0.2 * dv.Clamp(0.0, 1.0); - Bod.膣内精液.尺度YC = Bod.断面.膣サイズY; + Bod.VaginalCumDrip.尺度YC = Bod.断面.膣サイズY; Bod.膣基.尺度YC = Bod.断面.膣サイズY; } if (!(対象.Ele is ハンド) || (対象.Ele.Xi != 6 && 対象.Ele.Xi != 7)) @@ -896,7 +896,7 @@ namespace SlaveMatrix if (!Bod.Is獣 && !(対象.Ele is バイブ_デンマ) && !(対象.Ele is ハンド) && !(対象.Ele is マウス) && !(対象.Ele is ロータ)) { Bod.断面.膣サイズY = 1.0 + 0.2 * dv.Clamp(0.0, 1.0); - Bod.膣内精液.尺度YC = Bod.断面.膣サイズY; + Bod.VaginalCumDrip.尺度YC = Bod.断面.膣サイズY; Bod.膣基.尺度YC = Bod.断面.膣サイズY; } if (!(対象.Ele is ハンド) || (対象.Ele.Xi != 6 && 対象.Ele.Xi != 7)) @@ -930,7 +930,7 @@ namespace SlaveMatrix { if (対象.Ele is ペニス && Insert > oi && Insert > 0.8) { - Cha.体揺れ.Start(); + Cha.BodySway.Start(); } oi = Insert; } @@ -997,13 +997,13 @@ namespace SlaveMatrix } if (調教UI.ペニス処理.中出し) { - if (Cha.ChaD.SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL && Cha.ChaD.Affection > 0.6 && Cha.ChaD.Lust > 0.5) + if (Cha.CharacterData.SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL && Cha.CharacterData.Affection > 0.6 && Cha.CharacterData.Lust > 0.5) { - Cha.ごっくん.Start(); + Cha.Swallow.Start(); } else { - Cha.口腔精液垂れ.Start(); + Cha.MouthCumDrip.Start(); } 調教UI.ペニス処理.中出しCount = 0; 調教UI.ペニス処理.中出し = false; @@ -1039,7 +1039,7 @@ namespace SlaveMatrix 待機時1(); if (調教UI.ペニス処理.中出し) { - Cha.肛門精液垂れ.Start(); + Cha.AnalCumDrip.Start(); 調教UI.ペニス処理.中出しCount = 0; 調教UI.ペニス処理.中出し = false; } @@ -1076,7 +1076,7 @@ namespace SlaveMatrix 待機時1(); if (調教UI.ペニス処理.中出し) { - Cha.性器精液垂れ.Start(); + Cha.GenitalCumDrip.Start(); 調教UI.ペニス処理.中出しCount = 0; 調教UI.ペニス処理.中出し = false; } @@ -1111,7 +1111,7 @@ namespace SlaveMatrix 待機時1(); if (調教UI.ペニス処理.中出し) { - Cha.出糸精液垂れ.Start(); + Cha.ThreadCumDrip.Start(); 調教UI.ペニス処理.中出しCount = 0; 調教UI.ペニス処理.中出し = false; } @@ -1505,13 +1505,13 @@ namespace SlaveMatrix Vector2D p = Dat.Vec2DZero; bool f = !(対象.Ele is ロータ); bool v = 対象.Ele is バイブ_ディル || 対象.Ele is バイブ_コモン || 対象.Ele is バイブ_ドリル || 対象.Ele is バイブ_アナル || 対象.Ele is バイブ_デンマ; - 振動モーション = new Mot(-1.0, 1.0) + 振動モーション = new Motion(-1.0, 1.0) { BaseSpeed = double.MaxValue, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { p.X = m.Value * d * 挿入処理2.強度; if (v) @@ -1548,13 +1548,13 @@ namespace SlaveMatrix } 挿入処理2.振動_(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); foreach (Par item in 対象.Ele.Body.EnumAllPar()) @@ -1569,14 +1569,14 @@ namespace SlaveMatrix 回転機能 = 対象.Ele is バイブ_ドリル; if (回転機能) { - 回転モーション = new Mot(0.0, 1.0) + 回転モーション = new Motion(0.0, 1.0) { BaseSpeed = 10.0 * base.強度, - Staing = delegate + OnStart = delegate { 対象.Ele.Xv = 0.0; }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { 対象.Ele.Xv = m.Value; 対象.Ele.Body.JoinPA(); @@ -1592,14 +1592,14 @@ namespace SlaveMatrix } 挿入処理2.振動_(); }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.ResetValue(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); 対象.Ele.Xv = 0.0; @@ -1607,13 +1607,13 @@ namespace SlaveMatrix }; 調教UI.Mots.Add(回転モーション.GetHashCode().ToString(), 回転モーション); } - 抜け落ち = new Mot(0.0, 1.0) + 抜け落ち = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { 挿入処理2.Insert = (-0.01 - 0.04 * 挿入処理2.Insert.Inverse()) * 挿入処理2.排出; if (挿入処理2.Insert == 0.0) @@ -1636,7 +1636,7 @@ namespace SlaveMatrix break; } 挿入処理2.解除(); - 対象.Ele.濃度 = 0.5; + 対象.Ele.Intensity = 0.5; 対象.StaShow = true; 対象.使用状態 = UsageStatus.Standby; 対象.Ele.右 = false; @@ -1660,13 +1660,13 @@ namespace SlaveMatrix m.End(); } }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); } @@ -1688,35 +1688,35 @@ namespace SlaveMatrix MouseButtons mb_ = MouseButtons.None; Vector2D cp_ = default(Vector2D); Color hc_ = default(Color); - 挿抜モーション = new Mot(0.0, 1.0) + 挿抜モーション = new Motion(0.0, 1.0) { BaseSpeed = 1.0 + 3.0 * Player.PlayerExcitement, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { m.BaseSpeed = 1.0 + 3.0 * Player.PlayerExcitement; cp_ = new Vector2D(0.0, 100.0 * m.Value); 挿入処理2.MoveO(ref mb_, ref cp_, ref hc_, ref 挿入処理2.cd); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { } }; 調教UI.Mots.Add(挿抜モーション.GetHashCode().ToString(), 挿抜モーション); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; 性器単位v = 1.0 / (double)Bod.性器.Body.CountY; 断面単位v = 1.0 / (double)Bod.断面.Body.CountY; 断面単位v2 = 断面単位v * 2.0; @@ -1743,7 +1743,7 @@ namespace SlaveMatrix break; } 解除(); - 対象.Ele.濃度 = 0.5; + 対象.Ele.Intensity = 0.5; 対象.StaShow = true; 対象.使用状態 = UsageStatus.Standby; 対象.Ele.右 = false; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs index 7c87643..d5b4850 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人.cs @@ -525,7 +525,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -542,7 +542,7 @@ namespace SlaveMatrix } } - public 放尿_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 放尿_人D e) + public 放尿_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 放尿_人D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["放尿"]); @@ -726,7 +726,7 @@ namespace SlaveMatrix X0Y10_尿散り3CP = new ColorP(X0Y10_尿散り3, 尿散り3CD, DisUnit, abj: true); X0Y10_尿散り4CP = new ColorP(X0Y10_尿散り4, 尿散り4CD, DisUnit, abj: true); X0Y10_尿散り5CP = new ColorP(X0Y10_尿散り5, 尿散り5CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -823,12 +823,12 @@ 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) { 尿CD = new ColorD(ref 体配色.尿線, ref 体配色.尿); 尿散り1CD = new ColorD(ref 体配色.尿線, ref 体配色.尿); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人D.cs index 3794cbe..f86350c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_人D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 放尿_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs index eea1116..0b97b73 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣.cs @@ -525,7 +525,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -542,7 +542,7 @@ namespace SlaveMatrix } } - public 放尿_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 放尿_獣D e) + public 放尿_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 放尿_獣D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["四足放尿"]); @@ -726,7 +726,7 @@ namespace SlaveMatrix X0Y10_尿散り3CP = new ColorP(X0Y10_尿散り3, 尿散り3CD, DisUnit, abj: true); X0Y10_尿散り4CP = new ColorP(X0Y10_尿散り4, 尿散り4CD, DisUnit, abj: true); X0Y10_尿散り5CP = new ColorP(X0Y10_尿散り5, 尿散り5CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -823,12 +823,12 @@ 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) { 尿CD = new ColorD(ref 体配色.尿線, ref 体配色.尿); 尿散り1CD = new ColorD(ref 体配色.尿線, ref 体配色.尿); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣D.cs index 9b4c6e3..0f5e5b4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/放尿_獣D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 放尿_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs index 44edb5b..044f925 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人.cs @@ -535,7 +535,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -616,7 +616,7 @@ namespace SlaveMatrix } } - public 断面_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 断面_人D e) + public 断面_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 断面_人D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["断面"]); @@ -779,7 +779,7 @@ namespace SlaveMatrix X0Y4_子宮内CP = new ColorP(X0Y4_子宮内, 子宮内CD, DisUnit, abj: true); X0Y4_子宮口CP = new ColorP(X0Y4_子宮口, 子宮口CD, DisUnit, abj: true); X0Y4_精液CP = new ColorP(X0Y4_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 精液濃度 = e.精液濃度; 尺度YB = 0.95; } @@ -856,12 +856,12 @@ 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) { 膣基CD = new ColorD(ref Col.Empty, ref Color2.Empty); Col.Alpha(ref 体配色.粘膜, 160, out var ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人D.cs index e72efb0..4884e29 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_人D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 断面_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs index 5ce26be..0acbbc1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣.cs @@ -535,7 +535,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -616,7 +616,7 @@ namespace SlaveMatrix } } - public 断面_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 断面_獣D e) + public 断面_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 断面_獣D e) { ThisType = GetType(); Body = new Difs(Sta.半身["四足断面"]); @@ -779,7 +779,7 @@ namespace SlaveMatrix X0Y4_子宮内CP = new ColorP(X0Y4_子宮内, 子宮内CD, DisUnit, abj: true); X0Y4_子宮口CP = new ColorP(X0Y4_子宮口, 子宮口CD, DisUnit, abj: true); X0Y4_精液CP = new ColorP(X0Y4_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 精液濃度 = e.精液濃度; } @@ -855,12 +855,12 @@ 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) { 膣基CD = new ColorD(ref Col.Empty, ref Color2.Empty); Col.Alpha(ref 体配色.粘膜, 160, out var ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣D.cs index 6fa5758..2b6bffd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/断面_獣D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 断面_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs index b6c83bc..0e9a5e7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人.cs @@ -411,7 +411,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -440,7 +440,7 @@ namespace SlaveMatrix } } - public 染み_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 染み_人D e) + public 染み_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 染み_人D e) { ThisType = GetType(); Body = new Difs(Sta.その他["染み"]); @@ -539,7 +539,7 @@ namespace SlaveMatrix X0Y0_湯気_湯気右2_湯気2CP = new ColorP(X0Y0_湯気_湯気右2_湯気2, 湯気_湯気右2_湯気2CD, DisUnit, abj: true); X0Y0_湯気_湯気右3_湯気1CP = new ColorP(X0Y0_湯気_湯気右3_湯気1, 湯気_湯気右3_湯気1CD, DisUnit, abj: true); X0Y0_湯気_湯気右3_湯気2CP = new ColorP(X0Y0_湯気_湯気右3_湯気2, 湯気_湯気右3_湯気2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -590,12 +590,12 @@ namespace SlaveMatrix X0Y0_湯気_湯気右3_湯気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) { 潮1CD = new ColorD(ref Col.Empty, ref 体配色.染み); 潮2CD = new ColorD(ref Col.Empty, ref 体配色.染み); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人D.cs index c13c262..d51d13d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_人D.cs @@ -47,7 +47,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 染み_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs index 402e5e8..5d194f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣.cs @@ -411,7 +411,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -440,7 +440,7 @@ namespace SlaveMatrix } } - public 染み_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 染み_獣D e) + public 染み_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 染み_獣D e) { ThisType = GetType(); Body = new Difs(Sta.その他["四足染み"]); @@ -539,7 +539,7 @@ namespace SlaveMatrix X0Y0_湯気_湯気右2_湯気2CP = new ColorP(X0Y0_湯気_湯気右2_湯気2, 湯気_湯気右2_湯気2CD, DisUnit, abj: true); X0Y0_湯気_湯気右3_湯気1CP = new ColorP(X0Y0_湯気_湯気右3_湯気1, 湯気_湯気右3_湯気1CD, DisUnit, abj: true); X0Y0_湯気_湯気右3_湯気2CP = new ColorP(X0Y0_湯気_湯気右3_湯気2, 湯気_湯気右3_湯気2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -590,12 +590,12 @@ namespace SlaveMatrix X0Y0_湯気_湯気右3_湯気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) { 潮1CD = new ColorD(ref Col.Empty, ref 体配色.染み); 潮2CD = new ColorD(ref Col.Empty, ref 体配色.染み); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣D.cs index f3b9e66..059949b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/染み_獣D.cs @@ -47,7 +47,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 染み_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs index 2bcf33c..c903bf5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植.cs @@ -1122,7 +1122,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1160,7 +1160,7 @@ namespace SlaveMatrix public JointS 花_接続点 => new JointS(Body, X0Y0_茎, 6); - public 植(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 植D e) + public 植(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 植D e) { 植 植2 = this; ThisType = GetType(); @@ -1364,7 +1364,7 @@ namespace SlaveMatrix X0Y0_心臓葉3_通常_葉脈CP = new ColorP(X0Y0_心臓葉3_通常_葉脈, 葉脈3CD, DisUnit, abj: true); X0Y0_心臓葉3_欠損_葉CP = new ColorP(X0Y0_心臓葉3_欠損_葉, 葉3CD, DisUnit, abj: true); X0Y0_心臓葉3_欠損_葉脈CP = new ColorP(X0Y0_心臓葉3_欠損_葉脈, 葉脈3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1431,7 +1431,7 @@ namespace SlaveMatrix X0Y0_心臓葉3_欠損_葉脈CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1450,7 +1450,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 葉4CD = new ColorD(ref Col.Black, ref 体配色.植1O); 葉脈4CD = new ColorD(ref Col.Black, ref 体配色.植0O); @@ -1465,7 +1465,7 @@ namespace SlaveMatrix 葉脈3CD = new ColorD(ref Col.Black, ref 体配色.植0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 葉4CD = new ColorD(ref Col.Black, ref 体配色.植1O); 葉脈4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -1480,7 +1480,7 @@ namespace SlaveMatrix 葉脈3CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 葉4CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 葉脈4CD = new ColorD(ref Col.Black, ref 体配色.植0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植D.cs index 71e140a..9eb13f8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/植D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/植D.cs @@ -123,7 +123,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.植_花_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 植(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs index 93fe583..40fe845 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs @@ -149,7 +149,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -164,7 +164,7 @@ namespace SlaveMatrix } } - public 汗(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 汗D e) + public 汗(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 汗D e) { ThisType = GetType(); Body = new Difs(Sta.スタンプ["汗"]); @@ -224,7 +224,7 @@ namespace SlaveMatrix X0Y2_汗0流れCP = new ColorP(X0Y2_汗0流れ, 汗0流れCD, DisUnit, abj: true); X0Y3_汗0流れCP = new ColorP(X0Y3_汗0流れ, 汗0流れCD, DisUnit, abj: true); X0Y4_汗0流れCP = new ColorP(X0Y4_汗0流れ, 汗0流れCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -251,12 +251,12 @@ 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) { 汗0流れCD = new ColorD(ref 体配色.体液線, ref Color2.Empty); 汗0CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗D.cs index 2ebf8d9..10f5d5e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗D.cs @@ -19,7 +19,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 汗(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs index df70eac..54b3462 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂け.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -107,7 +107,7 @@ namespace SlaveMatrix } } - public 涎_裂け(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 涎_裂けD e) + public 涎_裂け(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 涎_裂けD e) { ThisType = GetType(); Body = new Difs(Sta.胴体["涎口裂け左"]); @@ -160,7 +160,7 @@ namespace SlaveMatrix X0Y2_涎CP = new ColorP(X0Y2_涎, 涎CD, DisUnit, abj: false); X0Y3_涎CP = new ColorP(X0Y3_涎, 涎CD, DisUnit, abj: false); X0Y4_涎CP = new ColorP(X0Y4_涎, 涎CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -185,12 +185,12 @@ 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) { 涎CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂けD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂けD.cs index 62b41ff..e3d996a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂けD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_裂けD.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 涎_裂け(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs index 7c789fa..5140ef6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -107,7 +107,7 @@ namespace SlaveMatrix } } - public 涎_通常(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 涎_通常D e) + public 涎_通常(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 涎_通常D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["涎左"]); @@ -160,7 +160,7 @@ namespace SlaveMatrix X0Y2_涎CP = new ColorP(X0Y2_涎, 涎CD, DisUnit, abj: false); X0Y3_涎CP = new ColorP(X0Y3_涎, 涎CD, DisUnit, abj: false); X0Y4_涎CP = new ColorP(X0Y4_涎, 涎CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -185,12 +185,12 @@ 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) { 涎CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常D.cs index 660ff3a..f7e0b29 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涎_通常D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 涎_通常(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs index 3d975ef..9757675 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs @@ -64,7 +64,7 @@ namespace SlaveMatrix public ColorD 涙0流れ0CD; - public ColorD 涙0流れ1CD; + public ColorD Tear0流れ1CD; public ColorD 涙0CD; @@ -166,7 +166,7 @@ namespace SlaveMatrix } } - public bool 涙0流れ0_表示 + public bool Tear0流れ0_表示 { get { @@ -189,7 +189,7 @@ namespace SlaveMatrix } } - public bool 涙0_表示 + public bool Tear0_表示 { get { @@ -235,7 +235,7 @@ namespace SlaveMatrix } } - public bool 涙ハイライト_表示 + public bool Tearハイライト_表示 { get { @@ -258,7 +258,7 @@ namespace SlaveMatrix } } - public bool 涙0流れ1_表示 + public bool Tear0流れ1_表示 { get { @@ -283,19 +283,19 @@ namespace SlaveMatrix { get { - return 涙0流れ0_表示; + return Tear0流れ0_表示; } set { - 涙0流れ0_表示 = value; - 涙0_表示 = value; + Tear0流れ0_表示 = value; + Tear0_表示 = value; 涙1_表示 = value; - 涙ハイライト_表示 = value; - 涙0流れ1_表示 = value; + Tearハイライト_表示 = value; + Tear0流れ1_表示 = value; } } - public override double 濃度 + public override double Intensity { get { @@ -304,7 +304,7 @@ namespace SlaveMatrix set { 涙0流れ0CD.不透明度 = value; - 涙0流れ1CD.不透明度 = value; + Tear0流れ1CD.不透明度 = value; 涙0CD.不透明度 = value; 涙1CD.不透明度 = value; 涙ハイライトCD.不透明度 = value; @@ -325,7 +325,7 @@ namespace SlaveMatrix } } - public 涙(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 涙D e) + public 涙(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 涙D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["涙左"]); @@ -388,11 +388,11 @@ 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; - 涙0流れ0_表示 = e.涙0流れ0_表示; - 涙0_表示 = e.涙0_表示; + Tear0流れ0_表示 = e.涙0流れ0_表示; + Tear0_表示 = e.涙0_表示; 涙1_表示 = e.涙1_表示; - 涙ハイライト_表示 = e.涙ハイライト_表示; - 涙0流れ1_表示 = e.涙0流れ1_表示; + Tearハイライト_表示 = e.涙ハイライト_表示; + Tear0流れ1_表示 = e.涙0流れ1_表示; 欠損 = e.欠損; 筋肉 = e.筋肉; 拘束 = e.拘束; @@ -407,31 +407,31 @@ namespace SlaveMatrix X0Y0_涙1CP = new ColorP(X0Y0_涙1, 涙1CD, DisUnit, abj: true); X0Y0_涙ハイライトCP = new ColorP(X0Y0_涙ハイライト, 涙ハイライトCD, DisUnit, abj: true); X0Y1_涙0流れ0CP = new ColorP(X0Y1_涙0流れ0, 涙0流れ0CD, DisUnit, abj: true); - X0Y1_涙0流れ1CP = new ColorP(X0Y1_涙0流れ1, 涙0流れ1CD, DisUnit, abj: true); + X0Y1_涙0流れ1CP = new ColorP(X0Y1_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true); X0Y1_涙0CP = new ColorP(X0Y1_涙0, 涙0CD, DisUnit, abj: true); X0Y1_涙1CP = new ColorP(X0Y1_涙1, 涙1CD, DisUnit, abj: true); X0Y1_涙ハイライトCP = new ColorP(X0Y1_涙ハイライト, 涙ハイライトCD, DisUnit, abj: true); X0Y2_涙0流れ0CP = new ColorP(X0Y2_涙0流れ0, 涙0流れ0CD, DisUnit, abj: true); - X0Y2_涙0流れ1CP = new ColorP(X0Y2_涙0流れ1, 涙0流れ1CD, DisUnit, abj: true); + X0Y2_涙0流れ1CP = new ColorP(X0Y2_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true); X0Y2_涙0CP = new ColorP(X0Y2_涙0, 涙0CD, DisUnit, abj: true); X0Y2_涙1CP = new ColorP(X0Y2_涙1, 涙1CD, DisUnit, abj: true); X0Y2_涙ハイライトCP = new ColorP(X0Y2_涙ハイライト, 涙ハイライトCD, DisUnit, abj: true); X0Y3_涙0流れ0CP = new ColorP(X0Y3_涙0流れ0, 涙0流れ0CD, DisUnit, abj: true); - X0Y3_涙0流れ1CP = new ColorP(X0Y3_涙0流れ1, 涙0流れ1CD, DisUnit, abj: true); + X0Y3_涙0流れ1CP = new ColorP(X0Y3_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true); X0Y3_涙0CP = new ColorP(X0Y3_涙0, 涙0CD, DisUnit, abj: true); X0Y3_涙1CP = new ColorP(X0Y3_涙1, 涙1CD, DisUnit, abj: true); X0Y3_涙ハイライトCP = new ColorP(X0Y3_涙ハイライト, 涙ハイライトCD, DisUnit, abj: true); X0Y4_涙0流れ0CP = new ColorP(X0Y4_涙0流れ0, 涙0流れ0CD, DisUnit, abj: true); - X0Y4_涙0流れ1CP = new ColorP(X0Y4_涙0流れ1, 涙0流れ1CD, DisUnit, abj: true); + X0Y4_涙0流れ1CP = new ColorP(X0Y4_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true); X0Y4_涙0CP = new ColorP(X0Y4_涙0, 涙0CD, DisUnit, abj: true); X0Y4_涙1CP = new ColorP(X0Y4_涙1, 涙1CD, DisUnit, abj: true); X0Y4_涙ハイライトCP = new ColorP(X0Y4_涙ハイライト, 涙ハイライトCD, DisUnit, abj: true); X0Y5_涙0流れ0CP = new ColorP(X0Y5_涙0流れ0, 涙0流れ0CD, DisUnit, abj: true); - X0Y5_涙0流れ1CP = new ColorP(X0Y5_涙0流れ1, 涙0流れ1CD, DisUnit, abj: true); + X0Y5_涙0流れ1CP = new ColorP(X0Y5_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true); X0Y5_涙0CP = new ColorP(X0Y5_涙0, 涙0CD, DisUnit, abj: true); X0Y5_涙1CP = new ColorP(X0Y5_涙1, 涙1CD, DisUnit, abj: true); X0Y5_涙ハイライトCP = new ColorP(X0Y5_涙ハイライト, 涙ハイライトCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -482,15 +482,15 @@ 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) { 涙0流れ0CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); - 涙0流れ1CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); + Tear0流れ1CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); 涙0CD = new ColorD(ref 体配色.体液線, ref 体配色.人肌O); 涙1CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); 涙ハイライトCD = new ColorD(ref 体配色.ハイライト.Col1, ref 体配色.ハイライト); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙D.cs index 0af465b..0f1acae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙D.cs @@ -21,7 +21,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 涙(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs index e2bd956..fb13cc8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人.cs @@ -1479,7 +1479,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1511,7 +1511,7 @@ namespace SlaveMatrix } } - public 潮吹_大_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 潮吹_大_人D e) + public 潮吹_大_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_大_人D e) { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["潮吹"][1]); @@ -1959,7 +1959,7 @@ namespace SlaveMatrix X0Y8_雫18CP = new ColorP(X0Y8_雫18, 雫18CD, DisUnit, abj: true); X0Y8_雫19CP = new ColorP(X0Y8_雫19, 雫19CD, DisUnit, abj: true); X0Y8_雫20CP = new ColorP(X0Y8_雫20, 雫20CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -2176,12 +2176,12 @@ 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) { 潮吹基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 雫1CD = new ColorD(ref Col.Empty, ref 体配色.体液); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人D.cs index 9752069..cf07d17 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_人D.cs @@ -53,7 +53,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 潮吹_大_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs index c1a5e15..809e62d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣.cs @@ -1479,7 +1479,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1511,7 +1511,7 @@ namespace SlaveMatrix } } - public 潮吹_大_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 潮吹_大_獣D e) + public 潮吹_大_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_大_獣D e) { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["四足潮吹"][1]); @@ -1959,7 +1959,7 @@ namespace SlaveMatrix X0Y8_雫18CP = new ColorP(X0Y8_雫18, 雫18CD, DisUnit, abj: true); X0Y8_雫19CP = new ColorP(X0Y8_雫19, 雫19CD, DisUnit, abj: true); X0Y8_雫20CP = new ColorP(X0Y8_雫20, 雫20CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -2176,12 +2176,12 @@ 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) { 潮吹基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 雫1CD = new ColorD(ref Col.Empty, ref 体配色.体液); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣D.cs index 0d02c89..1c448ff 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_大_獣D.cs @@ -53,7 +53,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 潮吹_大_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs index 7280eb1..46b9c1c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人.cs @@ -119,7 +119,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -131,7 +131,7 @@ namespace SlaveMatrix } } - public 潮吹_小_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 潮吹_小_人D e) + public 潮吹_小_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_小_人D e) { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["潮吹"][0]); @@ -199,7 +199,7 @@ namespace SlaveMatrix X0Y6_雫CP = new ColorP(X0Y6_雫, 雫CD, DisUnit, abj: true); X0Y7_雫CP = new ColorP(X0Y7_雫, 雫CD, DisUnit, abj: true); X0Y8_雫CP = new ColorP(X0Y8_雫, 雫CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -236,12 +236,12 @@ 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) { 雫CD = new ColorD(ref Col.Empty, ref 体配色.体液); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人D.cs index f00ba5c..d26bc7b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_人D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 潮吹_小_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs index 0a3694e..6dd3711 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣.cs @@ -119,7 +119,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -131,7 +131,7 @@ namespace SlaveMatrix } } - public 潮吹_小_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 潮吹_小_獣D e) + public 潮吹_小_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 潮吹_小_獣D e) { ThisType = GetType(); Dif dif = new Dif(Sta.性器付["四足潮吹"][0]); @@ -199,7 +199,7 @@ namespace SlaveMatrix X0Y6_雫CP = new ColorP(X0Y6_雫, 雫CD, DisUnit, abj: true); X0Y7_雫CP = new ColorP(X0Y7_雫, 雫CD, DisUnit, abj: true); X0Y8_雫CP = new ColorP(X0Y8_雫, 雫CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -236,12 +236,12 @@ 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) { 雫CD = new ColorD(ref Col.Empty, ref 体配色.体液); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣D.cs index 92ed689..a671220 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/潮吹_小_獣D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 潮吹_小_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs index e52b70c..49b177a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳.cs @@ -202,7 +202,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -216,7 +216,7 @@ namespace SlaveMatrix } } - public 獣耳(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 獣耳D e) + public 獣耳(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 獣耳D e) { ThisType = GetType(); Body = new Difs(Sta.肢左["獣耳"]); @@ -298,7 +298,7 @@ namespace SlaveMatrix X1Y2_獣耳外CP = new ColorP(X1Y2_獣耳外, 獣耳外CD, DisUnit, abj: true); X1Y2_獣耳内CP = new ColorP(X1Y2_獣耳内, 獣耳内CD, DisUnit, abj: true); X1Y2_耳毛CP = new ColorP(X1Y2_耳毛, 耳毛CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -359,7 +359,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -378,21 +378,21 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 獣耳外CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 獣耳内CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 耳毛CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 獣耳外CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 獣耳内CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 耳毛CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 獣耳外CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 獣耳内CD = new ColorD(ref Col.Black, ref 体配色.人肌R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳D.cs index 0eae277..d807cda 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/獣耳D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 獣耳(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs index 0d5e2c4..56703b0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷.cs @@ -531,7 +531,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -566,7 +566,7 @@ namespace SlaveMatrix } } - public 玉口枷(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 玉口枷D e) + public 玉口枷(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 玉口枷D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["玉口枷"]); @@ -676,7 +676,7 @@ namespace SlaveMatrix X0Y0_丸金具右内CP = new ColorP(X0Y0_丸金具右内, 丸金具右内CD, DisUnit, abj: true); X0Y0_丸金具左外CP = new ColorP(X0Y0_丸金具左外, 丸金具左外CD, DisUnit, abj: true); X0Y0_丸金具右外CP = new ColorP(X0Y0_丸金具右外, 丸金具右外CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override bool Is革(Par p) @@ -716,12 +716,12 @@ namespace SlaveMatrix X0Y0_丸金具右外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) { 金具左上CD = new ColorD(); 金具左下CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷D.cs index e4292ff..6e0588f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/玉口枷D.cs @@ -59,7 +59,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 玉口枷(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs index 900cde3..fa15b13 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷.cs @@ -139,7 +139,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -166,7 +166,7 @@ namespace SlaveMatrix } } - public 目傷(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 目傷D e) + public 目傷(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目傷D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["目傷左"]); @@ -230,7 +230,7 @@ namespace SlaveMatrix X0Y3_傷下CP = new ColorP(X0Y3_傷下, 傷下CD, DisUnit, abj: true); X0Y4_傷上CP = new ColorP(X0Y4_傷上, 傷上CD, DisUnit, abj: true); X0Y4_傷下CP = new ColorP(X0Y4_傷下, 傷下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -260,12 +260,12 @@ 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) { 傷上CD = new ColorD(ref Col.Empty, ref 体配色.粘膜); 傷下CD = new ColorD(ref Col.Empty, ref 体配色.粘膜); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷D.cs index 6329f4d..2cbeece 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目傷D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 目傷(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs index c2c04ad..8f1fe0d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 目尻影(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 目尻影D e) + public 目尻影(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目尻影D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["目尻影左"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_目尻影CP = new ColorP(X0Y0_目尻影, 目尻影CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_目尻影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) { 目尻影CD = new ColorD(ref 体配色.肌濃.Col1, ref Color2.Empty); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影D.cs index bd6677a..93ad355 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目尻影D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 目尻影(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs index 8eadfd2..0c48435 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯.cs @@ -491,7 +491,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -524,7 +524,7 @@ namespace SlaveMatrix } } - public 目隠帯(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 目隠帯D e) + public 目隠帯(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 目隠帯D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["目隠帯"]); @@ -628,7 +628,7 @@ namespace SlaveMatrix X0Y0_丸金具下右3CP = new ColorP(X0Y0_丸金具下右3, 丸金具下右3CD, DisUnit, abj: true); X0Y0_丸金具下右4CP = new ColorP(X0Y0_丸金具下右4, 丸金具下右4CD, DisUnit, abj: true); X0Y0_丸金具下右5CP = new ColorP(X0Y0_丸金具下右5, 丸金具下右5CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override bool Is革(Par p) @@ -666,12 +666,12 @@ namespace SlaveMatrix X0Y0_丸金具下右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) { 革CD = new ColorD(); 丸金具上中CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯D.cs index f9fe801..1f650d0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/目隠帯D.cs @@ -55,7 +55,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 目隠帯(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs index b441f29..aab7f21 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉.cs @@ -109,7 +109,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -148,7 +148,7 @@ namespace SlaveMatrix } } - public 眉(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 眉D e) + public 眉(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 眉D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["眉左"]); @@ -200,7 +200,7 @@ namespace SlaveMatrix X0Y1_眉間CP = new ColorP(X0Y1_眉間, 眉間CD, DisUnit, abj: false); X0Y2_眉CP = new ColorP(X0Y2_眉, 眉CD, DisUnit, abj: true); X0Y2_眉間CP = new ColorP(X0Y2_眉間, 眉間CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; int num = (右 ? 1 : (-1)); X0Y0_眉.BasePointBase = X0Y0_眉.BasePointBase.AddX((double)num * 0.0009); X0Y1_眉.BasePointBase = X0Y1_眉.BasePointBase.AddX((double)num * 0.0009); @@ -225,12 +225,12 @@ 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) { 眉CD = new ColorD(ref Col.Black, ref 体配色.眉O); 眉間CD = new ColorD(ref 体配色.薄線, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs index e82250f..484e732 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/眉D.cs @@ -21,7 +21,7 @@ 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 眉(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs index f5192d1..87cd7c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中.cs @@ -495,7 +495,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ namespace SlaveMatrix } } - public 瞼_中(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_中D e) + public 瞼_中(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_中D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["魔性中瞼左"]); @@ -787,7 +787,7 @@ namespace SlaveMatrix X1Y4_睫毛_睫毛4CP = new ColorP(X1Y4_睫毛_睫毛4, 睫毛_睫毛4CD, DisUnit, abj: true); X1Y4_睫毛_睫毛1CP = new ColorP(X1Y4_睫毛_睫毛1, 睫毛_睫毛1CD, DisUnit, abj: true); X1Y4_睫毛_睫毛2CP = new ColorP(X1Y4_睫毛_睫毛2, 睫毛_睫毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度XB = 0.99; } @@ -992,12 +992,12 @@ 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) { 瞼CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 二重CD = new ColorD(ref Col.Black, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs index a238410..7323350 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_中D.cs @@ -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 瞼_中(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs index c70f9a1..57908b4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇.cs @@ -186,7 +186,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -202,7 +202,7 @@ namespace SlaveMatrix public JointS 涙_接続点 => new JointS(Body, X0Y0_目, 2); - public 瞼_宇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_宇D e) + public 瞼_宇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_宇D e) { 瞼_宇 瞼_宇2 = this; ThisType = GetType(); @@ -291,7 +291,7 @@ namespace SlaveMatrix X0Y4_目CP = new ColorP(X0Y4_目, 目CD, DisUnit, abj: true); X0Y4_ハイライトCP = new ColorP(X0Y4_ハイライト, ハイライトCD, DisUnit, abj: true); X0Y4_瞬膜CP = new ColorP(X0Y4_瞬膜, 瞬膜CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -326,12 +326,12 @@ 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) { 目CD = new ColorD(ref Col.Black, ref 体配色.目左O); ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs index 4fcf49e..512cab0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_宇D.cs @@ -36,7 +36,7 @@ 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 瞼_宇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs index b2b2dbf..0678502 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱.cs @@ -421,7 +421,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -506,7 +506,7 @@ namespace SlaveMatrix } } - public 瞼_弱(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_弱D e) + public 瞼_弱(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_弱D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["魔性弱瞼左"]); @@ -673,7 +673,7 @@ namespace SlaveMatrix X1Y4_睫毛_睫毛3CP = new ColorP(X1Y4_睫毛_睫毛3, 睫毛_睫毛3CD, DisUnit, abj: true); X1Y4_睫毛_睫毛1CP = new ColorP(X1Y4_睫毛_睫毛1, 睫毛_睫毛1CD, DisUnit, abj: true); X1Y4_睫毛_睫毛2CP = new ColorP(X1Y4_睫毛_睫毛2, 睫毛_睫毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } private void 睫毛長さ(Par p, double d) @@ -857,12 +857,12 @@ 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) { 瞼CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 二重CD = new ColorD(ref Col.Black, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs index e7aa868..be37199 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_弱D.cs @@ -46,7 +46,7 @@ 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 瞼_弱(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs index 9999999..d46c378 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強.cs @@ -495,7 +495,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -598,7 +598,7 @@ namespace SlaveMatrix } } - public 瞼_強(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_強D e) + public 瞼_強(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_強D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["魔性強瞼左"]); @@ -787,7 +787,7 @@ namespace SlaveMatrix X1Y4_睫毛_睫毛4CP = new ColorP(X1Y4_睫毛_睫毛4, 睫毛_睫毛4CD, DisUnit, abj: true); X1Y4_睫毛_睫毛1CP = new ColorP(X1Y4_睫毛_睫毛1, 睫毛_睫毛1CD, DisUnit, abj: true); X1Y4_睫毛_睫毛2CP = new ColorP(X1Y4_睫毛_睫毛2, 睫毛_睫毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度XB = 0.95; } @@ -992,12 +992,12 @@ 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) { 瞼CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 二重CD = new ColorD(ref Col.Black, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs index d1e837a..f620253 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_強D.cs @@ -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 瞼_強(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs index 00b7a69..dc2fb0f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣.cs @@ -421,7 +421,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -506,7 +506,7 @@ namespace SlaveMatrix } } - public 瞼_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 瞼_獣D e) + public 瞼_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 瞼_獣D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["獣性瞼左"]); @@ -673,7 +673,7 @@ namespace SlaveMatrix X1Y4_睫毛_睫毛3CP = new ColorP(X1Y4_睫毛_睫毛3, 睫毛_睫毛3CD, DisUnit, abj: true); X1Y4_睫毛_睫毛1CP = new ColorP(X1Y4_睫毛_睫毛1, 睫毛_睫毛1CD, DisUnit, abj: true); X1Y4_睫毛_睫毛2CP = new ColorP(X1Y4_睫毛_睫毛2, 睫毛_睫毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } private void 睫毛長さ(Par p, double d) @@ -857,12 +857,12 @@ 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) { 瞼CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 二重CD = new ColorD(ref Col.Black, ref 体配色.人肌O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs index 130e06f..bc7a1cd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/瞼_獣D.cs @@ -46,7 +46,7 @@ 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 瞼_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs index f585466..98b2f9f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航.cs @@ -308,7 +308,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -334,7 +334,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 節尾_曳航(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節尾_曳航D e) + public 節尾_曳航(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 節尾_曳航D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -412,7 +412,7 @@ namespace SlaveMatrix X0Y0_脛節CP = new ColorP(X0Y0_脛節, 脛節CD, DisUnit, abj: true); X0Y0_付節1CP = new ColorP(X0Y0_付節1, 付節1CD, DisUnit, abj: true); X0Y0_付節2CP = new ColorP(X0Y0_付節2, 付節2CD, 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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -484,7 +484,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -503,7 +503,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 前腿節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 腿節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -518,7 +518,7 @@ namespace SlaveMatrix 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) { 前腿節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 腿節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -533,7 +533,7 @@ namespace SlaveMatrix 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) { 前腿節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 腿節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航D.cs index 390e5ca..e326914 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_曳航D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 節尾_曳航(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs index 9adc7cd..6cbb4aa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏.cs @@ -288,7 +288,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -313,7 +313,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 節尾_鋏(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節尾_鋏D e) + public 節尾_鋏(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 節尾_鋏D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -388,7 +388,7 @@ namespace SlaveMatrix X0Y0_棘1CP = new ColorP(X0Y0_棘1, 刺1CD, DisUnit, abj: true); X0Y0_棘2CP = new ColorP(X0Y0_棘2, 刺2CD, DisUnit, abj: true); X0Y0_棘3CP = new ColorP(X0Y0_棘3, 刺3CD, 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2 = new 拘束鎖(DisUnit, 右: true, 配色指定, 体配色, Xasix); 鎖2.反転Y = true; @@ -448,7 +448,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -467,7 +467,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 牙CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 刺1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -481,7 +481,7 @@ namespace SlaveMatrix 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) { 牙CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 刺1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -495,7 +495,7 @@ namespace SlaveMatrix 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) { 牙CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 刺1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏D.cs index fa5fbef..cec2aa3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節尾_鋏D.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 節尾_鋏(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs index 1f7e3ed..a87419f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百.cs @@ -344,7 +344,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -372,7 +372,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 節足_足百(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節足_足百D e) + public 節足_足百(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 節足_足百D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -457,7 +457,7 @@ namespace SlaveMatrix X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, 輪_金具右CD, DisUnit, abj: true); X0Y0_跗節1CP = new ColorP(X0Y0_跗節1, 跗節1CD, DisUnit, abj: true); X0Y0_跗節2CP = new ColorP(X0Y0_跗節2, 跗節2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 鎖2 = new 拘束鎖(DisUnit, 右: true, 配色指定, 体配色, Xasix); 鎖2.反転Y = true; 鎖2.接続(鎖2_接続点); @@ -532,7 +532,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -551,7 +551,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 基節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -568,7 +568,7 @@ namespace SlaveMatrix 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) { 基節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -585,7 +585,7 @@ namespace SlaveMatrix 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) { 基節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 転節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百D.cs index cd1ec92..50d09dc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足百D.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 節足_足百(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs index 584fe2f..732bc2d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘.cs @@ -448,7 +448,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -497,7 +497,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 節足_足蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節足_足蜘D e) + public 節足_足蜘(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 節足_足蜘D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -599,7 +599,7 @@ namespace SlaveMatrix X0Y0_跗節2CP = new ColorP(X0Y0_跗節2, 跗節2CD, DisUnit, abj: true); X0Y0_爪_爪1CP = new ColorP(X0Y0_爪_爪1, 爪_爪1CD, DisUnit, abj: true); X0Y0_爪_爪2CP = new ColorP(X0Y0_爪_爪2, 爪_爪2CD, 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.反転Y = 反転Y; 鎖1.接続(鎖1_接続点); @@ -687,7 +687,7 @@ 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) { @@ -706,7 +706,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 基節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -728,7 +728,7 @@ namespace SlaveMatrix 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) { 基節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 転節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -750,7 +750,7 @@ namespace SlaveMatrix 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) { 基節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘D.cs index 1c3f14c..2332066 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蜘D.cs @@ -53,7 +53,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 節足_足蜘(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs index d07b311..738b228 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍.cs @@ -408,7 +408,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -455,7 +455,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 節足_足蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 節足_足蠍D e) + public 節足_足蠍(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 節足_足蠍D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -551,7 +551,7 @@ namespace SlaveMatrix X0Y0_跗節2CP = new ColorP(X0Y0_跗節2, 跗節2CD, DisUnit, abj: true); X0Y0_爪_爪1CP = new ColorP(X0Y0_爪_爪1, 爪_爪1CD, DisUnit, abj: true); X0Y0_爪_爪2CP = new ColorP(X0Y0_爪_爪2, 爪_爪2CD, 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); @@ -631,7 +631,7 @@ 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) { @@ -650,7 +650,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 腿節CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -670,7 +670,7 @@ namespace SlaveMatrix 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) { 転節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 腿節CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -690,7 +690,7 @@ namespace SlaveMatrix 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) { 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 腿節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍D.cs index 04db01d..43de423 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/節足_足蠍D.cs @@ -49,7 +49,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 節足_足蠍(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs index c7380e5..8056baa 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮.cs @@ -382,7 +382,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -403,7 +403,7 @@ namespace SlaveMatrix } } - public 紅潮(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 紅潮D e) + public 紅潮(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 紅潮D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["紅潮"]); @@ -481,7 +481,7 @@ namespace SlaveMatrix 紅潮線左右濃度 = e.紅潮線左右濃度; 紅潮弱左右濃度 = e.紅潮弱左右濃度; 紅潮線弱左右濃度 = e.紅潮線弱左右濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -498,12 +498,12 @@ namespace SlaveMatrix X0Y0_紅潮線弱右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) { Color Col = Color.FromArgb((int)((double)(int)体配色.紅潮.Col1.A * 0.7), 体配色.紅潮.Col1); 紅潮0CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮D.cs index a0cf680..e3bdbd0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/紅潮D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 紅潮(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs index d53820f..d7a39c8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目.cs @@ -174,7 +174,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -221,7 +221,7 @@ namespace SlaveMatrix public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); - public 縦目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 縦目D e) + public 縦目(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 縦目D e) { 縦目 縦目2 = this; ThisType = GetType(); @@ -299,7 +299,7 @@ namespace SlaveMatrix X0Y0_黒目_ハートCP = new ColorP(X0Y0_黒目_ハート, 黒目_ハートCD, DisUnit, abj: true); X0Y0_黒目_ハイライト上CP = new ColorP(X0Y0_黒目_ハイライト上, 黒目_ハイライト上CD, DisUnit, abj: true); X0Y0_黒目_ハイライト下CP = new ColorP(X0Y0_黒目_ハイライト下, 黒目_ハイライト下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public void 猫目() @@ -324,12 +324,12 @@ namespace SlaveMatrix X0Y0_黒目_ハイライト下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) { 白目CD = new ColorD(ref Col.Empty, ref 体配色.白部O); 黒目_黒目CD = new ColorD(ref Col.Black, ref 体配色.縦目O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目D.cs index 4d74773..5cf6b75 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦目D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.縦目_瞼_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 縦目(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs index 5a9a149..b07e5de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼.cs @@ -315,7 +315,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -412,7 +412,7 @@ namespace SlaveMatrix } } - public 縦瞼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 縦瞼D e) + public 縦瞼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 縦瞼D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["額瞼"]); @@ -535,7 +535,7 @@ namespace SlaveMatrix X0Y4_瞼右_瞼CP = new ColorP(X0Y4_瞼右_瞼, 瞼右_瞼CD, DisUnit, abj: true); X0Y4_瞼右_睫毛1CP = new ColorP(X0Y4_瞼右_睫毛1, 瞼右_睫毛1CD, DisUnit, abj: true); X0Y4_瞼右_睫毛2CP = new ColorP(X0Y4_瞼右_睫毛2, 瞼右_睫毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } private void 睫毛長さ(Par p, double d) @@ -641,12 +641,12 @@ 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) { 瞼左_瞼CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 瞼左_睫毛1CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.睫毛); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs index 0f76e7c..80094c1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/縦瞼D.cs @@ -48,7 +48,7 @@ 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 縦瞼(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs index 702edc4..ff4762b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -209,7 +209,7 @@ namespace SlaveMatrix } } - public 羽根箒(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 羽根箒D e) + public 羽根箒(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 羽根箒D e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["羽根箒"]); @@ -268,7 +268,7 @@ namespace SlaveMatrix X0Y0_羽根5CP = new ColorP(X0Y0_羽根5, 羽根5CD, DisUnit, abj: true); X0Y0_羽根CP = new ColorP(X0Y0_羽根, 羽根CD, DisUnit, abj: true); X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; Body.JoinPAall(); } @@ -283,12 +283,12 @@ namespace SlaveMatrix X0Y0_柄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) { Col.GetGrad(ref Col.White, out var ret); 羽根1CD = new ColorD(ref Col.Black, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒D.cs index 7b4cd84..44f5c89 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽根箒D.cs @@ -25,7 +25,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 羽根箒(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs index b43e769..f0f34de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/羽箒処理.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix { public bool Is擽り; - private Mot 擽りモーション; + private Motion 擽りモーション; private ハンド ハンド右; @@ -214,13 +214,13 @@ namespace SlaveMatrix ハンド右 = 調教UI.ハンド右; xc = Med.Base.LocalCenter.X; Color hc; - 擽りモーション = new Mot(0.0, 1.0) + 擽りモーション = new Motion(0.0, 1.0) { BaseSpeed = 16.0 * base.強度, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { 羽根箒.Ele.角度C = 10.0 * m.Value; hc = 調教UI.羽根箒先端hc; @@ -228,13 +228,13 @@ namespace SlaveMatrix Player.奴体力消費小(); Player.主精力消費小(); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); 羽根箒.Ele.角度C = 0.0; @@ -243,10 +243,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(擽りモーション.GetHashCode().ToString(), 擽りモーション); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; } public new void Reset() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs index 3d5d79a..7fa20d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人.cs @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -117,7 +117,7 @@ namespace SlaveMatrix } } - public 耳_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_人D e) + public 耳_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 耳_人D e) { ThisType = GetType(); Body = new Difs(); @@ -170,7 +170,7 @@ namespace SlaveMatrix X0Y0_耳線CP = new ColorP(X0Y0_耳線, 耳線CD, DisUnit, abj: true); X1Y0_耳CP = new ColorP(X1Y0_耳, 耳CD, DisUnit, abj: true); X1Y0_耳線CP = new ColorP(X1Y0_耳線, 耳線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -195,12 +195,12 @@ 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) { 耳CD = new ColorD(ref Col.Black, ref 体配色.人肌O); 耳線CD = new ColorD(ref Col.Black, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人D.cs index 040a0e1..168c879 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_人D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 耳_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs index fc75b62..5eca7c4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖.cs @@ -152,7 +152,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -165,7 +165,7 @@ namespace SlaveMatrix } } - public 耳_尖(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_尖D e) + public 耳_尖(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 耳_尖D e) { ThisType = GetType(); Body = new Difs(); @@ -238,7 +238,7 @@ namespace SlaveMatrix X1Y1_耳線CP = new ColorP(X1Y1_耳線, 耳線CD, DisUnit, abj: true); X1Y2_耳CP = new ColorP(X1Y2_耳, 耳CD, DisUnit, abj: true); X1Y2_耳線CP = new ColorP(X1Y2_耳線, 耳線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -293,12 +293,12 @@ 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) { 耳CD = new ColorD(ref Col.Black, ref 体配色.人肌O); 耳線CD = new ColorD(ref Col.Black, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖D.cs index 41bf19c..b77286b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_尖D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 耳_尖(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs index 892ab61..86373f4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣.cs @@ -202,7 +202,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -216,7 +216,7 @@ namespace SlaveMatrix } } - public 耳_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_獣D e) + public 耳_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 耳_獣D e) { ThisType = GetType(); Body = new Difs(); @@ -302,7 +302,7 @@ namespace SlaveMatrix X1Y2_耳CP = new ColorP(X1Y2_耳, 耳CD, DisUnit, abj: true); X1Y2_耳線1CP = new ColorP(X1Y2_耳線1, 耳線1CD, DisUnit, abj: true); X1Y2_耳線2CP = new ColorP(X1Y2_耳線2, 耳線2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -363,12 +363,12 @@ 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) { 耳CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 耳線1CD = new ColorD(ref Col.Black, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣D.cs index 3814c0e..7f33f05 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_獣D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 耳_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs index 90fbc1f..484b717 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽.cs @@ -302,7 +302,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -318,7 +318,7 @@ namespace SlaveMatrix } } - public 耳_羽(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_羽D e) + public 耳_羽(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 耳_羽D e) { ThisType = GetType(); Body = new Difs(); @@ -429,7 +429,7 @@ namespace SlaveMatrix X1Y2_耳CP = new ColorP(X1Y2_耳, 耳CD, DisUnit, abj: true); X1Y2_耳線1CP = new ColorP(X1Y2_耳線1, 耳線1CD, DisUnit, abj: true); X1Y2_耳線2CP = new ColorP(X1Y2_耳線2, 耳線2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -514,7 +514,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -533,7 +533,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 羽2CD = new ColorD(ref Col.Black, ref 体配色.羽0O); 羽1CD = new ColorD(ref Col.Black, ref 体配色.羽0O); @@ -542,7 +542,7 @@ namespace SlaveMatrix 耳線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 羽2CD = new ColorD(ref Col.Black, ref 体配色.羽0O); 羽1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -551,7 +551,7 @@ namespace SlaveMatrix 耳線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 羽2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 羽1CD = new ColorD(ref Col.Black, ref 体配色.羽0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽D.cs index 2af5fc8..fbee7d7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_羽D.cs @@ -21,7 +21,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 耳_羽(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs index 1463165..693c22d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長.cs @@ -202,7 +202,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -216,7 +216,7 @@ namespace SlaveMatrix } } - public 耳_長(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_長D e) + public 耳_長(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 耳_長D e) { ThisType = GetType(); Body = new Difs(); @@ -302,7 +302,7 @@ namespace SlaveMatrix X1Y2_耳CP = new ColorP(X1Y2_耳, 耳CD, DisUnit, abj: true); X1Y2_耳線1CP = new ColorP(X1Y2_耳線1, 耳線1CD, DisUnit, abj: true); X1Y2_耳線2CP = new ColorP(X1Y2_耳線2, 耳線2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -363,12 +363,12 @@ 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) { 耳CD = new ColorD(ref Col.Black, ref 体配色.人肌O); 耳線1CD = new ColorD(ref Col.Black, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長D.cs index 3e66830..6ac745d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_長D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 耳_長(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs index 81a8390..7194bc0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭.cs @@ -366,7 +366,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -383,7 +383,7 @@ namespace SlaveMatrix } } - public 耳_鰭(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 耳_鰭D e) + public 耳_鰭(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 耳_鰭D e) { ThisType = GetType(); Body = new Difs(); @@ -531,7 +531,7 @@ namespace SlaveMatrix X1Y2_鰭耳1_鰭条CP = new ColorP(X1Y2_鰭耳1_鰭条, 鰭耳1_鰭条CD, DisUnit, abj: true); X1Y2_鰭耳2_鰭膜CP = new ColorP(X1Y2_鰭耳2_鰭膜, 鰭耳2_鰭膜CD, DisUnit, abj: true); X1Y2_鰭耳2_鰭条CP = new ColorP(X1Y2_鰭耳2_鰭条, 鰭耳2_鰭条CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -604,12 +604,12 @@ 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) { 鰭耳3_鰭膜CD = new ColorD(ref Col.Black, ref 体配色.膜O); 鰭耳3_鰭条CD = new ColorD(ref Col.Black, ref 体配色.爪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭D.cs index cc675a2..4fad035 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/耳_鰭D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 耳_鰭(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs index 5233366..c538b69 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人.cs @@ -114,7 +114,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -130,7 +130,7 @@ namespace SlaveMatrix public JointS 肛門精液_接続点 => new JointS(Body, X0Y0_肛門2, 0); - public 肛門_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門_人D e) + public 肛門_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 肛門_人D e) { 肛門_人 肛門_人2 = this; ThisType = GetType(); @@ -190,7 +190,7 @@ namespace SlaveMatrix X0Y0_肛門3CP = new ColorP(X0Y0_肛門3, 肛門3CD, DisUnit, abj: true); X0Y0_肛門2CP = new ColorP(X0Y0_肛門2, 肛門2CD, DisUnit, abj: true); X0Y0_肛門1CP = new ColorP(X0Y0_肛門1, 肛門1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -200,12 +200,12 @@ namespace SlaveMatrix X0Y0_肛門1CP.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) { 肛門3CD = new ColorD(ref Col.Empty, ref 体配色.粘膜); 肛門2CD = new ColorD(ref 体配色.粘膜線, ref 体配色.粘膜); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人D.cs index f1490a9..e883132 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_人D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.肛門_人_肛門精液_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 肛門_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs index 4b48ac3..40cc555 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣.cs @@ -114,7 +114,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -130,7 +130,7 @@ namespace SlaveMatrix public JointS 肛門精液_接続点 => new JointS(Body, X0Y0_肛門2, 0); - public 肛門_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門_獣D e) + public 肛門_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 肛門_獣D e) { 肛門_獣 肛門_獣2 = this; ThisType = GetType(); @@ -190,7 +190,7 @@ namespace SlaveMatrix X0Y0_肛門3CP = new ColorP(X0Y0_肛門3, 肛門3CD, DisUnit, abj: true); X0Y0_肛門2CP = new ColorP(X0Y0_肛門2, 肛門2CD, DisUnit, abj: true); X0Y0_肛門1CP = new ColorP(X0Y0_肛門1, 肛門1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -200,12 +200,12 @@ namespace SlaveMatrix X0Y0_肛門1CP.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) { Col.Alpha(ref 体配色.粘膜, 180, out var ret); 肛門3CD = new ColorD(ref Col.Empty, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣D.cs index 5947c3d..3bddd83 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門_獣D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.肛門_獣_肛門精液_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 肛門_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs index 7f9261c..ef826d4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人.cs @@ -101,7 +101,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -113,7 +113,7 @@ namespace SlaveMatrix } } - public 肛門精液_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門精液_人D e) + public 肛門精液_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 肛門精液_人D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["肛門精液垂れ"]); @@ -169,7 +169,7 @@ namespace SlaveMatrix X0Y3_精液CP = new ColorP(X0Y3_精液, 精液CD, DisUnit, abj: true); X0Y4_精液CP = new ColorP(X0Y4_精液, 精液CD, DisUnit, abj: true); X0Y5_精液CP = new ColorP(X0Y5_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -197,12 +197,12 @@ 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) { 精液CD = new ColorD(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人D.cs index 6d0d3d1..513852b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_人D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 肛門精液_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs index ad9449a..28f01a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣.cs @@ -101,7 +101,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -113,7 +113,7 @@ namespace SlaveMatrix } } - public 肛門精液_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 肛門精液_獣D e) + public 肛門精液_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 肛門精液_獣D e) { ThisType = GetType(); Body = new Difs(Sta.半身["四足肛門精液垂れ"]); @@ -169,7 +169,7 @@ namespace SlaveMatrix X0Y3_精液CP = new ColorP(X0Y3_精液, 精液CD, DisUnit, abj: true); X0Y4_精液CP = new ColorP(X0Y4_精液, 精液CD, DisUnit, abj: true); X0Y5_精液CP = new ColorP(X0Y5_精液, 精液CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -197,12 +197,12 @@ 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) { 精液CD = new ColorD(); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣D.cs index 7fa5375..285c0ae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/肛門精液_獣D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 肛門精液_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs index b69d9e8..9266eee 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光.cs @@ -93,7 +93,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -105,7 +105,7 @@ namespace SlaveMatrix } } - public 背中_光(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 背中_光D e) + public 背中_光(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 背中_光D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -155,7 +155,7 @@ namespace SlaveMatrix Pars = new Par[2] { X0Y0_後光左, X0Y0_後光右 }; X0Y0_後光左CP = new ColorP(X0Y0_後光左, 後光CD, DisUnit, abj: true); X0Y0_後光右CP = new ColorP(X0Y0_後光右, 後光CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -165,12 +165,12 @@ namespace SlaveMatrix X0Y0_後光右CP.Update(mm); } - 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) { 後光CD = new ColorD(ref Col.Empty, ref 体配色.後光O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光D.cs index 86cf24d..0dc79bf 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_光D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 背中_光(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs index 879a36d..acb1cc9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲.cs @@ -771,7 +771,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -854,7 +854,7 @@ namespace SlaveMatrix } } - public 背中_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 背中_甲D e) + public 背中_甲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 背中_甲D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1012,7 +1012,7 @@ namespace SlaveMatrix X0Y0_右_側甲_側甲3CP = new ColorP(X0Y0_右_側甲_側甲3, 右_側甲_側甲3CD, DisUnit, abj: true); X0Y0_右_側甲_側甲2CP = new ColorP(X0Y0_右_側甲_側甲2, 右_側甲_側甲2CD, DisUnit, abj: true); X0Y0_右_側甲_側甲1CP = new ColorP(X0Y0_右_側甲_側甲1, 右_側甲_側甲1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -1055,7 +1055,7 @@ namespace SlaveMatrix X0Y0_右_側甲_側甲1CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1074,7 +1074,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 左_甲羅1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 左_甲羅2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); @@ -1114,7 +1114,7 @@ namespace SlaveMatrix 右_側甲_側甲1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 左_甲羅1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 左_甲羅2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); @@ -1154,7 +1154,7 @@ namespace SlaveMatrix 右_側甲_側甲1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 左_甲羅1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 左_甲羅2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲D.cs index b7ac58a..fc27808 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_甲D.cs @@ -85,7 +85,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 背中_甲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs index 7f2fa63..02d06c0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public 背中_羽(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 背中_羽D e) + public 背中_羽(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 背中_羽D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -157,7 +157,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_羽毛1CP = new ColorP(X0Y0_羽毛1, 羽毛1CD, DisUnit, abj: true); X0Y0_羽毛2CP = new ColorP(X0Y0_羽毛2, 羽毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public void 毛() @@ -172,7 +172,7 @@ namespace SlaveMatrix X0Y0_羽毛2CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -191,19 +191,19 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 羽毛1CD = new ColorD(ref Col.Black, ref 体配色.毛1O); 羽毛2CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 羽毛1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 羽毛2CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 羽毛1CD = new ColorD(ref Col.Black, ref 体配色.毛1O); 羽毛2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽D.cs index 718fbfd..88c3d4f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/背中_羽D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 背中_羽(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs index e81850e..77a6e68 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌.cs @@ -171,7 +171,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -188,7 +188,7 @@ namespace SlaveMatrix } } - public 胴肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胴肌D e) + public 胴肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胴肌D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["胴肌"]); @@ -244,7 +244,7 @@ namespace SlaveMatrix X0Y0_植タトゥ_タトゥ茎CP = new ColorP(X0Y0_植タトゥ_タトゥ茎, 植タトゥ_タトゥ茎CD, DisUnit, abj: true); X0Y0_植タトゥ_タトゥ葉左CP = new ColorP(X0Y0_植タトゥ_タトゥ葉左, 植タトゥ_タトゥ葉左CD, DisUnit, abj: true); X0Y0_植タトゥ_タトゥ葉右CP = new ColorP(X0Y0_植タトゥ_タトゥ葉右, 植タトゥ_タトゥ葉右CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -258,12 +258,12 @@ namespace SlaveMatrix X0Y0_植タトゥ_タトゥ葉右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) { 植タトゥ_タトゥ花左CD = new ColorD(ref Col.Black, ref 体配色.刺青); 植タトゥ_タトゥ花右CD = new ColorD(ref Col.Black, ref 体配色.刺青); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌D.cs index 9c79c61..c0400a6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴肌D.cs @@ -23,7 +23,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 胴肌(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs index a7eca10..e00ab43 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public 胴腹板(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胴腹板D e) + public 胴腹板(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胴腹板D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["胴腹板"]); @@ -148,7 +148,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_虫性_腹板CP = new ColorP(X0Y0_虫性_腹板, 虫性_腹板CD, DisUnit, abj: true); X0Y0_虫性_縦線CP = new ColorP(X0Y0_虫性_縦線, 虫性_縦線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -158,12 +158,12 @@ namespace SlaveMatrix X0Y0_虫性_縦線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) { 虫性_腹板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 虫性_縦線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板D.cs index f94c0da..573f015 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胴腹板D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 胴腹板(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs index e0e20cc..b4992a2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 胸毛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胸毛D e) + public 胸毛(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胸毛D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["胸毛"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_獣性_胸毛CP = new ColorP(X0Y0_獣性_胸毛, 獣性_胸毛CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_獣性_胸毛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) { 獣性_胸毛CD = new ColorD(ref Col.Black, ref 体配色.毛1O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛D.cs index d1e3e2e..6de3768 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸毛D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 胸毛(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs index 30396d5..957d173 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌.cs @@ -771,7 +771,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -818,7 +818,7 @@ namespace SlaveMatrix } } - public 胸肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胸肌D e) + public 胸肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胸肌D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["胸郭肌"]); @@ -981,7 +981,7 @@ namespace SlaveMatrix X0Y0_コア_コア1_基CP = new ColorP(X0Y0_コア_コア1_基, コア_コア1_基CD, DisUnit, abj: true); X0Y0_コア_コア1_コアCP = new ColorP(X0Y0_コア_コア1_コア, コア_コア1_コアCD, DisUnit, abj: true); X0Y0_コア_コア1_ハイライトCP = new ColorP(X0Y0_コア_コア1_ハイライト, コア_コア1_ハイライトCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.99; } @@ -1069,7 +1069,7 @@ namespace SlaveMatrix X0Y0_コア_コア1_ハイライトCP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1088,7 +1088,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 虫性_甲殻2CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 虫性_甲殻1_甲殻CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -1128,7 +1128,7 @@ namespace SlaveMatrix コア_コア1_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 虫性_甲殻2CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 虫性_甲殻1_甲殻CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -1168,7 +1168,7 @@ namespace SlaveMatrix コア_コア1_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 虫性_甲殻2CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 虫性_甲殻1_甲殻CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌D.cs index 97ab80a..1f4e7d1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸肌D.cs @@ -83,7 +83,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 胸肌(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs index 56ba527..45be648 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public 胸腹板(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 胸腹板D e) + public 胸腹板(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 胸腹板D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["胸郭腹板"]); @@ -148,7 +148,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_虫性_腹板CP = new ColorP(X0Y0_虫性_腹板, 虫性_腹板CD, DisUnit, abj: true); X0Y0_虫性_縦線CP = new ColorP(X0Y0_虫性_縦線, 虫性_縦線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.99; } @@ -158,12 +158,12 @@ namespace SlaveMatrix X0Y0_虫性_縦線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) { 虫性_腹板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 虫性_縦線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板D.cs index bdd683a..952267d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/胸腹板D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 胸腹板(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs index 652a367..8f2e195 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌.cs @@ -975,7 +975,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1007,7 +1007,7 @@ namespace SlaveMatrix } } - public 腰肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腰肌D e) + public 腰肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腰肌D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["腰肌"]); @@ -1320,7 +1320,7 @@ namespace SlaveMatrix X0Y4_虫性_腹板2_縦線CP = new ColorP(X0Y4_虫性_腹板2_縦線, 虫性_腹板2_縦線CD, DisUnit, abj: true); X0Y4_虫性_腹板1_腹板CP = new ColorP(X0Y4_虫性_腹板1_腹板, 虫性_腹板1_腹板CD, DisUnit, abj: true); X0Y4_虫性_腹板1_縦線CP = new ColorP(X0Y4_虫性_腹板1_縦線, 虫性_腹板1_縦線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -1446,7 +1446,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1465,7 +1465,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 淫タトゥ_ハート_タトゥ左1CD = new ColorD(ref Col.Black, ref 体配色.刺青); 淫タトゥ_ハート_タトゥ右1CD = new ColorD(ref Col.Black, ref 体配色.刺青); @@ -1490,7 +1490,7 @@ namespace SlaveMatrix 虫性_腹板1_縦線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 淫タトゥ_ハート_タトゥ左1CD = new ColorD(ref Col.Black, ref 体配色.刺青); 淫タトゥ_ハート_タトゥ右1CD = new ColorD(ref Col.Black, ref 体配色.刺青); @@ -1515,7 +1515,7 @@ namespace SlaveMatrix 虫性_腹板1_縦線CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 淫タトゥ_ハート_タトゥ左1CD = new ColorD(ref Col.Black, ref 体配色.刺青); 淫タトゥ_ハート_タトゥ右1CD = new ColorD(ref Col.Black, ref 体配色.刺青); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌D.cs index 61f0869..18b346a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腰肌D.cs @@ -53,7 +53,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 腰肌(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs index 5f9caa1..a1684e4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人.cs @@ -2707,7 +2707,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -2825,7 +2825,7 @@ namespace SlaveMatrix public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); - public 腿_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_人D e) + public 腿_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腿_人D e) { 腿_人 腿_人2 = this; ThisType = GetType(); @@ -3573,7 +3573,7 @@ namespace SlaveMatrix 傷I4濃度 = e.傷I4濃度; 傷X濃度 = e.傷X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; } public override void 描画0(RenderArea Are) @@ -4203,7 +4203,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -4231,7 +4231,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 腿0CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 腿1CD = new ColorD(ref Col.Black, ref 体配色.人肌R); @@ -4314,7 +4314,7 @@ namespace SlaveMatrix ニーハイ_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 腿0CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 腿1CD = new ColorD(ref Col.Black, ref 体配色.人肌R); @@ -4397,7 +4397,7 @@ namespace SlaveMatrix ニーハイ_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 腿0CD = new ColorD(ref Col.Black, ref 体配色.人肌R); 腿1CD = new ColorD(ref Col.Black, ref 体配色.人肌R); @@ -4480,7 +4480,7 @@ namespace SlaveMatrix ニーハイ_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色C0(体配色 体配色) + private void 配色C0(BodyColorSet 体配色) { 腿0CD = new ColorD(ref Col.Black, ref 体配色.甲0R); 腿1CD = new ColorD(ref Col.Black, ref 体配色.甲0R); @@ -4563,7 +4563,7 @@ namespace SlaveMatrix ニーハイ_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色CT1(体配色 体配色) + private void 配色CT1(BodyColorSet 体配色) { 腿0CD = new ColorD(ref Col.Black, ref 体配色.甲0R); 腿1CD = new ColorD(ref Col.Black, ref 体配色.甲0R); @@ -4646,7 +4646,7 @@ namespace SlaveMatrix ニーハイ_ハイライトCD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); } - private void 配色CT0(体配色 体配色) + private void 配色CT0(BodyColorSet 体配色) { 腿0CD = new ColorD(ref Col.Black, ref 体配色.甲0R); 腿1CD = new ColorD(ref Col.Black, ref 体配色.甲0R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人D.cs index f776836..89b4356 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_人D.cs @@ -162,7 +162,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.腿_人_Leg_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 腿_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs index 0404382..3b58183 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣.cs @@ -133,7 +133,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -150,7 +150,7 @@ namespace SlaveMatrix public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); - public 腿_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_獣D e) + public 腿_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腿_獣D e) { 腿_獣 腿_獣2 = this; ThisType = GetType(); @@ -217,7 +217,7 @@ namespace SlaveMatrix X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false); X0Y0_虎柄_虎1CP = new ColorP(X0Y0_虎柄_虎1, 虎柄_虎1CD, DisUnit, abj: true); X0Y0_虎柄_虎2CP = new ColorP(X0Y0_虎柄_虎2, 虎柄_虎2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -235,12 +235,12 @@ namespace SlaveMatrix X0Y0_虎柄_虎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) { 腿CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣D.cs index 7932dbc..65fc864 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_獣D.cs @@ -26,7 +26,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.腿_獣_Leg_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 腿_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs index 14ce142..86dad5f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜.cs @@ -293,7 +293,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -318,7 +318,7 @@ namespace SlaveMatrix public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); - public 腿_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_竜D e) + public 腿_竜(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腿_竜D e) { 腿_竜 腿_竜2 = this; ThisType = GetType(); @@ -410,7 +410,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗上_鱗3CP = new ColorP(X0Y0_竜性_鱗上_鱗3, 竜性_鱗上_鱗3CD, DisUnit, abj: true); X0Y0_竜性_鱗上_鱗4CP = new ColorP(X0Y0_竜性_鱗上_鱗4, 竜性_鱗上_鱗4CD, DisUnit, abj: true); X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -436,7 +436,7 @@ namespace SlaveMatrix X0Y0_筋CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -455,7 +455,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 腿CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 竜性_鱗下_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -471,7 +471,7 @@ namespace SlaveMatrix 筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 腿CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 竜性_鱗下_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -487,7 +487,7 @@ namespace SlaveMatrix 筋CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 腿CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 竜性_鱗下_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜D.cs index a7fd462..e257d79 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_竜D.cs @@ -42,7 +42,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.腿_竜_Leg_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 腿_竜(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs index 18db229..4bca649 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄.cs @@ -93,7 +93,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -108,7 +108,7 @@ namespace SlaveMatrix public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); - public 腿_蹄(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_蹄D e) + public 腿_蹄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腿_蹄D e) { 腿_蹄 腿_蹄2 = this; ThisType = GetType(); @@ -168,7 +168,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_腿CP = new ColorP(X0Y0_腿, 腿CD, DisUnit, abj: true); X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -184,12 +184,12 @@ namespace SlaveMatrix X0Y0_筋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) { 腿CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄D.cs index ebd7e86..bf94272 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_蹄D.cs @@ -22,7 +22,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.腿_蹄_Leg_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 腿_蹄(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs index 730d9bc..fa23b86 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥.cs @@ -93,7 +93,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -108,7 +108,7 @@ namespace SlaveMatrix public JointS 脚_接続点 => new JointS(Body, X0Y0_腿, 0); - public 腿_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 腿_鳥D e) + public 腿_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 腿_鳥D e) { 腿_鳥 腿_鳥2 = this; ThisType = GetType(); @@ -168,7 +168,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_腿CP = new ColorP(X0Y0_腿, 腿CD, DisUnit, abj: true); X0Y0_筋CP = new ColorP(X0Y0_筋, 筋CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -184,12 +184,12 @@ namespace SlaveMatrix X0Y0_筋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) { 腿CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥D.cs index ce0a753..6b3d496 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/腿_鳥D.cs @@ -22,7 +22,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.腿_鳥_Leg_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 腿_鳥(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs index ca6d5c3..8055d3b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人.cs @@ -111,7 +111,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -137,7 +137,7 @@ namespace SlaveMatrix } } - public 膣内精液_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣内精液_人D e) + public 膣内精液_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣内精液_人D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["膣内精液"]); @@ -184,7 +184,7 @@ namespace SlaveMatrix X0Y0_精液CP = new ColorP(X0Y0_精液, 精液CD, DisUnit, abj: true); X0Y0_血液1CP = new ColorP(X0Y0_血液1, 血液1CD, DisUnit, abj: true); X0Y0_血液2CP = new ColorP(X0Y0_血液2, 血液2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 精液濃度 = e.精液濃度; 尺度YB = 0.95; } @@ -196,12 +196,12 @@ namespace SlaveMatrix X0Y0_血液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) { 精液CD = new ColorD(); 血液1CD = new ColorD(ref Col.Empty, ref 体配色.血液O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人D.cs index 7cbe8e7..827739b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_人D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 膣内精液_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs index 8a774a7..9a44e06 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣.cs @@ -111,7 +111,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -137,7 +137,7 @@ namespace SlaveMatrix } } - public 膣内精液_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣内精液_獣D e) + public 膣内精液_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣内精液_獣D e) { ThisType = GetType(); Body = new Difs(Sta.半身["四足膣内精液"]); @@ -184,7 +184,7 @@ namespace SlaveMatrix X0Y0_精液CP = new ColorP(X0Y0_精液, 精液CD, DisUnit, abj: true); X0Y0_血液1CP = new ColorP(X0Y0_血液1, 血液1CD, DisUnit, abj: true); X0Y0_血液2CP = new ColorP(X0Y0_血液2, 血液2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 精液濃度 = e.精液濃度; } @@ -195,12 +195,12 @@ namespace SlaveMatrix X0Y0_血液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) { 精液CD = new ColorD(); 血液1CD = new ColorD(ref Col.Empty, ref 体配色.血液O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣D.cs index a530385..ff08d06 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣内精液_獣D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 膣内精液_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs index ba1e9a9..fa693e3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 膣基_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣基_人D e) + public 膣基_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣基_人D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["膣基"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_膣基CP = new ColorP(X0Y0_膣基, 膣基CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度YB = 0.95; } @@ -133,12 +133,12 @@ namespace SlaveMatrix X0Y0_膣基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) { Col.Alpha(ref 体配色.粘膜, 160, out var ret); 膣基CD = new ColorD(ref 体配色.粘膜線, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人D.cs index b4742c4..0b59812 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_人D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 膣基_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs index 9386483..f397dae 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 膣基_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 膣基_獣D e) + public 膣基_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 膣基_獣D e) { ThisType = GetType(); Body = new Difs(Sta.半身["四足膣基"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_膣基CP = new ColorP(X0Y0_膣基, 膣基CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_膣基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) { Col.Alpha(ref 体配色.粘膜, 160, out var ret); 膣基CD = new ColorD(ref 体配色.粘膜線, ref ret); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣D.cs index d8c7cba..0c3bf5e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/膣基_獣D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 膣基_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs index 53f1a2c..81c9c74 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短.cs @@ -155,7 +155,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -171,7 +171,7 @@ namespace SlaveMatrix } } - public 舌_短(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 舌_短D e) + public 舌_短(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 舌_短D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -230,7 +230,7 @@ namespace SlaveMatrix X0Y0_舌3CP = new ColorP(X0Y0_舌3, 舌3CD, DisUnit, abj: true); X0Y0_舌4CP = new ColorP(X0Y0_舌4, 舌4CD, DisUnit, abj: true); X0Y0_舌5CP = new ColorP(X0Y0_舌5, 舌5CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -243,12 +243,12 @@ namespace SlaveMatrix X0Y0_舌5CP.Update(mm); } - 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) { 舌1CD = new ColorD(ref 体配色.粘膜線, ref 体配色.舌); 舌2CD = new ColorD(ref 体配色.粘膜線, ref 体配色.舌); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短D.cs index 3a9aea4..30649ce 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_短D.cs @@ -21,7 +21,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 舌_短(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs index 1a9b258..a8e1bc6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長.cs @@ -418,7 +418,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -446,7 +446,7 @@ namespace SlaveMatrix } } - public 舌_長(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 舌_長D e) + public 舌_長(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 舌_長D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -548,7 +548,7 @@ namespace SlaveMatrix X0Y0_舌股右_舌4CP = new ColorP(X0Y0_舌股右_舌4, 舌股右_舌4CD, DisUnit, abj: true); X0Y0_舌股右_舌5CP = new ColorP(X0Y0_舌股右_舌5, 舌股右_舌5CD, DisUnit, abj: true); X0Y0_舌股右_舌6CP = new ColorP(X0Y0_舌股右_舌6, 舌股右_舌6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -573,12 +573,12 @@ namespace SlaveMatrix X0Y0_舌股右_舌6CP.Update(mm); } - 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) { 舌1CD = new ColorD(ref 体配色.粘膜線, ref 体配色.舌); 舌2CD = new ColorD(ref 体配色.粘膜線, ref 体配色.舌); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長D.cs index 9c34c32..a001114 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/舌_長D.cs @@ -47,7 +47,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 舌_長(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs index d707238..41ac079 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百.cs @@ -1459,7 +1459,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1492,7 +1492,7 @@ namespace SlaveMatrix } } - public 花_百(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 花_百D e) + public 花_百(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 花_百D e) { ThisType = GetType(); Pars pars = new Pars(); @@ -1718,7 +1718,7 @@ namespace SlaveMatrix X0Y0_花_ユリ_欠損_萼1_萼1CP = new ColorP(X0Y0_花_ユリ_欠損_萼1_萼1, 花_ユリ_萼1_萼1CD, DisUnit, abj: true); X0Y0_萼_通常_萼CP = new ColorP(X0Y0_萼_通常_萼, 萼_萼CD, DisUnit, abj: true); X0Y0_萼_欠損_萼CP = new ColorP(X0Y0_萼_欠損_萼, 萼_萼CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1776,7 +1776,7 @@ namespace SlaveMatrix X0Y0_萼_欠損_萼CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1795,7 +1795,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 花_ユリ_萼2CD = new ColorD(ref Col.Black, ref 体配色.百O); 花_ユリ_萼3CD = new ColorD(ref Col.Black, ref 体配色.百O); @@ -1821,7 +1821,7 @@ namespace SlaveMatrix 萼_萼CD = new ColorD(ref Col.Black, ref 体配色.植1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 花_ユリ_萼2CD = new ColorD(ref Col.Black, ref 体配色.百O); 花_ユリ_萼3CD = new ColorD(ref Col.Black, ref 体配色.百O); @@ -1847,7 +1847,7 @@ namespace SlaveMatrix 萼_萼CD = new ColorD(ref Col.Black, ref 体配色.植1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 花_ユリ_萼2CD = new ColorD(ref Col.Black, ref 体配色.百O); 花_ユリ_萼3CD = new ColorD(ref Col.Black, ref 体配色.百O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百D.cs index edfc862..089bd47 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_百D.cs @@ -143,7 +143,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 花_百(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs index f18c420..da39901 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔.cs @@ -883,7 +883,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -907,7 +907,7 @@ namespace SlaveMatrix } } - public 花_薔(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 花_薔D e) + public 花_薔(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 花_薔D e) { ThisType = GetType(); Pars pars = new Pars(); @@ -1052,7 +1052,7 @@ namespace SlaveMatrix X0Y0_花_バラ_欠損_花弁影CP = new ColorP(X0Y0_花_バラ_欠損_花弁影, 花_バラ_花弁影CD, DisUnit, abj: true); X0Y0_萼_通常_萼CP = new ColorP(X0Y0_萼_通常_萼, 萼_萼CD, DisUnit, abj: true); X0Y0_萼_欠損_萼CP = new ColorP(X0Y0_萼_欠損_萼, 萼_萼CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1092,7 +1092,7 @@ namespace SlaveMatrix X0Y0_萼_欠損_萼CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1111,7 +1111,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 花_バラ_花弁2CD = new ColorD(ref Col.Black, ref 体配色.薔O); 花_バラ_花弁4CD = new ColorD(ref Col.Black, ref 体配色.薔O); @@ -1128,7 +1128,7 @@ namespace SlaveMatrix 萼_萼CD = new ColorD(ref Col.Black, ref 体配色.植1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 花_バラ_花弁2CD = new ColorD(ref Col.Black, ref 体配色.薔O); 花_バラ_花弁4CD = new ColorD(ref Col.Black, ref 体配色.薔O); @@ -1145,7 +1145,7 @@ namespace SlaveMatrix 萼_萼CD = new ColorD(ref Col.Black, ref 体配色.植1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 花_バラ_花弁2CD = new ColorD(ref Col.Black, ref 体配色.薔O); 花_バラ_花弁4CD = new ColorD(ref Col.Black, ref 体配色.薔O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔D.cs index 0ddd11a..9420b83 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/花_薔D.cs @@ -89,7 +89,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 花_薔(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs index 6093a8a..2420765 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心.cs @@ -129,7 +129,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -142,7 +142,7 @@ namespace SlaveMatrix } } - public 葉_心(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 葉_心D e) + public 葉_心(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 葉_心D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["葉"][1]); @@ -200,7 +200,7 @@ namespace SlaveMatrix X0Y1_欠損1_葉脈CP = new ColorP(X0Y1_欠損1_葉脈, 葉脈CD, DisUnit, abj: true); X0Y2_欠損2_葉CP = new ColorP(X0Y2_欠損2_葉, 葉CD, DisUnit, abj: true); X0Y2_欠損2_葉脈CP = new ColorP(X0Y2_欠損2_葉脈, 葉脈CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -222,7 +222,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -241,19 +241,19 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 葉CD = new ColorD(ref Col.Black, ref 体配色.植1O); 葉脈CD = new ColorD(ref Col.Black, ref 体配色.植0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 葉CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 葉脈CD = new ColorD(ref Col.Black, ref 体配色.植0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 葉CD = new ColorD(ref Col.Black, ref 体配色.植1O); 葉脈CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心D.cs index 2e1c638..223169c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_心D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 葉_心(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs index 6a1ca41..c0dde81 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披.cs @@ -129,7 +129,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -142,7 +142,7 @@ namespace SlaveMatrix } } - public 葉_披(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 葉_披D e) + public 葉_披(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 葉_披D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["葉"][0]); @@ -200,7 +200,7 @@ namespace SlaveMatrix X0Y1_欠損1_葉脈CP = new ColorP(X0Y1_欠損1_葉脈, 葉脈CD, DisUnit, abj: true); X0Y2_欠損2_葉CP = new ColorP(X0Y2_欠損2_葉, 葉CD, DisUnit, abj: true); X0Y2_欠損2_葉脈CP = new ColorP(X0Y2_欠損2_葉脈, 葉脈CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -222,7 +222,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -241,19 +241,19 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 葉CD = new ColorD(ref Col.Black, ref 体配色.植1O); 葉脈CD = new ColorD(ref Col.Black, ref 体配色.植0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 葉CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 葉脈CD = new ColorD(ref Col.Black, ref 体配色.植0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 葉CD = new ColorD(ref Col.Black, ref 体配色.植1O); 葉脈CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披D.cs index 7ce1a3a..0fee89a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/葉_披D.cs @@ -17,7 +17,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 葉_披(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs index 2acd8c4..11fbbe1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌.cs @@ -389,7 +389,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -440,7 +440,7 @@ namespace SlaveMatrix } } - public 虫鎌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 虫鎌D e) + public 虫鎌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 虫鎌D e) { ThisType = GetType(); Body = new Difs(Sta.肢左["虫鎌"]); @@ -529,7 +529,7 @@ namespace SlaveMatrix X0Y0_輪_金具3CP = new ColorP(X0Y0_輪_金具3, 輪_金具3CD, DisUnit, abj: true); X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, 輪_金具左CD, DisUnit, abj: true); X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, 輪_金具右CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -569,7 +569,7 @@ namespace SlaveMatrix X0Y0_輪_金具右CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -588,7 +588,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 虫鎌節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 虫棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -608,7 +608,7 @@ namespace SlaveMatrix 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) { 虫鎌節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 虫棘1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -628,7 +628,7 @@ namespace SlaveMatrix 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) { 虫鎌節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 虫棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌D.cs index 2c4f455..e1a57de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫鎌D.cs @@ -45,7 +45,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 虫鎌(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs index 1feb462..6641667 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎.cs @@ -151,7 +151,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -167,7 +167,7 @@ namespace SlaveMatrix } } - public 虫顎(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 虫顎D e) + public 虫顎(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 虫顎D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["虫顎"][0]); @@ -224,7 +224,7 @@ namespace SlaveMatrix X0Y0_牙_牙1CP = new ColorP(X0Y0_牙_牙1, 牙_牙1CD, DisUnit, abj: true); X0Y0_牙_牙2CP = new ColorP(X0Y0_牙_牙2, 牙_牙2CD, DisUnit, abj: true); X0Y0_牙_牙0CP = new ColorP(X0Y0_牙_牙0, 牙_牙0CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -243,7 +243,7 @@ namespace SlaveMatrix X0Y0_牙_牙0CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -262,7 +262,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 顎CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -271,7 +271,7 @@ namespace SlaveMatrix 牙_牙0CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 顎CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -280,7 +280,7 @@ namespace SlaveMatrix 牙_牙0CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 顎CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎D.cs index 652d970..582c56f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/虫顎D.cs @@ -21,7 +21,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 虫顎(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs index fc78f19..9dafc67 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 衝撃(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 衝撃D e) + public 衝撃(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 衝撃D e) { ThisType = GetType(); Body = new Difs(Sta.その他["衝撃"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_衝撃CP = new ColorP(X0Y0_衝撃, 衝撃CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_衝撃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) { 衝撃CD = new ColorD(); 衝撃CD.線 = Col.Empty; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃D.cs index fb71f63..8f911ce 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衝撃D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 衝撃(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs index 30f1fc7..1b233dc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/衣装.cs @@ -9,7 +9,7 @@ namespace SlaveMatrix [Serializable] public static class 衣装 { - public static bool Is下着ボトム条件(this ChaD c) + public static bool Is下着ボトム条件(this CharacterData c) { if (!c.body_tree.半身_接続.IsEleD<長物_魚D>() && !c.body_tree.半身_接続.IsEleD<長物_鯨D>() && !c.body_tree.半身_接続.IsEleD<長物_蛇D>() && !c.body_tree.半身_接続.IsEleD<長物_蟲D>() && !c.body_tree.半身_接続.IsEleD<四足胸D>() && !c.body_tree.半身_接続.IsEleD<多足_蛸D>() && !c.body_tree.半身_接続.IsEleD<多足_蜘D>()) { @@ -18,12 +18,12 @@ namespace SlaveMatrix return false; } - public static bool Is上着ボトム条件(this ChaD c) + public static bool Is上着ボトム条件(this CharacterData c) { return true; } - public static bool Is紐付き条件(this ChaD c) + public static bool Is紐付き条件(this CharacterData c) { if (!c.body_tree.半身_接続.IsEleD<単足_植D>()) { @@ -32,7 +32,7 @@ namespace SlaveMatrix return true; } - public static bool Is前掛け条件(this ChaD c) + public static bool Is前掛け条件(this CharacterData c) { if (!c.body_tree.半身_接続.IsEleD<四足胸D>() && !c.body_tree.腿左_接続.IsEleD<獣腿D>()) { @@ -46,12 +46,12 @@ namespace SlaveMatrix return false; } - public static bool Isブーツ条件(this ChaD c) + public static bool Isブーツ条件(this CharacterData c) { return c.body_tree.EnumEleD().IsEleD(); } - public static IEnumerable Get髪留め(ChaD c) + public static IEnumerable Get髪留め(CharacterData c) { 髪留2情報 @default = 髪留2情報.GetDefault(); 髪留2情報 横髪 = 髪留2情報.GetDefault(); @@ -90,7 +90,7 @@ namespace SlaveMatrix yield return 横髪; } - public static IEnumerable Getビキニ(ChaD c, bool t) + public static IEnumerable Getビキニ(CharacterData c, bool t) { Col.GetRandomClothesColor(out var c0); Col.GetRandomClothesColor(out var c1); @@ -184,7 +184,7 @@ namespace SlaveMatrix } } - public static IEnumerable Getランジェリー(ChaD c, bool t, bool a) + public static IEnumerable Getランジェリー(CharacterData c, bool t, bool a) { Col.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c0); Col.GetRandomClothesColor(a ? RNG.XS.Next(32, 256) : 255, out var c1); @@ -238,7 +238,7 @@ namespace SlaveMatrix } } - public static IEnumerable Getピアス(ChaD c) + public static IEnumerable Getピアス(CharacterData c) { ピアス情報 ピアス中 = ピアス情報.GetDefault(); ピアス中.色.ピアス = (RNG.XS.NextBool() ? Color.Gold : Color.Silver); @@ -254,7 +254,7 @@ namespace SlaveMatrix yield return default2; } - public static IEnumerable Getヴィオラ服0(ChaD c) + public static IEnumerable Getヴィオラ服0(CharacterData c) { ドレス首情報 ドレス首 = ドレス首情報.GetDefault(); ドレス首.色.SetDefault(); @@ -297,7 +297,7 @@ namespace SlaveMatrix } } - public static IEnumerable Getヴィオラ服1(ChaD c) + public static IEnumerable Getヴィオラ服1(CharacterData c) { Col.GetRandomClothesColor(out var c0); Col.GetRandomClothesColor(out var c1); @@ -363,7 +363,7 @@ namespace SlaveMatrix } } - public static IEnumerable Get奴隷服(ChaD c, bool b, bool r, bool a) + public static IEnumerable Get奴隷服(CharacterData c, bool b, bool r, bool a) { Color c0 = Col.Empty; Color c1 = Col.Empty; diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs index 59e85c4..2b20350 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一.cs @@ -342,7 +342,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -366,7 +366,7 @@ namespace SlaveMatrix } } - public 角1_一(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角1_一D e) + public 角1_一(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角1_一D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["角"][0]); @@ -457,7 +457,7 @@ namespace SlaveMatrix X0Y1_線2CP = new ColorP(X0Y1_線2, 線2CD, DisUnit, abj: false); X0Y1_線3CP = new ColorP(X0Y1_線3, 線3CD, DisUnit, abj: false); X0Y1_線4CP = new ColorP(X0Y1_線4, 線4CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -488,7 +488,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -507,7 +507,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 線1CD = new ColorD(ref 体配色.角1O.Col2, ref Color2.Empty); @@ -524,7 +524,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 線1CD = new ColorD(ref 体配色.刺青O.Col2, ref Color2.Empty); @@ -541,7 +541,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 線1CD = new ColorD(ref 体配色.角1O.Col2, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一D.cs index 1d81288..a3e11de 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_一D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角1_一(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs index 9c16282..38929f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫.cs @@ -256,7 +256,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -275,7 +275,7 @@ namespace SlaveMatrix } } - public 角1_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角1_虫D e) + public 角1_虫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角1_虫D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["角"][2]); @@ -358,7 +358,7 @@ namespace SlaveMatrix X0Y1_線CP = new ColorP(X0Y1_線, 線CD, DisUnit, abj: true); X0Y1_折線1CP = new ColorP(X0Y1_折線1, 折線1CD, DisUnit, abj: true); X0Y1_折線2CP = new ColorP(X0Y1_折線2, 折線2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -385,7 +385,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -404,7 +404,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 器官左_器官1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -416,7 +416,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 器官左_器官1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -428,7 +428,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 器官左_器官1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫D.cs index 770677d..fc15e35 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_虫D.cs @@ -29,7 +29,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角1_虫(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs index 64ff847..5534d5c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼.cs @@ -230,7 +230,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -249,7 +249,7 @@ namespace SlaveMatrix } } - public 角1_鬼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角1_鬼D e) + public 角1_鬼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角1_鬼D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢中["角"][1]); @@ -321,7 +321,7 @@ namespace SlaveMatrix X0Y1_折線2CP = new ColorP(X0Y1_折線2, 折線2CD, DisUnit, abj: true); X0Y1_線1CP = new ColorP(X0Y1_線1, 線1CD, DisUnit, abj: false); X0Y1_線2CP = new ColorP(X0Y1_線2, 線2CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -345,7 +345,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -364,7 +364,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 線1CD = new ColorD(ref 体配色.角1O.Col2, ref Color2.Empty); @@ -376,7 +376,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 線1CD = new ColorD(ref 体配色.刺青O.Col2, ref Color2.Empty); @@ -388,7 +388,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 線1CD = new ColorD(ref 体配色.角1O.Col2, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼D.cs index 0d812f2..acef8f2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角1_鬼D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角1_鬼(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs index cb3d9ff..01bca94 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1.cs @@ -262,7 +262,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -282,7 +282,7 @@ namespace SlaveMatrix } } - public 角2_山1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_山1D e) + public 角2_山1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_山1D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][0]); @@ -361,7 +361,7 @@ namespace SlaveMatrix X0Y1_凸2CP = new ColorP(X0Y1_凸2, 凸2CD, DisUnit, abj: true); X0Y1_凸3CP = new ColorP(X0Y1_凸3, 凸3CD, DisUnit, abj: true); X0Y1_凸4CP = new ColorP(X0Y1_凸4, 凸4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -396,7 +396,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -415,7 +415,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凸1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -428,7 +428,7 @@ namespace SlaveMatrix 折線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凸1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -441,7 +441,7 @@ namespace SlaveMatrix 折線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 凸1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1D.cs index e9be139..bf8aa83 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山1D.cs @@ -29,7 +29,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_山1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs index 1a0cfd5..65547f5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2.cs @@ -308,7 +308,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -330,7 +330,7 @@ namespace SlaveMatrix } } - public 角2_山2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_山2D e) + public 角2_山2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_山2D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][1]); @@ -417,7 +417,7 @@ namespace SlaveMatrix X0Y1_凸3CP = new ColorP(X0Y1_凸3, 凸3CD, DisUnit, abj: true); X0Y1_凸4CP = new ColorP(X0Y1_凸4, 凸4CD, DisUnit, abj: true); X0Y1_凸5CP = new ColorP(X0Y1_凸5, 凸5CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -455,7 +455,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -474,7 +474,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凸1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -489,7 +489,7 @@ namespace SlaveMatrix 折線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凸1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -504,7 +504,7 @@ namespace SlaveMatrix 折線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 凸1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2D.cs index b231937..f324253 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山2D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_山2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs index 9500b25..4a3ef4b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3.cs @@ -498,7 +498,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -529,7 +529,7 @@ namespace SlaveMatrix } } - public 角2_山3(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_山3D e) + public 角2_山3(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_山3D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][2]); @@ -648,7 +648,7 @@ namespace SlaveMatrix X0Y1_根_凸4CP = new ColorP(X0Y1_根_凸4, 根_凸4CD, DisUnit, abj: true); X0Y1_根_凸5CP = new ColorP(X0Y1_根_凸5, 根_凸5CD, DisUnit, abj: true); X0Y1_根_凸6CP = new ColorP(X0Y1_根_凸6, 根_凸6CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 根描画(RenderArea Are) @@ -733,7 +733,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -752,7 +752,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根_根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 根_凸1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -776,7 +776,7 @@ namespace SlaveMatrix 根_折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根_根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 根_凸1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -800,7 +800,7 @@ namespace SlaveMatrix 根_折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根_根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 根_凸1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3D.cs index 6d69473..b76c5c5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_山3D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_山3(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs index abcfafc..57c9c3c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻.cs @@ -388,7 +388,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -414,7 +414,7 @@ namespace SlaveMatrix } } - public 角2_巻(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_巻D e) + public 角2_巻(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_巻D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][3]); @@ -515,7 +515,7 @@ namespace SlaveMatrix X0Y1_根_凸3CP = new ColorP(X0Y1_根_凸3, 根_凸3CD, DisUnit, abj: true); X0Y1_根_凸2CP = new ColorP(X0Y1_根_凸2, 根_凸2CD, DisUnit, abj: true); X0Y1_根_凸1CP = new ColorP(X0Y1_根_凸1, 根_凸1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 根描画(RenderArea Are) @@ -587,7 +587,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -606,7 +606,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根_根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 根_凸6CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -625,7 +625,7 @@ namespace SlaveMatrix 根_折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根_根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 根_凸6CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -644,7 +644,7 @@ namespace SlaveMatrix 根_折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根_根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 根_凸6CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻D.cs index 8d4c942..4afa4f0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_巻D.cs @@ -41,7 +41,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_巻(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs index f8fb27a..3cb7a8d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1.cs @@ -276,7 +276,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -297,7 +297,7 @@ namespace SlaveMatrix } } - public 角2_牛1(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_牛1D e) + public 角2_牛1(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛1D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][4]); @@ -377,7 +377,7 @@ namespace SlaveMatrix X0Y1_凹1CP = new ColorP(X0Y1_凹1, 凹1CD, DisUnit, abj: true); X0Y1_凹2CP = new ColorP(X0Y1_凹2, 凹2CD, DisUnit, abj: true); X0Y1_凹3CP = new ColorP(X0Y1_凹3, 凹3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -412,7 +412,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -431,7 +431,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -445,7 +445,7 @@ namespace SlaveMatrix 線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -459,7 +459,7 @@ namespace SlaveMatrix 線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1D.cs index 2f0d0b0..6e2dc01 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛1D.cs @@ -31,7 +31,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_牛1(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs index f9f9106..b4ed1fd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2.cs @@ -230,7 +230,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -249,7 +249,7 @@ namespace SlaveMatrix } } - public 角2_牛2(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_牛2D e) + public 角2_牛2(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛2D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][5]); @@ -321,7 +321,7 @@ namespace SlaveMatrix X0Y1_根CP = new ColorP(X0Y1_根, 根CD, DisUnit, abj: true); X0Y1_凹1CP = new ColorP(X0Y1_凹1, 凹1CD, DisUnit, abj: true); X0Y1_凹2CP = new ColorP(X0Y1_凹2, 凹2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -353,7 +353,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -372,7 +372,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -384,7 +384,7 @@ namespace SlaveMatrix 線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -396,7 +396,7 @@ namespace SlaveMatrix 線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2D.cs index 99e5743..09263d7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛2D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_牛2(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs index f2fa677..0b6c5f4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3.cs @@ -242,7 +242,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -261,7 +261,7 @@ namespace SlaveMatrix } } - public 角2_牛3(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_牛3D e) + public 角2_牛3(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛3D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][6]); @@ -337,7 +337,7 @@ namespace SlaveMatrix X0Y1_凹2CP = new ColorP(X0Y1_凹2, 凹2CD, DisUnit, abj: true); X0Y1_凹3CP = new ColorP(X0Y1_凹3, 凹3CD, DisUnit, abj: true); X0Y1_凹4CP = new ColorP(X0Y1_凹4, 凹4CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -371,7 +371,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -390,7 +390,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -402,7 +402,7 @@ namespace SlaveMatrix 凹7CD = new ColorD(ref Col.Black, ref 体配色.角1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -414,7 +414,7 @@ namespace SlaveMatrix 凹7CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3D.cs index 64c8f8b..a01397f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛3D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_牛3(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs index 3f0fa09..573d895 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4.cs @@ -296,7 +296,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -318,7 +318,7 @@ namespace SlaveMatrix } } - public 角2_牛4(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_牛4D e) + public 角2_牛4(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_牛4D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][7]); @@ -401,7 +401,7 @@ namespace SlaveMatrix X0Y1_凹1CP = new ColorP(X0Y1_凹1, 凹1CD, DisUnit, abj: true); X0Y1_凹2CP = new ColorP(X0Y1_凹2, 凹2CD, DisUnit, abj: true); X0Y1_線CP = new ColorP(X0Y1_線, 線CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -437,7 +437,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -456,7 +456,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); @@ -471,7 +471,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -486,7 +486,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 凹1CD = new ColorD(ref Col.Black, ref 体配色.角1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4D.cs index 87a9f49..da6358c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_牛4D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_牛4(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs index 0ab9c36..f578538 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs @@ -322,7 +322,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -348,7 +348,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 角2_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_虫D e) + public 角2_虫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_虫D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][9]); @@ -433,7 +433,7 @@ namespace SlaveMatrix X0Y1_棘_棘2CP = new ColorP(X0Y1_棘_棘2, 刺_棘2CD, DisUnit, abj: true); X0Y1_棘_棘3CP = new ColorP(X0Y1_棘_棘3, 刺_棘3CD, DisUnit, abj: true); X0Y1_折線CP = new ColorP(X0Y1_折線, 折線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); @@ -500,7 +500,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -519,7 +519,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -534,7 +534,7 @@ namespace SlaveMatrix 折線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -549,7 +549,7 @@ namespace SlaveMatrix 折線CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫D.cs index c9f4149..015b42e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_虫(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs index ba35e7c..c888fcc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼.cs @@ -250,7 +250,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -270,7 +270,7 @@ namespace SlaveMatrix } } - public 角2_鬼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 角2_鬼D e) + public 角2_鬼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 角2_鬼D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["角"][8]); @@ -345,7 +345,7 @@ namespace SlaveMatrix X0Y1_折線2CP = new ColorP(X0Y1_折線2, 折線2CD, DisUnit, abj: true); X0Y1_線1CP = new ColorP(X0Y1_線1, 線1CD, DisUnit, abj: false); X0Y1_線2CP = new ColorP(X0Y1_線2, 線2CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -396,7 +396,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -415,7 +415,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 線1CD = new ColorD(ref 体配色.角1O.Col2, ref Color2.Empty); @@ -428,7 +428,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.角0O); 線1CD = new ColorD(ref 体配色.刺青O.Col2, ref Color2.Empty); @@ -441,7 +441,7 @@ namespace SlaveMatrix 折線2CD = new ColorD(ref Col.Black, ref Color2.Empty); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 根CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 線1CD = new ColorD(ref 体配色.角1O.Col2, ref Color2.Empty); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼D.cs index 7168a09..aa0c53d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_鬼D.cs @@ -29,7 +29,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 角2_鬼(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs index d5073fe..78a33fb 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬.cs @@ -5744,7 +5744,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -6059,7 +6059,7 @@ namespace SlaveMatrix public JointS 鎖6_接続点 => new JointS(Body, X0Y0_脚前_輪_金具右, 0); - public 触手_犬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_犬D e) + public 触手_犬(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触手_犬D e) { 触手_犬 触手_犬2 = this; ThisType = GetType(); @@ -7103,7 +7103,7 @@ namespace SlaveMatrix X0Y0_脚前_輪_金具3CP = new ColorP(X0Y0_脚前_輪_金具3, 脚前_輪_金具3CD, DisUnit, abj: true); X0Y0_脚前_輪_金具左CP = new ColorP(X0Y0_脚前_輪_金具左, 脚前_輪_金具左CD, DisUnit, abj: true); X0Y0_脚前_輪_金具右CP = new ColorP(X0Y0_脚前_輪_金具右, 脚前_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3 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix); 鎖5 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix); @@ -7782,7 +7782,7 @@ namespace SlaveMatrix 鎖5.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) { @@ -7801,7 +7801,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 脚後_鰭_鰭膜1CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚後_鰭_鰭条1CD = new ColorD(ref Col.Black, ref 体配色.爪O); @@ -8083,7 +8083,7 @@ namespace SlaveMatrix 脚前_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) { 脚後_鰭_鰭膜1CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚後_鰭_鰭条1CD = new ColorD(ref Col.Black, ref 体配色.爪O); @@ -8365,7 +8365,7 @@ namespace SlaveMatrix 脚前_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) { 脚後_鰭_鰭膜1CD = new ColorD(ref Col.Black, ref 体配色.膜O); 脚後_鰭_鰭条1CD = new ColorD(ref Col.Black, ref 体配色.爪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs index e3278ac..812c821 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_犬D.cs @@ -643,7 +643,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.触手_犬_手右_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 触手_犬(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs index 228a66c..b0d0525 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦.cs @@ -3068,7 +3068,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -3279,7 +3279,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 触手_蔦(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_蔦D e) + public 触手_蔦(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触手_蔦D e) { 触手_蔦 触手_蔦2 = this; ThisType = GetType(); @@ -4066,7 +4066,7 @@ namespace SlaveMatrix X0Y0_先端_輪_金具3CP = new ColorP(X0Y0_先端_輪_金具3, 先端_輪_金具3CD, DisUnit, abj: true); X0Y0_先端_輪_金具左CP = new ColorP(X0Y0_先端_輪_金具左, 先端_輪_金具左CD, DisUnit, abj: true); X0Y0_先端_輪_金具右CP = new ColorP(X0Y0_先端_輪_金具右, 先端_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2 = new 拘束鎖(DisUnit, 右: true, 配色指定, 体配色, Xasix); 鎖3 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix); @@ -4501,7 +4501,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -4520,7 +4520,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1_節CD = new ColorD(ref Col.Black, ref 体配色.植0O); 節1_棘1CD = new ColorD(ref Col.Black, ref 体配色.植1O); @@ -4666,7 +4666,7 @@ namespace SlaveMatrix 輪2_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) { 節1_節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 節1_棘1CD = new ColorD(ref Col.Black, ref 体配色.植1O); @@ -4812,7 +4812,7 @@ namespace SlaveMatrix 輪2_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) { 節1_節CD = new ColorD(ref Col.Black, ref 体配色.植0O); 節1_棘1CD = new ColorD(ref Col.Black, ref 体配色.植1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦D.cs index e3d707c..1b338a6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_蔦D.cs @@ -531,7 +531,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.触手_蔦_先端_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 触手_蔦(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs index 8c0238c..506893c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触.cs @@ -3579,7 +3579,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -3771,7 +3771,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_手先_輪2_金具右, 0); - public 触手_触(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_触D e) + public 触手_触(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触手_触D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -4426,7 +4426,7 @@ namespace SlaveMatrix X0Y0_手先_節10_吸盤_吸盤4CP = new ColorP(X0Y0_手先_節10_吸盤_吸盤4, 手先_節10_吸盤_吸盤4CD, DisUnit, abj: true); X0Y0_手先_節10_爪_爪2CP = new ColorP(X0Y0_手先_節10_爪_爪2, 手先_節10_爪_爪2CD, DisUnit, abj: true); X0Y0_手先_節10_爪_爪1CP = new ColorP(X0Y0_手先_節10_爪_爪1, 手先_節10_爪_爪1CD, 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2 = 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); @@ -4991,7 +4991,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -5010,7 +5010,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 腕部_節1_節CD = new ColorD(ref Col.Black, ref 体配色.体1O); 腕部_節1_紋柄_紋柄1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); @@ -5187,7 +5187,7 @@ namespace SlaveMatrix 手先_輪2_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) { this.配色T(0, "節CD", ref 体配色.体1O, ref 体配色.刺青O); 腕部_節1_紋柄_紋柄1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); @@ -5330,7 +5330,7 @@ namespace SlaveMatrix 手先_輪2_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) { this.配色T(1, "節CD", ref 体配色.体1O, ref 体配色.刺青O); 腕部_節1_紋柄_紋柄1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触D.cs index 4e1bc94..3b52858 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_触D.cs @@ -363,7 +363,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触手_触(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs index af42e18..9bbc8f6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟.cs @@ -6919,7 +6919,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -7278,7 +7278,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 触手_軟(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触手_軟D e) + public 触手_軟(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触手_軟D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -8402,7 +8402,7 @@ namespace SlaveMatrix X0Y0_節41_吸盤2CP = new ColorP(X0Y0_節41_吸盤2, 節41_吸盤2CD, DisUnit, abj: true); X0Y0_節41_吸盤3CP = new ColorP(X0Y0_節41_吸盤3, 節41_吸盤3CD, DisUnit, abj: true); X0Y0_節41_吸盤4CP = new ColorP(X0Y0_節41_吸盤4, 節41_吸盤4CD, 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2 = 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); @@ -9458,7 +9458,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -9477,7 +9477,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1_節CD = new ColorD(ref Col.Black, ref 体配色.体0O); 節1_紋柄1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); @@ -9821,7 +9821,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(0, "節CD", ref 体配色.体0O, ref 体配色.刺青O); 節1_紋柄1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); @@ -10125,7 +10125,7 @@ namespace SlaveMatrix 輪2_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) { this.配色T(1, "節CD", ref 体配色.体0O, ref 体配色.刺青O); 節1_紋柄1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟D.cs index e793d27..b76979f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触手_軟D.cs @@ -701,7 +701,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触手_軟(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs index aa67be5..6eb4e93 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs @@ -324,7 +324,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -351,7 +351,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0); - public 触肢_肢蜘(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触肢_肢蜘D e) + public 触肢_肢蜘(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触肢_肢蜘D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -433,7 +433,7 @@ namespace SlaveMatrix X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, 輪_金具左CD, DisUnit, abj: true); X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, 輪_金具右CD, DisUnit, abj: true); X0Y0_蹠節CP = new ColorP(X0Y0_蹠節, 蹠節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); 鎖表示 = e.鎖表示; @@ -513,7 +513,7 @@ 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) { @@ -532,7 +532,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 基節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -548,7 +548,7 @@ namespace SlaveMatrix 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) { 基節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 転節CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -564,7 +564,7 @@ namespace SlaveMatrix 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) { 基節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 転節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘D.cs index 12722d5..9be6406 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘D.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触肢_肢蜘(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs index 09fd468..11d9dbd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍.cs @@ -454,7 +454,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -490,7 +490,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 触肢_肢蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触肢_肢蠍D e) + public 触肢_肢蠍(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触肢_肢蠍D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -589,7 +589,7 @@ namespace SlaveMatrix X0Y0_輪1_金具3CP = new ColorP(X0Y0_輪1_金具3, 輪1_金具3CD, DisUnit, abj: true); X0Y0_輪1_金具左CP = new ColorP(X0Y0_輪1_金具左, 輪1_金具左CD, DisUnit, abj: true); X0Y0_輪1_金具右CP = new ColorP(X0Y0_輪1_金具右, 輪1_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2 = new 拘束鎖(DisUnit, 右: true, 配色指定, 体配色, Xasix); 鎖3 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix); @@ -699,7 +699,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -718,7 +718,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 爪2CD = new ColorD(ref Col.Black, ref 体配色.甲0R); 爪1CD = new ColorD(ref Col.Black, ref 体配色.甲0R); @@ -739,7 +739,7 @@ namespace SlaveMatrix 輪2_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) { 爪2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 爪1CD = new ColorD(ref Col.Black, ref 体配色.甲0R); @@ -760,7 +760,7 @@ namespace SlaveMatrix 輪2_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) { 爪2CD = new ColorD(ref Col.Black, ref 体配色.甲0R); 爪1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍D.cs index 3aef0aa..af24e20 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蠍D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触肢_肢蠍(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs index 1f29936..7974236 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲.cs @@ -272,7 +272,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -294,7 +294,7 @@ namespace SlaveMatrix } } - public 触覚_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触覚_甲D e) + public 触覚_甲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触覚_甲D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -370,7 +370,7 @@ namespace SlaveMatrix X0Y0_節8CP = new ColorP(X0Y0_節8, 節8CD, DisUnit, abj: true); X0Y0_節9CP = new ColorP(X0Y0_節9, 節9CD, DisUnit, abj: true); X0Y0_節10CP = new ColorP(X0Y0_節10, 節10CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -431,7 +431,7 @@ namespace SlaveMatrix X0Y0_節10CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -450,7 +450,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節0CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 節1CD = new ColorD(ref Col.Black, ref 体配色.甲0O); @@ -465,12 +465,12 @@ namespace SlaveMatrix 節10CD = new ColorD(ref Col.Black, ref 体配色.甲0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "節", ref 体配色.甲0O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "節", ref 体配色.甲0O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲D.cs index efb7efc..9f00af1 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_甲D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触覚_甲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs index 1ae43c6..c26e26d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節.cs @@ -572,7 +572,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -609,7 +609,7 @@ namespace SlaveMatrix } } - public 触覚_節(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触覚_節D e) + public 触覚_節(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触覚_節D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -730,7 +730,7 @@ namespace SlaveMatrix X0Y0_節24CP = new ColorP(X0Y0_節24, 節24CD, DisUnit, abj: true); X0Y0_節25CP = new ColorP(X0Y0_節25, 節25CD, DisUnit, abj: true); X0Y0_節26CP = new ColorP(X0Y0_節26, 節26CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -854,7 +854,7 @@ namespace SlaveMatrix X0Y0_節26CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -873,7 +873,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 節2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -903,12 +903,12 @@ namespace SlaveMatrix 節26CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "節", ref 体配色.甲1O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "節", ref 体配色.甲1O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節D.cs index 25b0eca..321d29f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_節D.cs @@ -63,7 +63,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触覚_節(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs index ce1589e..7214629 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線.cs @@ -1252,7 +1252,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1323,7 +1323,7 @@ namespace SlaveMatrix } } - public 触覚_線(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触覚_線D e) + public 触覚_線(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触覚_線D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1546,7 +1546,7 @@ namespace SlaveMatrix X0Y0_節58CP = new ColorP(X0Y0_節58, 節58CD, DisUnit, abj: true); X0Y0_節59CP = new ColorP(X0Y0_節59, 節59CD, DisUnit, abj: true); X0Y0_節60CP = new ColorP(X0Y0_節60, 節60CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1805,7 +1805,7 @@ namespace SlaveMatrix X0Y0_節60CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1824,7 +1824,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 節2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -1888,12 +1888,12 @@ namespace SlaveMatrix 節60CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "節", ref 体配色.甲1O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "節", ref 体配色.甲1O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線D.cs index 9c7138d..b039b1f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_線D.cs @@ -131,7 +131,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触覚_線(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs index 8236d18..de35de4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾.cs @@ -3072,7 +3072,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -3234,7 +3234,7 @@ namespace SlaveMatrix } } - public 触覚_蛾(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触覚_蛾D e) + public 触覚_蛾(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触覚_蛾D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -3780,7 +3780,7 @@ namespace SlaveMatrix X0Y0_節50_毛左CP = new ColorP(X0Y0_節50_毛左, 節50_毛左CD, DisUnit, abj: true); X0Y0_節50_毛右CP = new ColorP(X0Y0_節50_毛右, 節50_毛右CD, DisUnit, abj: true); X0Y0_節CP = new ColorP(X0Y0_節, 節CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -4104,7 +4104,7 @@ namespace SlaveMatrix X0Y0_節CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -4123,7 +4123,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1_節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 節1_毛左CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -4278,7 +4278,7 @@ namespace SlaveMatrix 節CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "節CD", ref 体配色.甲1O, ref 体配色.刺青O); 節1_毛左CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -4383,7 +4383,7 @@ namespace SlaveMatrix 節50_毛右CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "節CD", ref 体配色.甲1O, ref 体配色.刺青O); 節1_毛左CD = new ColorD(ref Col.Black, ref 体配色.甲1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾D.cs index 16eb463..a011095 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蛾D.cs @@ -313,7 +313,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触覚_蛾(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs index 658853c..fa0494c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶.cs @@ -752,7 +752,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -798,7 +798,7 @@ namespace SlaveMatrix } } - public 触覚_蝶(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触覚_蝶D e) + public 触覚_蝶(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触覚_蝶D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -946,7 +946,7 @@ namespace SlaveMatrix X0Y0_節33CP = new ColorP(X0Y0_節33, 節33CD, DisUnit, abj: true); X0Y0_節34CP = new ColorP(X0Y0_節34, 節34CD, DisUnit, abj: true); X0Y0_節35CP = new ColorP(X0Y0_節35, 節35CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1105,7 +1105,7 @@ namespace SlaveMatrix X0Y0_節35CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1124,7 +1124,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 節1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 節2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -1163,12 +1163,12 @@ namespace SlaveMatrix 節35CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { this.配色T(0, "節", ref 体配色.甲1O, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { this.配色T(1, "節", ref 体配色.甲1O, ref 体配色.刺青O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶D.cs index ec9d5a7..d761ded 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蝶D.cs @@ -81,7 +81,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触覚_蝶(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs index b5a5024..89a0f04 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍.cs @@ -451,7 +451,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -482,7 +482,7 @@ namespace SlaveMatrix } } - public 触覚_蠍(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 触覚_蠍D e) + public 触覚_蠍(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触覚_蠍D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -586,7 +586,7 @@ namespace SlaveMatrix X0Y0_歯12CP = new ColorP(X0Y0_歯12, 歯12CD, DisUnit, abj: true); X0Y0_歯13CP = new ColorP(X0Y0_歯13, 歯13CD, DisUnit, abj: true); X0Y0_櫛状板2CP = new ColorP(X0Y0_櫛状板2, 櫛状板2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -620,7 +620,7 @@ namespace SlaveMatrix X0Y0_櫛状板2CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -639,7 +639,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 櫛状版1_櫛状版1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 櫛状版1_櫛状版2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -663,7 +663,7 @@ namespace SlaveMatrix 櫛状板2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 櫛状版1_櫛状版1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 櫛状版1_櫛状版2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -687,7 +687,7 @@ namespace SlaveMatrix 櫛状板2CD = new ColorD(ref Col.Black, ref 体配色.甲1O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 櫛状版1_櫛状版1CD = new ColorD(ref Col.Black, ref 体配色.甲1O); 櫛状版1_櫛状版2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍D.cs index 5c14c1c..42e4d8d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/触覚_蠍D.cs @@ -51,7 +51,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 触覚_蠍(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs index efe615b..5de9dba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭.cs @@ -941,7 +941,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -965,7 +965,7 @@ namespace SlaveMatrix } } - public 調教鞭(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 調教鞭D e) + public 調教鞭(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 調教鞭D e) { ThisType = GetType(); Body = new Difs(Sta.カーソル["調教鞭"]); @@ -1261,7 +1261,7 @@ namespace SlaveMatrix X1Y4_紐CP = new ColorP(X1Y4_紐, 紐CD, DisUnit, abj: true); X1Y4_鞭撃エフェクト1CP = new ColorP(X1Y4_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true); X1Y4_鞭撃エフェクト2CP = new ColorP(X1Y4_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; 尺度B = 1.01; Body.JoinPAall(); } @@ -1418,12 +1418,12 @@ 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) { Color2 色 = new Color2(ref Col.Black, ref Col.Empty); 先CD = new ColorD(ref Col.Black, ref 色); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭D.cs index 8f67518..d5b58da 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調教鞭D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 調教鞭(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs index e4e174b..ece1565 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/調鞭処理.cs @@ -8,9 +8,9 @@ namespace SlaveMatrix { public 衝撃 衝撃; - public Mot 鞭撃モーション; + public Motion 鞭撃モーション; - private Mot 衝撃モーション; + private Motion 衝撃モーション; private Vector2D v; @@ -120,10 +120,10 @@ namespace SlaveMatrix Par p; Vector2D cp; Color hc; - 鞭撃モーション = new Mot(0.0, 1.0) + 鞭撃モーション = new Motion(0.0, 1.0) { BaseSpeed = 10.0 * 強さ_, - Staing = delegate + OnStart = delegate { l = 調鞭処理2.mb == MouseButtons.Left; 鞭.Xi = 1; @@ -141,7 +141,7 @@ namespace SlaveMatrix 鞭.鞭撃エフェクト2CD.不透明度 = 調鞭処理2.強度; 調鞭処理2.振り(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { if (l) { @@ -170,7 +170,7 @@ namespace SlaveMatrix 調鞭処理2.打ち(cp); } }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { 鞭.鞭撃エフェクト1_表示 = false; 鞭.鞭撃エフェクト2_表示 = false; @@ -185,10 +185,10 @@ namespace SlaveMatrix 鞭.Body.JoinPA(); m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { m.ResetValue(); } @@ -199,10 +199,10 @@ namespace SlaveMatrix 表示 = false }); 衝撃.尺度B = 1.2; - 衝撃モーション = new Mot(0.0, 1.0) + 衝撃モーション = new Motion(0.0, 1.0) { BaseSpeed = 5.0, - Staing = delegate + OnStart = delegate { 調鞭処理2.衝撃.表示 = true; 調鞭処理2.衝撃.角度C = 360.0 * RNG.XS.NextDouble(); @@ -210,18 +210,18 @@ namespace SlaveMatrix //TODO fix? //Sounds.鞭撃.Play(); }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { 調鞭処理2.衝撃.尺度C = m.Value * 調鞭処理2.強さ_; }, - Reaing = delegate(Mot m) + OnReach = delegate(Motion m) { m.End(); }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate(Mot m) + OnEnd = delegate(Motion m) { 調鞭処理2.衝撃.表示 = false; m.ResetValue(); @@ -230,10 +230,10 @@ namespace SlaveMatrix 調教UI.Mots.Add(衝撃モーション.GetHashCode().ToString(), 衝撃モーション); } - public void SetCha(Cha Cha) + public void SetCha(Character Cha) { base.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; } public new void Reset() diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs index 42e4e5c..48fd17a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人.cs @@ -2842,7 +2842,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -3169,7 +3169,7 @@ namespace SlaveMatrix } } - public 足_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_人D e) + public 足_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_人D e) { ThisType = GetType(); Body = new Difs(Sta.脚左["足"]); @@ -3859,7 +3859,7 @@ namespace SlaveMatrix X0Y1_アーマ1_鉄靴1CP = new ColorP(X0Y1_アーマ1_鉄靴1, アーマ1_鉄靴1CD, DisUnit, abj: true); X0Y1_アーマ1_鉄靴2CP = new ColorP(X0Y1_アーマ1_鉄靴2, アーマ1_鉄靴2CD, DisUnit, abj: true); X0Y1_アーマ1_鉄靴3CP = new ColorP(X0Y1_アーマ1_鉄靴3, アーマ1_鉄靴3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -4424,7 +4424,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -4446,7 +4446,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { ヒール0_ヒールCD = new ColorD(); ヒール0_靴底CD = new ColorD(); @@ -4559,7 +4559,7 @@ namespace SlaveMatrix ナース1_ストラップ4_縁2CD = new ColorD(); } - private void 配色B0(体配色 体配色) + private void 配色B0(BodyColorSet 体配色) { ヒール0_ヒールCD = new ColorD(); ヒール0_靴底CD = new ColorD(); @@ -4672,7 +4672,7 @@ namespace SlaveMatrix ナース1_ストラップ4_縁2CD = new ColorD(); } - private void 配色C0(体配色 体配色) + private void 配色C0(BodyColorSet 体配色) { ヒール0_ヒールCD = new ColorD(); ヒール0_靴底CD = new ColorD(); @@ -4785,7 +4785,7 @@ namespace SlaveMatrix ナース1_ストラップ4_縁2CD = new ColorD(); } - private void 配色L0(体配色 体配色) + private void 配色L0(BodyColorSet 体配色) { ヒール0_ヒールCD = new ColorD(); ヒール0_靴底CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人D.cs index 8a22326..5206f86 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_人D.cs @@ -249,7 +249,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 足_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs index abc0ee7..e71c01c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛.cs @@ -385,7 +385,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -415,7 +415,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0); - public 足_牛(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_牛D e) + public 足_牛(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_牛D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -506,7 +506,7 @@ 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); @@ -558,12 +558,12 @@ 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) { 足CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛D.cs index 7b44454..76dcf1a 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_牛D.cs @@ -45,7 +45,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 足_牛(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs index b45f266..0421cf2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣.cs @@ -545,7 +545,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -583,7 +583,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0); - public 足_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_獣D e) + public 足_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_獣D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -702,7 +702,7 @@ 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); @@ -763,12 +763,12 @@ 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) { 足CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣D.cs index 17bf45c..990f675 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_獣D.cs @@ -61,7 +61,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 足_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs index 6efd06f..feff15d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜.cs @@ -1205,7 +1205,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1276,7 +1276,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0); - public 足_竜(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_竜D e) + public 足_竜(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_竜D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1508,7 +1508,7 @@ 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); @@ -1601,7 +1601,7 @@ 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) { @@ -1620,7 +1620,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 足CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 竜性_鱗足_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -1680,7 +1680,7 @@ 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) { 足CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 竜性_鱗足_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -1740,7 +1740,7 @@ 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) { 足CD = new ColorD(ref Col.Black, ref 体配色.毛0O); 竜性_鱗足_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜D.cs index 7baf462..be66885 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_竜D.cs @@ -127,7 +127,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 足_竜(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs index e2b71ad..263dd3e 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬.cs @@ -305,7 +305,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -331,7 +331,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0); - public 足_馬(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_馬D e) + public 足_馬(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_馬D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -410,7 +410,7 @@ 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); @@ -455,12 +455,12 @@ 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) { 足CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬D.cs index f7dbdb1..b98e57f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_馬D.cs @@ -37,7 +37,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 足_馬(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs index 947c1e4..5cb4e77 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥.cs @@ -1765,7 +1765,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1864,7 +1864,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_脚輪_金具右, 0); - public 足_鳥(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 足_鳥D e) + public 足_鳥(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 足_鳥D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -2177,7 +2177,7 @@ namespace SlaveMatrix X0Y0_親指_竜性_鱗1_竜性_鱗4CP = new ColorP(X0Y0_親指_竜性_鱗1_竜性_鱗4, 親指_竜性_鱗1_竜性_鱗4CD, DisUnit, abj: true); X0Y0_親指_竜性_鱗1_竜性_鱗5CP = new ColorP(X0Y0_親指_竜性_鱗1_竜性_鱗5, 親指_竜性_鱗1_竜性_鱗5CD, DisUnit, abj: true); X0Y0_親指_竜性_鱗1_竜性_鱗6CP = new ColorP(X0Y0_親指_竜性_鱗1_竜性_鱗6, 親指_竜性_鱗1_竜性_鱗6CD, 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); @@ -2387,7 +2387,7 @@ 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) { @@ -2406,7 +2406,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 足CD = 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); @@ -2494,7 +2494,7 @@ namespace SlaveMatrix 親指_竜性_鱗1_竜性_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 足CD = 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); @@ -2582,7 +2582,7 @@ namespace SlaveMatrix 親指_竜性_鱗1_竜性_鱗6CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 足CD = 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); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥D.cs index 25f0707..b8bd432 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/足_鳥D.cs @@ -183,7 +183,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 足_鳥(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs index 1b8a61a..45ac9a6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public 鎖(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鎖D e) + public 鎖(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鎖D e) { ThisType = GetType(); Body = new Difs(Sta.その他["鎖"]); @@ -148,7 +148,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_鎖2CP = new ColorP(X0Y0_鎖2, 鎖2CD, DisUnit, abj: true); X0Y0_鎖1CP = new ColorP(X0Y0_鎖1, 鎖1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override bool Is鉄(Par p) @@ -166,12 +166,12 @@ namespace SlaveMatrix X0Y0_鎖1CP.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) { 鎖2CD = new ColorD(); 鎖1CD = new ColorD(); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖D.cs index 270d5f5..b0aa472 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鎖D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鎖(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs index f6bf5c5..377506b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇.cs @@ -244,7 +244,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -301,7 +301,7 @@ namespace SlaveMatrix public JointS Torso_接続点 => new JointS(Body, X0Y0_Torso1_Torso, 1); - public 長物_蛇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_蛇D e) + public 長物_蛇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 長物_蛇D e) { 長物_蛇 長物_蛇2 = this; ThisType = GetType(); @@ -411,7 +411,7 @@ namespace SlaveMatrix X0Y0_Torso1_鱗右2CP = new ColorP(X0Y0_Torso1_鱗右2, Torso1_鱗右2CD, DisUnit, abj: true); X0Y0_Torso1_鱗左1CP = new ColorP(X0Y0_Torso1_鱗左1, Torso1_鱗左1CD, DisUnit, abj: true); X0Y0_Torso1_鱗右1CP = new ColorP(X0Y0_Torso1_鱗右1, Torso1_鱗右1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -455,7 +455,7 @@ namespace SlaveMatrix X0Y0_Torso1_鱗右1CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -474,7 +474,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { Torso1_TorsoCD = new ColorD(ref Col.Empty, ref Color2.Empty); Torso1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -487,7 +487,7 @@ namespace SlaveMatrix Torso1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { Torso1_TorsoCD = new ColorD(ref Col.Empty, ref Color2.Empty); Torso1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); @@ -500,7 +500,7 @@ namespace SlaveMatrix Torso1_鱗右1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { Torso1_TorsoCD = new ColorD(ref Col.Empty, ref Color2.Empty); Torso1_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs index 03981f8..7cd07f3 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蛇D.cs @@ -61,7 +61,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.長物_蛇_Torso_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 長物_蛇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs index ca99beb..dc66490 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲.cs @@ -419,7 +419,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -513,7 +513,7 @@ namespace SlaveMatrix public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪1_金具右, 0); - public 長物_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_蟲D e) + public 長物_蟲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 長物_蟲D e) { 長物_蟲 長物_蟲2 = this; ThisType = GetType(); @@ -673,7 +673,7 @@ namespace SlaveMatrix X0Y0_輪1_金具3CP = new ColorP(X0Y0_輪1_金具3, 輪1_金具3CD, DisUnit, abj: true); X0Y0_輪1_金具左CP = new ColorP(X0Y0_輪1_金具左, 輪1_金具左CD, DisUnit, abj: true); X0Y0_輪1_金具右CP = new ColorP(X0Y0_輪1_金具右, 輪1_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2 = new 拘束鎖(DisUnit, !右, 配色指定, 体配色, Xasix); 鎖1.接続(鎖1_接続点); @@ -731,7 +731,7 @@ namespace SlaveMatrix 鎖2.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) { @@ -750,7 +750,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { Torso1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); Torso1_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -770,7 +770,7 @@ namespace SlaveMatrix 輪1_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) { Torso1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); Torso1_胸板CD = new ColorD(ref Col.Black, ref 体配色.甲1O); @@ -790,7 +790,7 @@ namespace SlaveMatrix 輪1_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) { Torso1_背板CD = new ColorD(ref Col.Black, ref 体配色.甲0O); Torso1_胸板CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs index bfc57ba..48a56e0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_蟲D.cs @@ -101,7 +101,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.長物_蟲_Torso_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 長物_蟲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs index a9f30fc..83e849b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚.cs @@ -1648,7 +1648,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1892,7 +1892,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 長物_魚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_魚D e) + public 長物_魚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 長物_魚D e) { 長物_魚 長物_魚2 = this; ThisType = GetType(); @@ -2357,7 +2357,7 @@ namespace SlaveMatrix X0Y0_輪1_金具3CP = new ColorP(X0Y0_輪1_金具3, 輪1_金具3CD, DisUnit, abj: true); X0Y0_輪1_金具左CP = new ColorP(X0Y0_輪1_金具左, 輪1_金具左CD, DisUnit, abj: true); X0Y0_輪1_金具右CP = new ColorP(X0Y0_輪1_金具右, 輪1_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2 = 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); @@ -2648,7 +2648,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -2667,7 +2667,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { Torso6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); Torso6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); @@ -2746,7 +2746,7 @@ namespace SlaveMatrix 輪2_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) { Torso6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); Torso6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); @@ -2825,7 +2825,7 @@ namespace SlaveMatrix 輪2_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) { Torso6_鱗左_鱗1CD = new ColorD(ref Col.Black, ref 体配色.刺青O); Torso6_鱗左_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs index a016836..21f2ac7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_魚D.cs @@ -315,7 +315,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.長物_魚_尾_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 長物_魚(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs index dbdf015..6acddc6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨.cs @@ -750,7 +750,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -875,7 +875,7 @@ namespace SlaveMatrix public JointS 鎖4_接続点 => new JointS(Body, X0Y0_輪2_金具右, 0); - public 長物_鯨(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 長物_鯨D e) + public 長物_鯨(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 長物_鯨D e) { 長物_鯨 長物_鯨2 = this; ThisType = GetType(); @@ -1188,7 +1188,7 @@ namespace SlaveMatrix X0Y0_輪1_金具3CP = new ColorP(X0Y0_輪1_金具3, 輪1_金具3CD, DisUnit, abj: true); X0Y0_輪1_金具左CP = new ColorP(X0Y0_輪1_金具左, 輪1_金具左CD, DisUnit, abj: true); X0Y0_輪1_金具右CP = new ColorP(X0Y0_輪1_金具右, 輪1_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2 = 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); @@ -1357,7 +1357,7 @@ namespace SlaveMatrix 鎖4.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) { @@ -1376,7 +1376,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); Torso6_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -1411,7 +1411,7 @@ namespace SlaveMatrix 輪2_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) { Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); Torso6_柄CD = new ColorD(ref Col.Black, ref 体配色.体0O); @@ -1445,7 +1445,7 @@ namespace SlaveMatrix 輪2_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) { Torso6_TorsoCD = new ColorD(ref Col.Black, ref 体配色.体1O); Torso6_柄CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs index 933efbd..4586e08 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/長物_鯨D.cs @@ -217,7 +217,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.長物_鯨_尾_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 長物_鯨(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs index 9d793f0..d6a4534 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 鞭痕(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鞭痕D e) + public 鞭痕(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鞭痕D e) { ThisType = GetType(); Body = new Difs(Sta.スタンプ["鞭痕"]); @@ -124,7 +124,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_鞭痕CP = new ColorP(X0Y0_鞭痕, 鞭痕CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -132,12 +132,12 @@ namespace SlaveMatrix X0Y0_鞭痕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) { 鞭痕CD = new ColorD(ref Col.Empty, ref 体配色.粘膜); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕D.cs index 16e0a96..ffa85b4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鞭痕D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鞭痕(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs index 8406ae3..d33482d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目.cs @@ -174,7 +174,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -231,7 +231,7 @@ namespace SlaveMatrix public JointS 瞼_接続点 => new JointS(Body, X0Y0_白目, 0); - public 頬目(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頬目D e) + public 頬目(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頬目D e) { 頬目 頬目2 = this; ThisType = GetType(); @@ -309,7 +309,7 @@ namespace SlaveMatrix X0Y0_黒目_ハートCP = new ColorP(X0Y0_黒目_ハート, 黒目_ハートCD, DisUnit, abj: true); X0Y0_黒目_ハイライト上CP = new ColorP(X0Y0_黒目_ハイライト上, 黒目_ハイライト上CD, DisUnit, abj: true); X0Y0_黒目_ハイライト下CP = new ColorP(X0Y0_黒目_ハイライト下, 黒目_ハイライト下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public void 猫目() @@ -334,7 +334,7 @@ namespace SlaveMatrix X0Y0_黒目_ハイライト下CP.Update(); } - private void 配色N0(体配色 体配色, bool 右) + private void 配色N0(BodyColorSet 体配色, bool 右) { if (右) { diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目D.cs index c32eb00..1096a44 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬目D.cs @@ -39,7 +39,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.頬目_瞼_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 頬目(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs index 3b5f008..a3952c0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼.cs @@ -315,7 +315,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -422,7 +422,7 @@ namespace SlaveMatrix } } - public 頬瞼(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頬瞼D e) + public 頬瞼(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頬瞼D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["頬瞼左"]); @@ -546,7 +546,7 @@ namespace SlaveMatrix X0Y4_瞼右_瞼CP = new ColorP(X0Y4_瞼右_瞼, 瞼右_瞼CD, DisUnit, abj: true); X0Y4_瞼右_睫毛1CP = new ColorP(X0Y4_瞼右_睫毛1, 瞼右_睫毛1CD, DisUnit, abj: true); X0Y4_瞼右_睫毛2CP = new ColorP(X0Y4_瞼右_睫毛2, 瞼右_睫毛2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } private void 睫毛長さ(Par p, double d) @@ -652,12 +652,12 @@ 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) { 瞼左_瞼CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.人肌O); 瞼左_睫毛1CD = new ColorD(ref 体配色.睫毛.Col1, ref 体配色.睫毛); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs index 1304b7d..05ad9df 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬瞼D.cs @@ -51,7 +51,7 @@ 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 頬瞼(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs index 14a8eb7..ee94334 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌.cs @@ -691,7 +691,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -734,7 +734,7 @@ namespace SlaveMatrix } } - public 頬肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頬肌D e) + public 頬肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頬肌D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["頬肌左"]); @@ -884,7 +884,7 @@ namespace SlaveMatrix X0Y0_竜性_鱗3CP = new ColorP(X0Y0_竜性_鱗3, 竜性_鱗3CD, DisUnit, abj: true); X0Y0_猟豹_タトゥCP = new ColorP(X0Y0_猟豹_タトゥ, 猟豹_タトゥCD, DisUnit, abj: true); X0Y0_牛柄_牛柄CP = new ColorP(X0Y0_牛柄_牛柄, 牛柄_牛柄CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 描画0(RenderArea Are) @@ -963,12 +963,12 @@ namespace SlaveMatrix X0Y0_牛柄_牛柄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) { 淫タトゥ_ハート_タトゥ左CD = new ColorD(ref Col.Black, ref 体配色.刺青); 淫タトゥ_ハート_タトゥ右CD = new ColorD(ref Col.Black, ref 体配色.刺青); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌D.cs index d01f6aa..c5fdb53 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頬肌D.cs @@ -75,7 +75,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 頬肌(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs index 9f7c49a..8fa83d5 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天.cs @@ -93,7 +93,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -105,7 +105,7 @@ namespace SlaveMatrix } } - public 頭頂_天(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頭頂_天D e) + public 頭頂_天(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頭頂_天D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -155,7 +155,7 @@ namespace SlaveMatrix Pars = new Par[2] { X0Y0_天輪上, X0Y0_天輪下 }; X0Y0_天輪上CP = new ColorP(X0Y0_天輪上, 天輪CD, DisUnit, abj: true); X0Y0_天輪下CP = new ColorP(X0Y0_天輪下, 天輪CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -165,12 +165,12 @@ namespace SlaveMatrix X0Y0_天輪下CP.Update(mm); } - 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) { 天輪CD = new ColorD(ref Col.Empty, ref 体配色.後光O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天D.cs index a8bcbdc..16f295f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_天D.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 頭頂_天(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs index ed8387a..c98441f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇.cs @@ -1676,7 +1676,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1855,7 +1855,7 @@ namespace SlaveMatrix public JointS 頭部後_接続点 => new JointS(Body, X0Y0_頭部, 0); - public 頭頂_宇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頭頂_宇D e) + public 頭頂_宇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頭頂_宇D e) { 頭頂_宇 頭頂_宇2 = this; ThisType = GetType(); @@ -2173,7 +2173,7 @@ namespace SlaveMatrix X0Y0_縁上_鱗_鱗右_鱗1CP = new ColorP(X0Y0_縁上_鱗_鱗右_鱗1, 縁上_鱗_鱗右_鱗1CD, DisUnit, abj: true); X0Y0_縁上_鱗_鱗1CP = new ColorP(X0Y0_縁上_鱗_鱗1, 縁上_鱗_鱗1CD, DisUnit, abj: true); X0Y0_縁上_鱗_鱗2CP = new ColorP(X0Y0_縁上_鱗_鱗2, 縁上_鱗_鱗2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -2261,7 +2261,7 @@ namespace SlaveMatrix X0Y0_縁上_鱗_鱗2CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -2280,7 +2280,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 頭部CD = new ColorD(ref Col.Black, ref 体配色.体0O); 頭頂部_透_基CD = new ColorD(ref Col.Black, ref 体配色.コアO); @@ -2365,7 +2365,7 @@ namespace SlaveMatrix 縁上_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 頭部CD = new ColorD(ref Col.Black, ref 体配色.鱗0O); 頭頂部_透_基CD = new ColorD(ref Col.Black, ref 体配色.コアO); @@ -2450,7 +2450,7 @@ namespace SlaveMatrix 縁上_鱗_鱗2CD = new ColorD(ref Col.Black, ref 体配色.刺青O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 頭部CD = new ColorD(ref Col.Black, ref 体配色.体0O); 頭頂部_透_基CD = new ColorD(ref Col.Black, ref 体配色.コアO); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇D.cs index 0cbce7d..6a2c2d0 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_宇D.cs @@ -185,7 +185,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.頭頂_宇_頭部後_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 頭頂_宇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs index f050c86..241756f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿.cs @@ -173,7 +173,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -206,7 +206,7 @@ namespace SlaveMatrix } } - public 頭頂_皿(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頭頂_皿D e) + public 頭頂_皿(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頭頂_皿D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -269,7 +269,7 @@ namespace SlaveMatrix X0Y0_甲殻_甲殻3CP = new ColorP(X0Y0_甲殻_甲殻3, 甲殻_甲殻3CD, DisUnit, abj: true); X0Y0_甲殻_甲殻2CP = new ColorP(X0Y0_甲殻_甲殻2, 甲殻_甲殻2CD, DisUnit, abj: true); X0Y0_甲殻_甲殻1CP = new ColorP(X0Y0_甲殻_甲殻1, 甲殻_甲殻1CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -282,12 +282,12 @@ namespace SlaveMatrix X0Y0_甲殻_甲殻1CP.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) { 皿1CD = new ColorD(ref Col.Black, ref 体配色.歯); 皿2CD = new ColorD(ref Col.Black, ref 体配色.爪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿D.cs index d214980..e8d4ac9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂_皿D.cs @@ -25,7 +25,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 頭頂_皿(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs index d7217b0..35b17a7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇.cs @@ -191,7 +191,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -209,7 +209,7 @@ namespace SlaveMatrix } } - public 頭頂後_宇(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 頭頂後_宇D e) + public 頭頂後_宇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 頭頂後_宇D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -274,7 +274,7 @@ namespace SlaveMatrix X0Y0_線_線右1CP = new ColorP(X0Y0_線_線右1, 線_線右1CD, DisUnit, abj: true); X0Y0_線_線右2CP = new ColorP(X0Y0_線_線右2, 線_線右2CD, DisUnit, abj: true); X0Y0_線_線右3CP = new ColorP(X0Y0_線_線右3, 線_線右3CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -288,12 +288,12 @@ namespace SlaveMatrix X0Y0_線_線右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) { 頭部CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); 線_線左1CD = new ColorD(ref Col.Black, ref 体配色.鱗1O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇D.cs index 156fef3..ce676e7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/頭頂後_宇D.cs @@ -25,7 +25,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 頭頂後_宇(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs index b36204b..75ce6f9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライト.cs @@ -91,7 +91,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -104,7 +104,7 @@ namespace SlaveMatrix } } - public 顔ハイライト(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔ハイライトD e) + public 顔ハイライト(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 顔ハイライトD e) { ThisType = GetType(); Body = new Difs(Sta.胴体["顔ハイライト左"]); @@ -148,7 +148,7 @@ namespace SlaveMatrix 配色(体配色); X0Y0_ハイライト1CP = new ColorP(X0Y0_ハイライト1, ハイライト1CD, DisUnit, abj: true); X0Y0_ハイライト2CP = new ColorP(X0Y0_ハイライト2, ハイライト2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -157,12 +157,12 @@ namespace SlaveMatrix X0Y0_ハイライト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) { ハイライト1CD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2O); ハイライト2CD = new ColorD(ref Col.Empty, ref 体配色.ハイライト2R); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライトD.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライトD.cs index 9cfc256..e2b569c 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライトD.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔ハイライトD.cs @@ -15,7 +15,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 顔ハイライト(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs index baa81d8..a23bf70 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲.cs @@ -452,7 +452,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -505,7 +505,7 @@ namespace SlaveMatrix public JointS 触覚右_接続点 => new JointS(Body, X0Y0_面中0_付根右_付根2, 0); - public 顔面_甲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔面_甲D e) + public 顔面_甲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 顔面_甲D e) { 顔面_甲 顔面_甲2 = this; ThisType = GetType(); @@ -641,7 +641,7 @@ namespace SlaveMatrix X0Y0_面中2_面中下CP = new ColorP(X0Y0_面中2_面中下, 面中2_面中下CD, DisUnit, abj: true); X0Y0_面中1_面中CP = new ColorP(X0Y0_面中1_面中, 面中1_面中CD, DisUnit, abj: true); X0Y0_面中1_面中下CP = new ColorP(X0Y0_面中1_面中下, 面中1_面中下CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -668,12 +668,12 @@ namespace SlaveMatrix X0Y0_面中1_面中下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) { 面額CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 面左下_面目CD = new ColorD(ref Col.Black, ref 体配色.刺青O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲D.cs index 851c0a0..5977f70 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_甲D.cs @@ -67,7 +67,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.顔面_甲_触覚右_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 顔面_甲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs index d1d4bcb..09141d8 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫.cs @@ -572,7 +572,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -635,7 +635,7 @@ namespace SlaveMatrix public JointS 触覚右_接続点 => new JointS(Body, X0Y0_付根右_付根2, 0); - public 顔面_虫(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔面_虫D e) + public 顔面_虫(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 顔面_虫D e) { 顔面_虫 顔面_虫2 = this; ThisType = GetType(); @@ -789,7 +789,7 @@ namespace SlaveMatrix X0Y0_単眼_眼右_基CP = new ColorP(X0Y0_単眼_眼右_基, 単眼_眼右_基CD, DisUnit, abj: true); X0Y0_単眼_眼右_眼CP = new ColorP(X0Y0_単眼_眼右_眼, 単眼_眼右_眼CD, DisUnit, abj: true); X0Y0_単眼_眼右_ハイライトCP = new ColorP(X0Y0_単眼_眼右_ハイライト, 単眼_眼右_ハイライトCD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -822,12 +822,12 @@ namespace SlaveMatrix X0Y0_単眼_眼右_ハイライト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) { 面基CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 複眼左_複眼1CD = new ColorD(ref Col.Black, ref 体配色.眼0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫D.cs index 90a0be2..bf853e6 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_虫D.cs @@ -79,7 +79,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.顔面_虫_触覚右_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 顔面_虫(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs index 8ed28fb..f889f40 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲.cs @@ -752,7 +752,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -819,7 +819,7 @@ namespace SlaveMatrix public JointS 触覚右_接続点 => new JointS(Body, X0Y0_面, 1); - public 顔面_蟲(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 顔面_蟲D e) + public 顔面_蟲(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 顔面_蟲D e) { 顔面_蟲 顔面_蟲2 = this; ThisType = GetType(); @@ -1005,7 +1005,7 @@ namespace SlaveMatrix X0Y0_角左_角左2CP = new ColorP(X0Y0_角左_角左2, 角左_角左2CD, DisUnit, abj: true); X0Y0_角右_角右1CP = new ColorP(X0Y0_角右_角右1, 角右_角右1CD, DisUnit, abj: true); X0Y0_角右_角右2CP = new ColorP(X0Y0_角右_角右2, 角右_角右2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -1047,12 +1047,12 @@ namespace SlaveMatrix X0Y0_角右_角右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) { 面CD = new ColorD(ref Col.Black, ref 体配色.甲0O); 眼左_眼1_基CD = new ColorD(ref Col.Black, ref 体配色.眼0O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲D.cs index 115b1b1..fec57e2 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/顔面_蟲D.cs @@ -97,7 +97,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.顔面_蟲_触覚右_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 顔面_蟲(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs index 8541ede..c580939 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人.cs @@ -532,7 +532,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -554,7 +554,7 @@ namespace SlaveMatrix } } - public 飛沫_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 飛沫_人D e) + public 飛沫_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 飛沫_人D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["飛沫"]); @@ -717,7 +717,7 @@ namespace SlaveMatrix X0Y4_雫8CP = new ColorP(X0Y4_雫8, 雫8CD, DisUnit, abj: true); X0Y4_雫9CP = new ColorP(X0Y4_雫9, 雫9CD, DisUnit, abj: true); X0Y4_雫10CP = new ColorP(X0Y4_雫10, 雫10CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -792,12 +792,12 @@ 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) { 飛沫基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 雫1CD = new ColorD(ref Col.Empty, ref 体配色.体液); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人D.cs index 4802fb6..c2ea036 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_人D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 飛沫_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs index df87141..f393aa4 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣.cs @@ -532,7 +532,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -554,7 +554,7 @@ namespace SlaveMatrix } } - public 飛沫_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 飛沫_獣D e) + public 飛沫_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 飛沫_獣D e) { ThisType = GetType(); Body = new Difs(Sta.性器付["四足飛沫"]); @@ -717,7 +717,7 @@ namespace SlaveMatrix X0Y4_雫8CP = new ColorP(X0Y4_雫8, 雫8CD, DisUnit, abj: true); X0Y4_雫9CP = new ColorP(X0Y4_雫9, 雫9CD, DisUnit, abj: true); X0Y4_雫10CP = new ColorP(X0Y4_雫10, 雫10CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -792,12 +792,12 @@ 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) { 飛沫基CD = new ColorD(ref Col.Empty, ref Color2.Empty); 雫1CD = new ColorD(ref Col.Empty, ref 体配色.体液); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣D.cs index 5f490f4..c49bf25 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛沫_獣D.cs @@ -33,7 +33,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 飛沫_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs index 4759528..182ba47 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_先.cs @@ -78,7 +78,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -103,7 +103,7 @@ namespace SlaveMatrix } } - public 飛膜_先(double DisUnit, 配色指定 配色指定, 体配色 体配色) + public 飛膜_先(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色) { ThisType = GetType(); Body = new Difs(Sta.腕左["飛膜先"]); @@ -615,7 +615,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -634,17 +634,17 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 飛膜CD = new ColorD(ref Col.Black, ref 体配色.膜R); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 飛膜CD = new ColorD(ref Col.Black, ref 体配色.刺青R); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 飛膜CD = new ColorD(ref Col.Black, ref 体配色.刺青R); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs index 25cc83d..be1732b 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/飛膜_根.cs @@ -78,7 +78,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -103,7 +103,7 @@ namespace SlaveMatrix } } - public 飛膜_根(double DisUnit, 配色指定 配色指定, 体配色 体配色) + public 飛膜_根(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色) { ThisType = GetType(); Body = new Difs(Sta.腕左["飛膜根"]); @@ -349,7 +349,7 @@ namespace SlaveMatrix } } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -368,17 +368,17 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 飛膜CD = new ColorD(ref Col.Black, ref 体配色.膜R); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 飛膜CD = new ColorD(ref Col.Black, ref 体配色.刺青R); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 飛膜CD = new ColorD(ref Col.Black, ref 体配色.刺青R); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs index d6256a0..e082010 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 鰭_豚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鰭_豚D e) + public 鰭_豚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鰭_豚D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -130,7 +130,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_鰭CP = new ColorP(X0Y0_鰭, 鰭CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -145,12 +145,12 @@ namespace SlaveMatrix X0Y0_鰭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) { 鰭CD = new ColorD(ref Col.Black, ref 体配色.体0O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚D.cs index 2661d83..8e0ca44 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_豚D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鰭_豚(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs index 6292bfe..0543607 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚.cs @@ -156,7 +156,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -171,7 +171,7 @@ namespace SlaveMatrix } } - public 鰭_魚(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鰭_魚D e) + public 鰭_魚(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鰭_魚D e) { ThisType = GetType(); Dif dif = new Dif(Sta.肢左["鰭"][0]); @@ -237,7 +237,7 @@ namespace SlaveMatrix X0Y1_鰭2_鰭条CP = new ColorP(X0Y1_鰭2_鰭条, 鰭2_鰭条CD, DisUnit, abj: true); X0Y1_鰭1_鰭膜CP = new ColorP(X0Y1_鰭1_鰭膜, 鰭1_鰭膜CD, DisUnit, abj: true); X0Y1_鰭1_鰭条CP = new ColorP(X0Y1_鰭1_鰭条, 鰭1_鰭条CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -272,12 +272,12 @@ 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) { 鰭2_鰭膜CD = new ColorD(ref Col.Black, ref 体配色.膜O); 鰭2_鰭条CD = new ColorD(ref Col.Black, ref 体配色.爪O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚D.cs index cc25deb..10d9cba 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_魚D.cs @@ -19,7 +19,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鰭_魚(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs index 3cc0e9d..da52cd7 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨.cs @@ -71,7 +71,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -83,7 +83,7 @@ namespace SlaveMatrix } } - public 鰭_鯨(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鰭_鯨D e) + public 鰭_鯨(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鰭_鯨D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -130,7 +130,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_鰭CP = new ColorP(X0Y0_鰭, 鰭CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -145,12 +145,12 @@ namespace SlaveMatrix X0Y0_鰭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) { 鰭CD = new ColorD(ref Col.Black, ref 体配色.体0O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨D.cs index 3cfe063..d3eab27 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鰭_鯨D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鰭_鯨(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs index 4df1ebc..0ed27a9 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰.cs @@ -1311,7 +1311,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -1399,7 +1399,7 @@ namespace SlaveMatrix } } - public 鳳凰(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鳳凰D e) + public 鳳凰(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鳳凰D e) { ThisType = GetType(); Dif dif = new Dif(); @@ -1652,7 +1652,7 @@ namespace SlaveMatrix X0Y0_羽21_羽CP = new ColorP(X0Y0_羽21_羽, 羽21_羽CD, DisUnit, abj: true); X0Y0_羽21_紋1CP = new ColorP(X0Y0_羽21_紋1, 羽21_紋1CD, DisUnit, abj: true); X0Y0_羽21_紋2CP = new ColorP(X0Y0_羽21_紋2, 羽21_紋2CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void SetAngle0() @@ -1750,7 +1750,7 @@ namespace SlaveMatrix X0Y0_羽21_紋2CP.Update(); } - private void 配色(体配色 体配色) + private void 配色(BodyColorSet 体配色) { switch (配色指定) { @@ -1769,7 +1769,7 @@ namespace SlaveMatrix } } - private void 配色N0(体配色 体配色) + private void 配色N0(BodyColorSet 体配色) { 羽_羽CD = new ColorD(ref Col.Black, ref 体配色.羽0O); 羽_紋1CD = new ColorD(ref Col.Empty, ref 体配色.柄O); @@ -1836,7 +1836,7 @@ namespace SlaveMatrix 羽21_紋2CD = new ColorD(ref Col.Empty, ref 体配色.紋O); } - private void 配色T0(体配色 体配色) + private void 配色T0(BodyColorSet 体配色) { 羽_羽CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 羽_紋1CD = new ColorD(ref Col.Empty, ref 体配色.柄O); @@ -1903,7 +1903,7 @@ namespace SlaveMatrix 羽21_紋2CD = new ColorD(ref Col.Empty, ref 体配色.紋O); } - private void 配色T1(体配色 体配色) + private void 配色T1(BodyColorSet 体配色) { 羽_羽CD = new ColorD(ref Col.Black, ref 体配色.刺青O); 羽_紋1CD = new ColorD(ref Col.Empty, ref 体配色.柄O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰D.cs index 00f2843..dcbce55 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鳳凰D.cs @@ -137,7 +137,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鳳凰(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs index e5a90ab..36197bd 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人.cs @@ -72,7 +72,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -88,7 +88,7 @@ namespace SlaveMatrix public JointS 鼻水右_接続点 => new JointS(Body, X0Y0_鼻, 1); - public 鼻_人(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻_人D e) + public 鼻_人(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鼻_人D e) { 鼻_人 鼻_人2 = this; ThisType = GetType(); @@ -158,7 +158,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_鼻CP = new ColorP(X0Y0_鼻, 鼻CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -166,12 +166,12 @@ namespace SlaveMatrix X0Y0_鼻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) { 鼻CD = new ColorD(ref Col.Black, ref Color2.Empty); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人D.cs index 49f8961..b7aa21d 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_人D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.鼻_人_鼻水右_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 鼻_人(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs index 5d4f6f0..a205fed 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣.cs @@ -72,7 +72,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -88,7 +88,7 @@ namespace SlaveMatrix public JointS 鼻水右_接続点 => new JointS(Body, X0Y0_鼻, 1); - public 鼻_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻_獣D e) + public 鼻_獣(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鼻_獣D e) { 鼻_獣 鼻_獣2 = this; ThisType = GetType(); @@ -158,7 +158,7 @@ namespace SlaveMatrix base.配色指定 = 配色指定; 配色(体配色); X0Y0_鼻CP = new ColorP(X0Y0_鼻, 鼻CD, DisUnit, abj: true); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -166,12 +166,12 @@ namespace SlaveMatrix X0Y0_鼻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) { 鼻CD = new ColorD(ref Col.Black, ref 体配色.紋O); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣D.cs index 573babf..7ba2f25 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻_獣D.cs @@ -27,7 +27,7 @@ namespace SlaveMatrix e.接続情報 = ConnectionInfo.鼻_獣_鼻水右_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 鼻_獣(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs index 2162ecf..b529592 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水.cs @@ -95,7 +95,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -121,7 +121,7 @@ namespace SlaveMatrix } } - public 鼻水(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻水D e) + public 鼻水(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鼻水D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["鼻水左"]); @@ -174,7 +174,7 @@ namespace SlaveMatrix X0Y2_鼻水CP = new ColorP(X0Y2_鼻水, 鼻水CD, DisUnit, abj: false); X0Y3_鼻水CP = new ColorP(X0Y3_鼻水, 鼻水CD, DisUnit, abj: false); X0Y4_鼻水CP = new ColorP(X0Y4_鼻水, 鼻水CD, DisUnit, abj: false); - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -199,12 +199,12 @@ 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) { 鼻水CD = new ColorD(ref 体配色.体液線, ref Color2.Empty); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水D.cs index fa11d7e..7d499fc 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻水D.cs @@ -13,7 +13,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鼻水(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs index e2445f5..eaa0863 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌.cs @@ -283,7 +283,7 @@ namespace SlaveMatrix } } - public override double 濃度 + public override double Intensity { get { @@ -305,7 +305,7 @@ namespace SlaveMatrix } } - public 鼻肌(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 鼻肌D e) + public 鼻肌(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鼻肌D e) { ThisType = GetType(); Body = new Difs(Sta.胴体["鼻肌"]); @@ -380,7 +380,7 @@ namespace SlaveMatrix X0Y0_紋柄_紋右_紋5CP = new ColorP(X0Y0_紋柄_紋右_紋5, 紋柄_紋右_紋5CD, DisUnit, abj: true); X0Y0_傷ICP = new ColorP(X0Y0_傷I, 傷ICD, DisUnit, abj: true); 傷I右濃度 = e.傷I右濃度; - 濃度 = e.濃度; + Intensity = e.濃度; } public override void 色更新() @@ -398,12 +398,12 @@ namespace SlaveMatrix X0Y0_傷ICP.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) { 紋柄_紋左_紋1CD = new ColorD(ref Col.Empty, ref 体配色.紋O); 紋柄_紋左_紋2CD = new ColorD(ref Col.Empty, ref 体配色.紋O); diff --git a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌D.cs b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌D.cs index 3145216..4e05e8f 100644 --- a/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌D.cs +++ b/SlaveMatrix/SlaveMatrix/BodyPartClasses/鼻肌D.cs @@ -35,7 +35,7 @@ namespace SlaveMatrix ThisType = GetType(); } - 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 鼻肌(DisUnit, 配色指定, 体配色, Med, this); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Body.cs similarity index 95% rename from SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs rename to SlaveMatrix/SlaveMatrix/GameClasses/Body.cs index f88ae00..ebe29ba 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Bod.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Body.cs @@ -32,11 +32,11 @@ namespace SlaveMatrix } } - public class Bod + public class Body { public ModeEventDispatcher Med; - public Cha Cha; + public Character Cha; public Ele[] Elements; @@ -98,27 +98,27 @@ namespace SlaveMatrix public 頬瞼 頬瞼右; - public 涙 涙左; + public 涙 LeftTear; - public 涙 涙右; + public 涙 RightTear; public 目隠帯 目隠帯; public 鼻 鼻; - public 鼻水 鼻水左; + public 鼻水 LeftNoseDrip; - public 鼻水 鼻水右; + public 鼻水 RightNoseDrip; public 口 口; public 舌 舌; - public 涎 涎左; + public 涎 LeftDrool; - public 涎 涎右; + public 涎 RightDrool; - public 性器精液_人 口精液; + public 性器精液_人 MouthCum; public Cough 咳; @@ -172,9 +172,9 @@ namespace SlaveMatrix public 乳房 乳房右; - public 噴乳 噴乳左; + public 噴乳 LeftMilkSpray; - public 噴乳 噴乳右; + public 噴乳 RightMilkSpary; public ピアス ピアス左; @@ -296,7 +296,7 @@ namespace SlaveMatrix public 多足_蜘 蜘; - public 性器精液_人 出糸精液; + public 性器精液_人 ThreadCum; public 多足_蠍 蠍; @@ -662,13 +662,13 @@ namespace SlaveMatrix public bool Is蜘尾; - public bool Is双眼; + public bool IsDualEyes; - public bool Is単眼; + public bool IsSingleEye; - public bool Is頬眼; + public bool IsCheekEyes; - public bool Is額眼; + public bool IsForeheadEye; public bool Is舌股; @@ -702,25 +702,25 @@ namespace SlaveMatrix public 膣基 膣基; - public 膣内精液 膣内精液; + public 膣内精液 VaginalCumDrip; public 断面 断面; public 性器 性器; - public 性器精液 性器精液; + public 性器精液 GenetalCum; - public 飛沫 飛沫; + public 飛沫 Splash; public 潮吹_小 潮吹_小; public 潮吹_大 潮吹_大; - public 放尿 放尿; + public 放尿 Urination; public 肛門 肛門; - public 肛門精液 肛門精液; + public 肛門精液 AnalCum; public 尾_蜘 蜘尾; @@ -883,7 +883,7 @@ namespace SlaveMatrix { get { - if (!膣基.表示 && !膣内精液.表示) + if (!膣基.表示 && !VaginalCumDrip.表示) { return 断面.表示; } @@ -892,12 +892,12 @@ namespace SlaveMatrix set { 膣基.表示 = value; - 膣内精液.精液_表示 = value; + VaginalCumDrip.精液_表示 = value; 断面.表示 = value; if (処女喪失) { - 膣内精液.血液1_表示 = value; - 膣内精液.血液2_表示 = value; + VaginalCumDrip.血液1_表示 = value; + VaginalCumDrip.血液2_表示 = value; } if (value) { @@ -1122,7 +1122,7 @@ namespace SlaveMatrix } } - public double 尿染み濃度 + public double UrineStainIntensity { get { @@ -1147,7 +1147,7 @@ namespace SlaveMatrix } } - public double 潮染み濃度 + public double SquirtStainIntensity { get { @@ -1170,7 +1170,7 @@ namespace SlaveMatrix } } - public double 飛沫濃度 + public double SplashIntencity { get { @@ -1303,11 +1303,11 @@ namespace SlaveMatrix { get { - return 下着陰核.濃度; + return 下着陰核.Intensity; } set { - 下着陰核.濃度 = value; + 下着陰核.Intensity = value; double sizeCont = 1.0 + 0.1 * value; if (Is獣) { @@ -1356,20 +1356,20 @@ namespace SlaveMatrix { get { - return 紅潮.濃度; + return 紅潮.Intensity; } set { - 紅潮.濃度 = value; + 紅潮.Intensity = value; if (頬瞼左 != null) { - 頬瞼左.瞼左_瞼CD.色 = Cha.ChaD.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.ChaD.body_color.粘膜)).GetSkinGrad(); - 頬瞼左.瞼右_瞼CD.色 = Cha.ChaD.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.ChaD.body_color.粘膜)).GetSkinGrad(); + 頬瞼左.瞼左_瞼CD.色 = Cha.CharacterData.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.CharacterData.body_color.粘膜)).GetSkinGrad(); + 頬瞼左.瞼右_瞼CD.色 = Cha.CharacterData.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.CharacterData.body_color.粘膜)).GetSkinGrad(); } if (頬瞼右 != null) { - 頬瞼右.瞼左_瞼CD.色 = Cha.ChaD.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.ChaD.body_color.粘膜)).GetSkinGrad(); - 頬瞼右.瞼右_瞼CD.色 = Cha.ChaD.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.ChaD.body_color.粘膜)).GetSkinGrad(); + 頬瞼右.瞼左_瞼CD.色 = Cha.CharacterData.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.CharacterData.body_color.粘膜)).GetSkinGrad(); + 頬瞼右.瞼右_瞼CD.色 = Cha.CharacterData.body_color.人肌.BlendP1(Color.FromArgb((int)(128.0 * value), Cha.CharacterData.body_color.粘膜)).GetSkinGrad(); } } } @@ -1383,8 +1383,8 @@ namespace SlaveMatrix set { 体紅潮_ = value; - Col.Alpha(ref Cha.ChaD.body_color.粘膜, (int)(24.0 * 体紅潮_), out var ret); - Set人肌色(Cha.ChaD.body_color.人肌.BlendP1(ret)); + Col.Alpha(ref Cha.CharacterData.body_color.粘膜, (int)(24.0 * 体紅潮_), out var ret); + Set人肌色(Cha.CharacterData.body_color.人肌.BlendP1(ret)); } } @@ -1582,7 +1582,7 @@ namespace SlaveMatrix public bool 捲り判定1 => false; - public double 腰振り_人v + public double HipMotion_人v { get { @@ -1682,13 +1682,13 @@ namespace SlaveMatrix } } - public double 腰振りv + public double HipMotionValue { get { if (!Is獣) { - return 腰振り_人v; + return HipMotion_人v; } return 腰振り_獣v; } @@ -1700,7 +1700,7 @@ namespace SlaveMatrix } else { - 腰振り_人v = value; + HipMotion_人v = value; } } } @@ -2328,9 +2328,9 @@ namespace SlaveMatrix ピアス.配色(ピアスi.色); ピアス.SetHitFalse(); 腰肌_人.陰毛_ハート_表示 = (腰肌_人.陰毛_表示 || 腰肌_人.獣性_獣毛_表示) && ピアス.表示; - 腰肌_人.陰毛CD.不透明度 = Cha.ChaD.現陰毛 * Cha.ChaD.最陰毛濃度; - 腰肌_人.獣性_獣毛CD.不透明度 = Cha.ChaD.現陰毛; - 腰肌_人.陰毛_ハートCD.不透明度 = Cha.ChaD.現陰毛.Inverse() * Cha.ChaD.最陰毛濃度; + 腰肌_人.陰毛CD.不透明度 = Cha.CharacterData.現陰毛 * Cha.CharacterData.最陰毛濃度; + 腰肌_人.獣性_獣毛CD.不透明度 = Cha.CharacterData.現陰毛; + 腰肌_人.陰毛_ハートCD.不透明度 = Cha.CharacterData.現陰毛.Inverse() * Cha.CharacterData.最陰毛濃度; } } } @@ -2461,9 +2461,9 @@ namespace SlaveMatrix 下着乳首左.配色(下着T_チューブi.色.生地色); 下着乳首右.配色(下着T_チューブi.色.生地色); 乳首勃起 = 乳首勃起; - if (噴乳左.母乳垂れ1_表示) + if (LeftMilkSpray.母乳垂れ1_表示) { - 下着T染み = Cha.噴乳染み; + 下着T染み = Cha.MilkStain; } else { @@ -2495,9 +2495,9 @@ namespace SlaveMatrix 下着乳首左.配色(下着T_クロスi.色.生地色); 下着乳首右.配色(下着T_クロスi.色.生地色); 乳首勃起 = 乳首勃起; - if (噴乳左.母乳垂れ1_表示) + if (LeftMilkSpray.母乳垂れ1_表示) { - 下着T染み = Cha.噴乳染み; + 下着T染み = Cha.MilkStain; } else { @@ -2529,9 +2529,9 @@ namespace SlaveMatrix 下着乳首左.配色(下着T_ビキニi.色.生地色); 下着乳首右.配色(下着T_ビキニi.色.生地色); 乳首勃起 = 乳首勃起; - if (噴乳左.母乳垂れ1_表示) + if (LeftMilkSpray.母乳垂れ1_表示) { - 下着T染み = Cha.噴乳染み; + 下着T染み = Cha.MilkStain; } else { @@ -2563,9 +2563,9 @@ namespace SlaveMatrix 下着乳首左.配色(下着T_マイクロi.色.生地色); 下着乳首右.配色(下着T_マイクロi.色.生地色); 乳首勃起 = 乳首勃起; - if (噴乳左.母乳垂れ1_表示) + if (LeftMilkSpray.母乳垂れ1_表示) { - 下着T染み = Cha.噴乳染み; + 下着T染み = Cha.MilkStain; } else { @@ -2594,9 +2594,9 @@ namespace SlaveMatrix 下着T_ブラ.SetHitFalse(); 下着乳首左.表示 = false; 下着乳首右.表示 = false; - if (噴乳左.母乳垂れ1_表示) + if (LeftMilkSpray.母乳垂れ1_表示) { - 下着T染み = Cha.噴乳染み; + 下着T染み = Cha.MilkStain; } else { @@ -2931,13 +2931,13 @@ namespace SlaveMatrix } } - public Bod(ModeEventDispatcher Med, RenderArea Are, Cha Cha) + public Body(ModeEventDispatcher Med, RenderArea Are, Character Cha) { - Bod bod = this; + Body bod = this; this.Med = Med; this.Cha = Cha; double disUnit = Are.DisplayUnitScale; - Waist = (Waist)Cha.ChaD.body_tree.GetEle(disUnit, Med, Cha.配色); + Waist = (Waist)Cha.CharacterData.body_tree.GetEle(disUnit, Med, Cha.ColorSet); Elements = Waist.EnumEle().ToArray(); List<スタンプK> sk = new List<スタンプK>(); List<スタンプW> sw = new List<スタンプW>(); @@ -3067,34 +3067,34 @@ namespace SlaveMatrix if (current_element is 腿_獣) { 腿_獣 obj = (腿_獣)獣腿2; - obj.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } if (current_element is 腿_蹄) { 腿_蹄 obj2 = (腿_蹄)獣腿2; - obj2.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj2.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj2.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj2.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj2.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj2.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj2.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj2.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } if (current_element is 腿_竜) { 腿_竜 obj3 = (腿_竜)獣腿2; - obj3.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj3.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj3.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj3.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj3.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj3.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj3.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj3.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } if (current_element is 腿_鳥) { 腿_鳥 obj4 = (腿_鳥)獣腿2; - obj4.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj4.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj4.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj4.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj4.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj4.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj4.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj4.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } } } @@ -3460,34 +3460,34 @@ namespace SlaveMatrix if (current_element is 腿_獣) { 腿_獣 obj5 = (腿_獣)獣腿2; - obj5.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj5.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj5.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj5.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj5.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj5.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj5.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj5.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } if (current_element is 腿_蹄) { 腿_蹄 obj6 = (腿_蹄)獣腿2; - obj6.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj6.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj6.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj6.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj6.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj6.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj6.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj6.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } if (current_element is 腿_竜) { 腿_竜 obj7 = (腿_竜)獣腿2; - obj7.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj7.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj7.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj7.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj7.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj7.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj7.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj7.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } if (current_element is 腿_鳥) { 腿_鳥 obj8 = (腿_鳥)獣腿2; - obj8.腿CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj8.腿CD.c2.Col2 = Cha.配色.人肌O.Col2; - obj8.筋CD.c2.Col1 = Cha.配色.毛0O.Col1; - obj8.筋CD.c2.Col2 = Cha.配色.人肌O.Col2; + obj8.腿CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj8.腿CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; + obj8.筋CD.c2.Col1 = Cha.ColorSet.毛0O.Col1; + obj8.筋CD.c2.Col2 = Cha.ColorSet.人肌O.Col2; } } } @@ -3904,19 +3904,19 @@ namespace SlaveMatrix 胸腹板_人.SetHitFalse(); 胸肌_人.SetHitFalse(); 乳房左 = Chest.胸左_接続.GetEle<乳房>(); - 噴乳左 = 乳房左.噴乳_接続.GetEle<噴乳>(); + LeftMilkSpray = 乳房左.噴乳_接続.GetEle<噴乳>(); ピアス左 = 乳房左.噴乳_接続.GetEle<ピアス>(); キャップ2左 = 乳房左.噴乳_接続.GetEle<キャップ2>(); 下着乳首左 = 乳房左.噴乳_接続.GetEle<下着乳首>(); - 噴乳左.SetHitFalse(); + LeftMilkSpray.SetHitFalse(); ピアス左.SetHitFalse(); 下着乳首左.SetHitFalse(); 乳房右 = Chest.胸右_接続.GetEle<乳房>(); - 噴乳右 = 乳房右.噴乳_接続.GetEle<噴乳>(); + RightMilkSpary = 乳房右.噴乳_接続.GetEle<噴乳>(); ピアス右 = 乳房右.噴乳_接続.GetEle<ピアス>(); キャップ2右 = 乳房右.噴乳_接続.GetEle<キャップ2>(); 下着乳首右 = 乳房右.噴乳_接続.GetEle<下着乳首>(); - 噴乳右.SetHitFalse(); + RightMilkSpary.SetHitFalse(); ピアス右.SetHitFalse(); 下着乳首右.SetHitFalse(); 下着T_チューブ = Chest.肌_接続.GetEle<下着トップ_チューブ>(); @@ -3943,30 +3943,30 @@ namespace SlaveMatrix if (単眼目 != null) { 単眼瞼 = 単眼目.瞼_接続.GetEle<単瞼>(); - 涙左 = 単眼目.瞼_接続.GetEle<涙>(右: false); - 涙右 = 単眼目.瞼_接続.GetEle<涙>(右: true); + LeftTear = 単眼目.瞼_接続.GetEle<涙>(右: false); + RightTear = 単眼目.瞼_接続.GetEle<涙>(右: true); 単眼目.SetHitFalse(); 単眼瞼.SetHitFalse(); - 涙左.SetHitFalse(); - 涙右.SetHitFalse(); + LeftTear.SetHitFalse(); + RightTear.SetHitFalse(); } 目左 = 頭.目左_接続.GetEle<双目>(); 目右 = 頭.目右_接続.GetEle<双目>(); if (目左 != null) { 瞼左 = 目左.瞼_接続.GetEle<双瞼>(); - 涙左 = 目左.瞼_接続.GetEle<涙>(); + LeftTear = 目左.瞼_接続.GetEle<涙>(); 目左.SetHitFalse(); 瞼左.SetHitFalse(); - 涙左.SetHitFalse(); + LeftTear.SetHitFalse(); } if (目右 != null) { 瞼右 = 目右.瞼_接続.GetEle<双瞼>(); - 涙右 = 目右.瞼_接続.GetEle<涙>(); + RightTear = 目右.瞼_接続.GetEle<涙>(); 目右.SetHitFalse(); 瞼右.SetHitFalse(); - 涙右.SetHitFalse(); + RightTear.SetHitFalse(); } 額目 = 頭.額_接続.GetEle<縦目>(); 頬目左 = 頭.頬肌左_接続.GetEle<頬目>(); @@ -3993,22 +3993,22 @@ namespace SlaveMatrix 鼻 = 頭.鼻_接続.GetEle<鼻>(); if (鼻 != null) { - 鼻水左 = 鼻.鼻水左_接続.GetEle<鼻水>(); - 鼻水右 = 鼻.鼻水右_接続.GetEle<鼻水>(); + LeftNoseDrip = 鼻.鼻水左_接続.GetEle<鼻水>(); + RightNoseDrip = 鼻.鼻水右_接続.GetEle<鼻水>(); 鼻.SetHitFalse(); - 鼻水左.SetHitFalse(); - 鼻水右.SetHitFalse(); + LeftNoseDrip.SetHitFalse(); + RightNoseDrip.SetHitFalse(); } 口 = 頭.口_接続.GetEle<口>(); 口.SetHitFalse(); 舌 = 頭.口_接続.GetEle<舌>(); 舌.SetHitFalse(); - 涎左 = 頭.口_接続.GetEle<涎>(右: false); - 涎右 = 頭.口_接続.GetEle<涎>(右: true); - 涎左.SetHitFalse(); - 涎右.SetHitFalse(); - 口精液 = 頭.口_接続.GetEle<性器精液_人>(); - 口精液.SetHitFalse(); + LeftDrool = 頭.口_接続.GetEle<涎>(右: false); + RightDrool = 頭.口_接続.GetEle<涎>(右: true); + LeftDrool.SetHitFalse(); + RightDrool.SetHitFalse(); + MouthCum = 頭.口_接続.GetEle<性器精液_人>(); + MouthCum.SetHitFalse(); 咳 = 頭.口_接続.GetEle(); 咳.SetHitFalse(); 呼気 = 頭.口_接続.GetEle<呼気>(); @@ -4088,10 +4088,10 @@ namespace SlaveMatrix sw.Add(乳房右.鞭痕); キスマーク = sk.ToArray(); 鞭痕 = sw.ToArray(); - ぶっかけ小 = new スタンプB(Med, Are, Cha, this, new ぶっかけ_小D(), Cha.Mots); - ぶっかけ大 = new スタンプB(Med, Are, Cha, this, new ぶっかけ_大D(), Cha.Mots); + ぶっかけ小 = new スタンプB(Med, Are, Cha, this, new ぶっかけ_小D(), Cha.Motions); + ぶっかけ大 = new スタンプB(Med, Are, Cha, this, new ぶっかけ_大D(), Cha.Motions); Is瞼宇 = 瞼左 is 瞼_宇; - 涙描画 = 涙左 != null; + 涙描画 = LeftTear != null; 鼻描画 = 鼻 != null; if (後髪1 != null) { @@ -5170,7 +5170,7 @@ namespace SlaveMatrix 腰後左接続.Remove(item17); 半身後接続.Insert(0, item17); } - if (Cha.ChaD.固有値 > 0.5) + if (Cha.CharacterData.固有値 > 0.5) { 大顎 ele6 = 大顎基接続.GetEle<大顎>(); if (ele6 != null) @@ -5226,10 +5226,10 @@ namespace SlaveMatrix Is触覚他 = 触覚左 != null; Is触覚甲 = 触覚甲左 != null; Is触覚 = Is触覚他 || Is触覚甲; - Is双眼 = 目左 != null; - Is単眼 = 単眼目 != null; - Is頬眼 = 頬目左 != null; - Is額眼 = 額目 != null; + IsDualEyes = 目左 != null; + IsSingleEye = 単眼目 != null; + IsCheekEyes = 頬目左 != null; + IsForeheadEye = 額目 != null; Is舌股 = 舌 is 舌_長 && ((舌_長)舌).舌股右_舌1_表示; Is最前腕人 = 肩左 != null && 肩左.UpperArm_接続.IsEle(); Is最前手人 = 肩左 != null && 肩左.EnumEle().IsEle<手_人>(); @@ -5263,7 +5263,7 @@ namespace SlaveMatrix e.Yi = 1; }); } - if (Is単眼) + if (IsSingleEye) { 頭.X0Y0_Head.JP[7] = new Joi(頭.X0Y0_Head.JP[7].Joint.MulY(0.96)); 頭.X0Y0_Head.JP[17] = new Joi(頭.X0Y0_Head.JP[17].Joint.MulY(0.96)); @@ -5276,37 +5276,37 @@ namespace SlaveMatrix 紅潮.X0Y0_紅潮弱右.AngleBase = -20.0; 紅潮.X0Y0_紅潮線右.AngleBase = -20.0; } - 染み_人 = new 染み_人(disUnit, 配色指定.N0, Cha.配色, Med, new 染み_人D()); + 染み_人 = new 染み_人(disUnit, 配色指定.N0, Cha.ColorSet, Med, new 染み_人D()); 染み_人.サイズ = Elements.Sum((Ele e) => e.サイズ) / (double)Elements.Length; - 染み_人.濃度 = 0.0; + 染み_人.Intensity = 0.0; Vector2D positionCont = Dat.Vec2DUnitY * -0.03; Vector2D positionCont2 = Dat.Vec2DUnitY * 0.03; 染み_人.X0Y0_汗.PositionCont = positionCont; 染み_人.X0Y0_潮1.PositionCont = positionCont2; if (Is獣) { - 膣内精液_獣.濃度 = 0.0; + 膣内精液_獣.Intensity = 0.0; 断面_獣.精液CD.不透明度 = 0.0; 膣基 = 膣基_獣; - 膣内精液 = 膣内精液_獣; + VaginalCumDrip = 膣内精液_獣; 断面 = 断面_獣; 性器 = 性器_獣; - 性器精液 = 性器精液_獣; - 飛沫 = 飛沫_獣; + GenetalCum = 性器精液_獣; + Splash = 飛沫_獣; 潮吹_小 = 潮吹_小_獣; 潮吹_大 = 潮吹_大_獣; - 放尿 = 放尿_獣; + Urination = 放尿_獣; 肛門 = 肛門_獣; - 肛門精液 = 肛門精液_獣; + AnalCum = 肛門精液_獣; 膣内精液_獣.精液配色(Sta.GameData.配色); 膣内精液_獣.精液濃度 = 0.0; 断面_獣.精液配色(Sta.GameData.配色); 断面_獣.精液濃度 = 0.0; 性器精液_獣.精液配色(Sta.GameData.配色); 肛門精液_獣.精液配色(Sta.GameData.配色); - 染み_獣 = new 染み_獣(disUnit, 配色指定.N0, Cha.配色, Med, new 染み_獣D()); + 染み_獣 = new 染み_獣(disUnit, 配色指定.N0, Cha.ColorSet, Med, new 染み_獣D()); 染み_獣.サイズ = Elements.Sum((Ele e) => e.サイズ) / (double)Elements.Length; - 染み_獣.濃度 = 0.0; + 染み_獣.Intensity = 0.0; if (Chest_獣.脇左_接続.IsEle<四足脇>()) { Chest_獣.X0Y0_胸郭.OP[0].Outline = false; @@ -5328,19 +5328,19 @@ namespace SlaveMatrix } else { - 膣内精液_人.濃度 = 0.0; + 膣内精液_人.Intensity = 0.0; 断面_人.精液CD.不透明度 = 0.0; 膣基 = 膣基_人; - 膣内精液 = 膣内精液_人; + VaginalCumDrip = 膣内精液_人; 断面 = 断面_人; 性器 = 性器_人; - 性器精液 = 性器精液_人; - 飛沫 = 飛沫_人; + GenetalCum = 性器精液_人; + Splash = 飛沫_人; 潮吹_小 = 潮吹_小_人; 潮吹_大 = 潮吹_大_人; - 放尿 = 放尿_人; + Urination = 放尿_人; 肛門 = 肛門_人; - 肛門精液 = 肛門精液_人; + AnalCum = 肛門精液_人; 膣内精液_人.精液配色(Sta.GameData.配色); 膣内精液_人.精液濃度 = 0.0; 断面_人.精液配色(Sta.GameData.配色); @@ -5372,22 +5372,22 @@ namespace SlaveMatrix 肛門y = 肛門.尺度YB; 肛門v = 肛門.尺度B; 口i = 0; - 口精液.精液配色(Sta.GameData.配色); + MouthCum.精液配色(Sta.GameData.配色); 頬濃度 = 0.3; 下着B_ノーマル.染み濃度 = 0.0; 下着B_マイクロ.染み濃度 = 0.0; 蜘尾 = Elements.GetEle<尾_蜘>(); if (Is蜘尾 = 蜘尾 != null) { - 出糸精液 = new 性器精液_人(disUnit, 配色指定.N0, Cha.配色, Med, new 性器精液_人D()); - 出糸精液.精液配色(Sta.GameData.配色); - 出糸精液.接続(蜘尾.出糸_接続点); + ThreadCum = new 性器精液_人(disUnit, 配色指定.N0, Cha.ColorSet, Med, new 性器精液_人D()); + ThreadCum.精液配色(Sta.GameData.配色); + ThreadCum.接続(蜘尾.出糸_接続点); } 頬濃度 = 0.0; 汗染み濃度 = 0.0; - 尿染み濃度 = 0.0; - 飛沫濃度 = 0.0; - 潮染み濃度 = 0.0; + UrineStainIntensity = 0.0; + SplashIntencity = 0.0; + SquirtStainIntensity = 0.0; 湯気左濃度 = 0.0; 湯気右濃度 = 0.0; 下着B染み = 0.0; @@ -5739,7 +5739,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -5807,8 +5807,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -5817,7 +5817,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -5825,7 +5825,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -5838,12 +5838,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -5855,14 +5855,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -5877,8 +5877,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -5928,7 +5928,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -6166,7 +6166,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -6234,8 +6234,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -6244,7 +6244,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -6252,7 +6252,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -6265,12 +6265,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -6282,14 +6282,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -6304,8 +6304,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -6359,7 +6359,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -6536,7 +6536,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -6661,8 +6661,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -6671,7 +6671,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -6679,7 +6679,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -6692,12 +6692,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -6709,14 +6709,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -6731,8 +6731,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -6789,7 +6789,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -7019,7 +7019,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -7091,8 +7091,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -7101,7 +7101,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -7109,7 +7109,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -7122,12 +7122,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -7139,14 +7139,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -7161,8 +7161,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -7208,7 +7208,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -7443,7 +7443,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -7511,8 +7511,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -7521,7 +7521,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -7529,7 +7529,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -7542,12 +7542,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -7559,14 +7559,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -7581,8 +7581,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -7636,7 +7636,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -7866,7 +7866,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -7934,8 +7934,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -7944,7 +7944,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -7952,7 +7952,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -7965,12 +7965,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -7982,14 +7982,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -8004,8 +8004,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -8072,7 +8072,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -8274,7 +8274,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -8390,8 +8390,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -8400,7 +8400,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -8408,7 +8408,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -8421,12 +8421,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -8438,14 +8438,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -8460,8 +8460,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -8515,7 +8515,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -8746,7 +8746,7 @@ namespace SlaveMatrix } if (bod.Is蜘尾) { - bod.出糸精液.描画0(are); + bod.ThreadCum.描画0(are); } if (bod.cb0) { @@ -8818,8 +8818,8 @@ namespace SlaveMatrix } bod.ピアス左.描画0(are); bod.ピアス右.描画0(are); - bod.噴乳左.描画0(are); - bod.噴乳右.描画0(are); + bod.LeftMilkSpray.描画0(are); + bod.RightMilkSpary.描画0(are); bod.キャップ2左.描画0(are); bod.キャップ2右.描画0(are); bod.胸肌_人.描画1(are); @@ -8828,7 +8828,7 @@ namespace SlaveMatrix bod.汗掻き.Draw(are); } bod.頭.描画0(are); - if (bod.Is双眼 && !bod.Is瞼宇) + if (bod.IsDualEyes && !bod.Is瞼宇) { bod.目左.描画0(are); bod.瞼左.描画0(are); @@ -8836,7 +8836,7 @@ namespace SlaveMatrix bod.瞼右.描画0(are); } bod.頭.描画1(are); - if (bod.Is単眼) + if (bod.IsSingleEye) { bod.単眼目.描画0(are); bod.単眼瞼.描画0(are); @@ -8849,12 +8849,12 @@ namespace SlaveMatrix bod.目傷右.描画0(are); bod.頬肌左.描画0(are); bod.頬肌右.描画0(are); - if (bod.Is額眼) + if (bod.IsForeheadEye) { bod.額目.描画0(are); bod.額瞼.描画0(are); } - if (bod.Is頬眼) + if (bod.IsCheekEyes) { bod.頬目左.描画0(are); bod.頬目右.描画0(are); @@ -8866,14 +8866,14 @@ namespace SlaveMatrix bod.瞼左.描画0(are); bod.瞼右.描画0(are); } - bod.涎左.描画0(are); - bod.涎右.描画0(are); + bod.LeftDrool.描画0(are); + bod.RightDrool.描画0(are); bod.口.描画0(are); if (bod.鼻描画) { bod.鼻.描画0(are); - bod.鼻水左.描画0(are); - bod.鼻水右.描画0(are); + bod.LeftNoseDrip.描画0(are); + bod.RightNoseDrip.描画0(are); } bod.頭.描画2(are); bod.玉口枷.描画0(are); @@ -8888,8 +8888,8 @@ namespace SlaveMatrix bod.頬肌右.描画1(are); if (bod.涙描画) { - bod.涙左.描画0(are); - bod.涙右.描画0(are); + bod.LeftTear.描画0(are); + bod.RightTear.描画0(are); } if (!bod.Is頭頂_宇 && !bod.Is顔面 && !bod.Is額角 && !bod.Is触覚) { @@ -8951,7 +8951,7 @@ namespace SlaveMatrix bod.胸毛_人.描画0(are); } bod.舌.描画0(are); - bod.口精液.描画0(are); + bod.MouthCum.描画0(are); bod.咳.描画0(are); bod.呼気.描画0(are); if (bod.cb0 && bod.カーソル.コキ) @@ -9127,11 +9127,11 @@ namespace SlaveMatrix public void 変動ステート更新() { - Cha.ChaD.現乳首 = Cha.ChaD.Sesnsitivities[ContactType.Milk]; - Cha.ChaD.現陰核 = Cha.ChaD.Sesnsitivities[ContactType.Nucleus]; - Cha.ChaD.現性器 = Cha.ChaD.Sesnsitivities[ContactType.Vagina].Max(Cha.ChaD.Sesnsitivities[ContactType.Sex]); - Cha.ChaD.現肛門 = Cha.ChaD.Sesnsitivities[ContactType.Anal]; - double バスト = (Cha.ChaD.最乳房 - 0.3 * Cha.ChaD.現乳房.Inverse()).Clamp(0.0, 1.0); + Cha.CharacterData.現乳首 = Cha.CharacterData.Sesnsitivities[ContactType.Milk]; + Cha.CharacterData.現陰核 = Cha.CharacterData.Sesnsitivities[ContactType.Nucleus]; + Cha.CharacterData.現性器 = Cha.CharacterData.Sesnsitivities[ContactType.Vagina].Max(Cha.CharacterData.Sesnsitivities[ContactType.Sex]); + Cha.CharacterData.現肛門 = Cha.CharacterData.Sesnsitivities[ContactType.Anal]; + double バスト = (Cha.CharacterData.最乳房 - 0.3 * Cha.CharacterData.現乳房.Inverse()).Clamp(0.0, 1.0); 乳房左.バスト = バスト; 乳房右.バスト = バスト; 下着乳首左.バスト = バスト; @@ -9142,7 +9142,7 @@ namespace SlaveMatrix 下着T_マイクロ.バスト = バスト; 下着T_ブラ.バスト = バスト; 上着T_ドレス.バスト = バスト; - double num = 0.65 * Cha.ChaD.最乳首 * Cha.ChaD.現乳首; + double num = 0.65 * Cha.CharacterData.最乳首 * Cha.CharacterData.現乳首; 乳房左.X0Y0_乳首.SizeBase = nsb1 + num; 乳房左.X0Y0_乳輪.SizeBase = nsb2 + num; 乳房左.X0Y1_乳首.SizeBase = nsb1 + num; @@ -9163,11 +9163,11 @@ namespace SlaveMatrix 乳房右.X0Y3_乳輪.SizeBase = nsb2 + num; 乳房右.X0Y4_乳首.SizeBase = nsb1 + num; 乳房右.X0Y4_乳輪.SizeBase = nsb2 + num; - 乳房左.乳首CD.不透明度 = Cha.ChaD.素乳首濃度 + Cha.ChaD.最乳首濃度 * Cha.ChaD.現乳首; - 乳房左.乳輪CD.不透明度 = Cha.ChaD.素乳首濃度 + Cha.ChaD.最乳首濃度 * Cha.ChaD.現乳首; - 乳房右.乳首CD.不透明度 = Cha.ChaD.素乳首濃度 + Cha.ChaD.最乳首濃度 * Cha.ChaD.現乳首; - 乳房右.乳輪CD.不透明度 = Cha.ChaD.素乳首濃度 + Cha.ChaD.最乳首濃度 * Cha.ChaD.現乳首; - num = 0.65 * Cha.ChaD.最陰核 * Cha.ChaD.現陰核; + 乳房左.乳首CD.不透明度 = Cha.CharacterData.素乳首濃度 + Cha.CharacterData.最乳首濃度 * Cha.CharacterData.現乳首; + 乳房左.乳輪CD.不透明度 = Cha.CharacterData.素乳首濃度 + Cha.CharacterData.最乳首濃度 * Cha.CharacterData.現乳首; + 乳房右.乳首CD.不透明度 = Cha.CharacterData.素乳首濃度 + Cha.CharacterData.最乳首濃度 * Cha.CharacterData.現乳首; + 乳房右.乳輪CD.不透明度 = Cha.CharacterData.素乳首濃度 + Cha.CharacterData.最乳首濃度 * Cha.CharacterData.現乳首; + num = 0.65 * Cha.CharacterData.最陰核 * Cha.CharacterData.現陰核; if (Is獣) { 性器_獣.X0Y0_陰核.SizeBase = csb + num; @@ -9175,10 +9175,10 @@ namespace SlaveMatrix 性器_獣.X0Y2_陰核.SizeBase = csb + num; 性器_獣.X0Y3_陰核.SizeBase = csb + num; 性器_獣.X0Y4_陰核.SizeBase = csb + num; - 性器_獣.小陰唇CD.不透明度 = Cha.ChaD.素性器濃度 + Cha.ChaD.最性器濃度 * Cha.ChaD.現性器; - 性器_獣.性器基CD.不透明度 = Cha.ChaD.素性器濃度 + Cha.ChaD.最性器濃度 * Cha.ChaD.現性器; - 肛門_獣.肛門3CD.不透明度 = Cha.ChaD.素肛門濃度 + Cha.ChaD.最肛門濃度 * Cha.ChaD.現肛門; - num = 0.3 * Cha.ChaD.現肛門; + 性器_獣.小陰唇CD.不透明度 = Cha.CharacterData.素性器濃度 + Cha.CharacterData.最性器濃度 * Cha.CharacterData.現性器; + 性器_獣.性器基CD.不透明度 = Cha.CharacterData.素性器濃度 + Cha.CharacterData.最性器濃度 * Cha.CharacterData.現性器; + 肛門_獣.肛門3CD.不透明度 = Cha.CharacterData.素肛門濃度 + Cha.CharacterData.最肛門濃度 * Cha.CharacterData.現肛門; + num = 0.3 * Cha.CharacterData.現肛門; 肛門_獣.X0Y0_肛門2.SizeBase = asb1 + num; 肛門_獣.X0Y0_肛門3.SizeBase = asb2 + num; } @@ -9189,16 +9189,16 @@ namespace SlaveMatrix 性器_人.X0Y2_陰核.SizeBase = csb + num; 性器_人.X0Y3_陰核.SizeBase = csb + num; 性器_人.X0Y4_陰核.SizeBase = csb + num; - 性器_人.小陰唇CD.不透明度 = Cha.ChaD.素性器濃度 + Cha.ChaD.最性器濃度 * Cha.ChaD.現性器; - 性器_人.性器基CD.不透明度 = Cha.ChaD.素性器濃度 + Cha.ChaD.最性器濃度 * Cha.ChaD.現性器; - 肛門_人.肛門3CD.不透明度 = Cha.ChaD.素肛門濃度 + Cha.ChaD.最肛門濃度 * Cha.ChaD.現肛門; - num = 0.3 * Cha.ChaD.現肛門; + 性器_人.小陰唇CD.不透明度 = Cha.CharacterData.素性器濃度 + Cha.CharacterData.最性器濃度 * Cha.CharacterData.現性器; + 性器_人.性器基CD.不透明度 = Cha.CharacterData.素性器濃度 + Cha.CharacterData.最性器濃度 * Cha.CharacterData.現性器; + 肛門_人.肛門3CD.不透明度 = Cha.CharacterData.素肛門濃度 + Cha.CharacterData.最肛門濃度 * Cha.CharacterData.現肛門; + num = 0.3 * Cha.CharacterData.現肛門; 肛門_人.X0Y0_肛門2.SizeBase = asb1 + num; 肛門_人.X0Y0_肛門3.SizeBase = asb2 + num; } - 腰肌_人.陰毛CD.不透明度 = Cha.ChaD.現陰毛 * Cha.ChaD.最陰毛濃度; - 腰肌_人.獣性_獣毛CD.不透明度 = Cha.ChaD.現陰毛; - 腰肌_人.陰毛_ハートCD.不透明度 = Cha.ChaD.現陰毛.Inverse() * Cha.ChaD.最陰毛濃度; + 腰肌_人.陰毛CD.不透明度 = Cha.CharacterData.現陰毛 * Cha.CharacterData.最陰毛濃度; + 腰肌_人.獣性_獣毛CD.不透明度 = Cha.CharacterData.現陰毛; + 腰肌_人.陰毛_ハートCD.不透明度 = Cha.CharacterData.現陰毛.Inverse() * Cha.CharacterData.最陰毛濃度; } public Ele GetHitEle(Color hc) @@ -9590,7 +9590,7 @@ namespace SlaveMatrix } if (Is蜘尾) { - 出糸精液.接続P(); + ThreadCum.接続P(); } if (cb0) { @@ -9654,36 +9654,36 @@ namespace SlaveMatrix public bool Is口腔() { - return 口腔位置.DistanceSquared(Cha.CP) < r17; + return 口腔位置.DistanceSquared(Cha.CursorPosition) < r17; } public bool Is陰核() { - return 陰核位置.DistanceSquared(Cha.CP) < r10; + return 陰核位置.DistanceSquared(Cha.CursorPosition) < r10; } public bool Is乳首() { - if (!(乳首左位置.DistanceSquared(Cha.CP) < r10)) + if (!(乳首左位置.DistanceSquared(Cha.CursorPosition) < r10)) { - return 乳首右位置.DistanceSquared(Cha.CP) < r10; + return 乳首右位置.DistanceSquared(Cha.CursorPosition) < r10; } return true; } public bool Is膣口() { - return 膣口位置.DistanceSquared(Cha.CP) < r10; + return 膣口位置.DistanceSquared(Cha.CursorPosition) < r10; } public bool Is胸部() { - return 胸部位置.DistanceSquared(Cha.CP) < r17; + return 胸部位置.DistanceSquared(Cha.CursorPosition) < r17; } public bool Is局部() { - return 局部位置.DistanceSquared(Cha.CP) < r35; + return 局部位置.DistanceSquared(Cha.CursorPosition) < r35; } public bool Isくぱぁ() diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs b/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs index 08e1ab0..a7ef4ad 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/CM.cs @@ -56,7 +56,7 @@ namespace SlaveMatrix { Ele.Xi = 0; Ele.Yi = 0; - Ele.濃度 = 0.5; + Ele.Intensity = 0.5; 使用状態 = UsageStatus.Standby; Under = false; 描画Show = true; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs deleted file mode 100644 index 27d712b..0000000 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Cha.cs +++ /dev/null @@ -1,2162 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.Drawing; -using System.Linq; -using System.Reflection; -using _2DGAMELIB; - -namespace SlaveMatrix -{ - public class Cha - { - public ModeEventDispatcher Med; - - public RenderArea Are; - - public Bod Bod; - - public ChaD ChaD; - - public 体配色 配色; - - public double FPS; - - public Vector2D CP; - - private Mot 呼吸; - - private double 呼吸速度_; - - private Mot 涙流し; - - private Mot 涙ひき; - - private bool 泣き_; - - private Mot 瞬き1; - - private Mot 瞬き2; - - public Mot 汗かき; - - public Mot 口腔精液垂れ; - - public Mot 性器精液垂れ; - - public Mot 肛門精液垂れ; - - public Mot 出糸精液垂れ; - - public Mot 潮吹小; - - public Mot 潮吹大; - - public Mot 飛沫; - - public Mot 唾散; - - public Mot 放尿; - - public Action 放尿強制終了_ = delegate - { - }; - - public Func Is放尿 = () => false; - - public Mot 噴乳; - - public double 噴乳染み; - - public Mot 鼻水; - - public Mot 涎; - - public Mot EyeTracking; - - public bool 目逸し; - - public double 絶頂激しさ; - - public double 絶頂時間; - - public Mot 絶頂終了; - - public Mot 絶頂; - - public Mot 肛ヒク; - - public Mot 膣ヒク; - - public Mot 糸ヒク; - - public Mot 顔面展開; - - public Mot 体揺れ; - - public Mot Coughing; - - public Mot ごっくん; - - private Sweat 汗掻き; - - public double 瞼基準単; - - public double 瞼基準左; - - public double 瞼基準右; - - public double 瞼基準額; - - public double 瞼基準頬左; - - public double 瞼基準頬右; - - public Action 潮吹擬音; - - public Action 放尿擬音; - - private double 呼吸_; - - private double y; - - private bool 重髪; - - private bool 重耳; - - private bool 重胸; - - private bool 重Waist; - - private bool 重腕前; - - private bool 重半後; - - private bool 重半中1; - - private bool 重半中2; - - private bool 重半前; - - private bool 重腿; - - private Vector2D p = Dat.Vec2DZero; - - public Mots Mots = new Mots(); - - public double 呼吸速度 - { - get - { - return 呼吸速度_; - } - set - { - 呼吸速度_ = value; - 呼吸.BaseSpeed = 6.0 * 呼吸速度_; - } - } - - public bool Crying - { - get - { - return 泣き_; - } - set - { - 泣き_ = value; - if (!泣き_) - { - 涙ひき.Start(); - } - } - } - - public double 呼吸値 - { - get - { - return 呼吸_; - } - set - { - 呼吸_ = value; - Bod.Chest.尺度C = 0.99 + 0.02 * 呼吸_; - Bod.胸肌_人.尺度C = Bod.Chest.尺度C; - p.Y = y * 呼吸_ * 0.5; - if (Bod.Is髪) - { - Bod.EI髪.Position = p; - } - if (Bod.Is腕前) - { - Bod.EI腕前.Position = p; - } - p.Y = y * 呼吸_ * 0.28; - if (Bod.IsChest) - { - Bod.EIChest.Position = p; - } - p.Y = 0.0 - p.Y; - Bod.Waist.位置C = p; - if (Bod.IsWaist) - { - Bod.EIWaist.Position = p; - } - if (Bod.Is半後) - { - Bod.EI半後.Position = p; - } - if (Bod.Is半中1) - { - Bod.EI半中1.Position = p; - } - if (Bod.Is半中2) - { - Bod.EI半中2.Position = p; - } - if (Bod.Is半前) - { - Bod.EI半前.Position = p; - } - if (Bod.Is腿) - { - Bod.EI腿.Position = p; - } - } - } - - public double 中出度 - { - get - { - if (Bod.カーソル != null) - { - return (1.0 / (double)(Bod.カーソル.ペニス処理.中出しCount + 1)).Inverse(); - } - return 0.0; - } - } - - public void 放尿強制終了() - { - 放尿強制終了_(); - } - - public Cha(ModeEventDispatcher Med, RenderArea Are, ChaD ChaD) - { - Cha cha = this; - this.Med = Med; - this.Are = Are; - this.ChaD = ChaD; - 配色 = new 体配色(ChaD.body_color); - _ = Are.DisplayUnitScale; - Bod = new Bod(Med, Are, this); - 重髪 = Bod.Is髪 && Bod.EI髪.IsHeavy(); - 重胸 = Bod.IsChest && Bod.EIChest.IsHeavy(); - 重Waist = Bod.IsWaist && Bod.EIWaist.IsHeavy(); - 重腕前 = Bod.Is腕前 && Bod.EI腕前.IsHeavy(); - 重半後 = Bod.Is半後 && Bod.EI半後.IsHeavy(); - 重半中1 = Bod.Is半中1 && Bod.EI半中1.IsHeavy(); - 重半中2 = Bod.Is半中2 && Bod.EI半中2.IsHeavy(); - 重半前 = Bod.Is半前 && Bod.EI半前.IsHeavy(); - 重腿 = Bod.Is腿 && Bod.EI腿.IsHeavy(); - double 尺度C = Bod.Chest.尺度C; - Bod.Chest.尺度C = 0.99; - double num = Bod.Chest.X0Y0_胸郭.ToGlobal(Bod.Chest.X0Y0_胸郭.JP[0].Joint).Y; - Bod.Chest.尺度C = 1.01; - double num2 = Bod.Chest.X0Y0_胸郭.ToGlobal(Bod.Chest.X0Y0_胸郭.JP[0].Joint).Y; - Bod.Chest.尺度C = 尺度C; - y = num2 - num; - 呼吸 = new Mot(0.0, 1.0) - { - LowestIncrease = 0.25, - BaseSpeed = 6.0 * 呼吸速度_, - Staing = delegate - { - cha.Bod.呼気.濃度 = 0.0; - cha.Bod.呼気.表示 = true; - }, - Runing = delegate(Mot m) - { - cha.Bod.呼気.濃度 = m.Value.Inverse() * cha.呼吸速度_; - cha.呼吸値 = m.Value; - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.呼気.表示 = false; - cha.Bod.呼気.濃度 = 1.0; - cha.呼吸値 = 0.0; - } - }; - Mots.Add(呼吸.GetHashCode().ToString(), 呼吸); - 呼吸速度 = 0.2; - 呼吸.Start(); - bool go = true; - bool 涙左 = Bod.涙左 != null; - bool 涙右 = Bod.涙右 != null; - 涙流し = new Mot(0.0, 1.0) - { - BaseSpeed = 3.0, - Staing = delegate - { - go = true; - if (涙左) - { - if (cha.Bod.Is双眼) - { - cha.Bod.目左.黒目_ハイライト下_表示 = true; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目左.黒目_ハイライト下_表示 = true; - } - if (cha.Bod.Is単眼) - { - cha.Bod.単眼目.黒目_ハイライト下_表示 = true; - } - if (cha.Bod.Is額眼) - { - cha.Bod.額目.黒目_ハイライト下_表示 = true; - } - cha.Bod.涙左.涙0流れ0_表示 = cha.Bod.涙左.涙0流れ1_表示 || cha.Bod.涙左.涙0_表示; - cha.Bod.涙左.涙0流れ1_表示 = cha.Bod.涙左.涙0_表示; - cha.Bod.涙左.涙0_表示 = !cha.Bod.涙左.涙0_表示; - cha.Bod.涙左.涙ハイライト_表示 = cha.Bod.涙左.涙0_表示; - cha.Bod.涙左.Yv = 0.0; - cha.Bod.涙左.涙0流れ1CD.不透明度 = 1.0; - } - if (涙右) - { - if (cha.Bod.Is双眼) - { - cha.Bod.目右.黒目_ハイライト下_表示 = true; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目右.黒目_ハイライト下_表示 = true; - } - cha.Bod.涙右.涙0流れ0_表示 = cha.Bod.涙右.涙0流れ1_表示 || cha.Bod.涙右.涙0_表示; - cha.Bod.涙右.涙0流れ1_表示 = cha.Bod.涙右.涙0_表示; - cha.Bod.涙右.涙0_表示 = !cha.Bod.涙右.涙0_表示; - cha.Bod.涙右.涙ハイライト_表示 = cha.Bod.涙右.涙0_表示; - cha.Bod.涙右.Yv = 0.0; - cha.Bod.涙右.涙0流れ1CD.不透明度 = 1.0; - } - }, - Runing = delegate(Mot m) - { - if (go) - { - if (涙左) - { - cha.Bod.涙左.Yv = m.Value; - } - if (涙右) - { - cha.Bod.涙右.Yv = m.Value; - } - } - else - { - if (涙左) - { - cha.Bod.涙左.涙0流れ1CD.不透明度 = m.Value; - } - if (涙右) - { - cha.Bod.涙右.涙0流れ1CD.不透明度 = m.Value; - } - } - }, - Reaing = delegate - { - go = false; - if (涙左) - { - cha.Bod.涙左.Yv = 1.0; - } - if (涙右) - { - cha.Bod.涙右.Yv = 1.0; - } - }, - Rouing = delegate(Mot m) - { - m.End(); - }, - Ending = delegate - { - } - }; - Mots.Add(涙流し.GetHashCode().ToString(), 涙流し); - double vi; - 涙ひき = new Mot(0.0, 1.0) - { - BaseSpeed = 1.0, - Staing = delegate - { - }, - Runing = delegate(Mot m) - { - vi = m.Value.Inverse(); - if (涙左) - { - cha.Bod.涙左.濃度 *= vi; - if (cha.Bod.Is双眼) - { - cha.Bod.目左.黒目_ハイライト下CD.不透明度 *= vi; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目左.黒目_ハイライト下CD.不透明度 *= vi; - } - if (cha.Bod.Is単眼) - { - cha.Bod.単眼目.黒目_ハイライト下CD.不透明度 *= vi; - } - if (cha.Bod.Is額眼) - { - cha.Bod.額目.黒目_ハイライト下CD.不透明度 *= vi; - } - } - if (涙右) - { - cha.Bod.涙右.濃度 *= vi; - if (cha.Bod.Is双眼) - { - cha.Bod.目右.黒目_ハイライト下CD.不透明度 *= vi; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目右.黒目_ハイライト下CD.不透明度 *= vi; - } - } - }, - Reaing = delegate(Mot m) - { - m.End(); - m.ResetValue(); - if (涙左) - { - cha.Bod.涙左.表示 = false; - cha.Bod.涙左.濃度 = 1.0; - if (cha.Bod.Is双眼) - { - cha.Bod.目左.黒目_ハイライト下_表示 = false; - cha.Bod.目左.黒目_ハイライト下CD.不透明度 = 1.0; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目左.黒目_ハイライト下_表示 = false; - cha.Bod.頬目左.黒目_ハイライト下CD.不透明度 = 1.0; - } - if (cha.Bod.Is単眼) - { - cha.Bod.単眼目.黒目_ハイライト下_表示 = false; - cha.Bod.単眼目.黒目_ハイライト下CD.不透明度 = 1.0; - } - if (cha.Bod.Is額眼) - { - cha.Bod.額目.黒目_ハイライト下_表示 = false; - cha.Bod.額目.黒目_ハイライト下CD.不透明度 = 1.0; - } - } - if (涙右) - { - cha.Bod.涙右.表示 = false; - cha.Bod.涙右.濃度 = 1.0; - if (cha.Bod.Is双眼) - { - cha.Bod.目右.黒目_ハイライト下_表示 = false; - cha.Bod.目右.黒目_ハイライト下CD.不透明度 = 1.0; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目右.黒目_ハイライト下_表示 = false; - cha.Bod.頬目右.黒目_ハイライト下CD.不透明度 = 1.0; - } - } - }, - Rouing = delegate - { - }, - Ending = delegate - { - } - }; - Mots.Add(涙ひき.GetHashCode().ToString(), 涙ひき); - if (Bod.Is双眼 || Bod.Is単眼) - { - 瞬き1 = new Mot(0.0, 1.0) - { - BaseSpeed = 10.0, - GotoSpeed = 8.0, - RetuSpeed = 0.5, - LowestIncrease = 1.0, - Interval = 1000.0, - Staing = delegate - { - }, - Runing = delegate(Mot m) - { - if (cha.Bod.Is双眼) - { - cha.Bod.瞼左v = m.Value.Clamp(cha.Bod.Is瞼宇 ? 0.0 : cha.瞼基準左, 1.0); - cha.Bod.瞼右v = m.Value.Clamp(cha.Bod.Is瞼宇 ? 0.0 : cha.瞼基準右, 1.0); - } - if (cha.Bod.Is単眼) - { - cha.Bod.単眼瞼.Yv = m.Value.Clamp(cha.Bod.Is瞼宇 ? 0.0 : cha.瞼基準単, 1.0); - } - }, - Reaing = delegate - { - if (cha.泣き_) - { - cha.涙流し.Start(); - } - }, - Rouing = delegate(Mot m) - { - m.Interval = 5000.0 * RNG.XS.NextDouble(); - }, - Ending = delegate - { - } - }; - Mots.Add(瞬き1.GetHashCode().ToString(), 瞬き1); - 瞬き1.Start(); - } - if (Bod.Is頬眼 || Bod.Is額眼) - { - 瞬き2 = new Mot(0.0, 1.0) - { - BaseSpeed = 10.0, - GotoSpeed = 8.0, - RetuSpeed = 0.5, - LowestIncrease = 1.0, - Interval = 1000.0, - Staing = delegate - { - }, - Runing = delegate(Mot m) - { - if (cha.Bod.Is頬眼) - { - cha.Bod.頬瞼左.Yv = m.Value.Clamp(cha.瞼基準頬左, 1.0); - cha.Bod.頬瞼右.Yv = m.Value.Clamp(cha.瞼基準頬右, 1.0); - } - if (cha.Bod.Is額眼) - { - cha.Bod.額瞼.Yv = m.Value.Clamp(cha.瞼基準額, 1.0); - } - }, - Reaing = delegate - { - }, - Rouing = delegate(Mot m) - { - m.Interval = 5000.0 * RNG.XS.NextDouble(); - }, - Ending = delegate - { - } - }; - Mots.Add(瞬き2.GetHashCode().ToString(), 瞬き2); - 瞬き2.Start(); - } - bool o = false; - double ov = 0.0; - 口腔精液垂れ = new Mot(0.0, 1.0) - { - BaseSpeed = 0.8, - Staing = delegate - { - cha.Bod.口精液.Yi = 0; - ov = cha.中出度; - cha.Bod.口精液.濃度 = 1.0 * ov; - cha.Bod.口精液.精液_表示 = true; - o = true; - cha.Bod.口精液.右 = RNG.XS.NextBool(); - }, - Runing = delegate(Mot m) - { - if (o) - { - cha.Bod.口精液.Yv = m.Value; - } - else - { - cha.Bod.口精液.濃度 = m.Value * ov; - } - }, - Reaing = delegate - { - o = false; - }, - Rouing = delegate(Mot m) - { - cha.Bod.口精液.表示 = false; - m.End(); - }, - Ending = delegate - { - } - }; - Mots.Add(口腔精液垂れ.GetHashCode().ToString(), 口腔精液垂れ); - bool v = false; - double vv = 0.0; - double zd = Bod.膣内精液.精液濃度; - 性器精液垂れ = new Mot(0.0, 1.0) - { - BaseSpeed = 0.8, - Staing = delegate - { - cha.Bod.性器精液.Yi = 0; - vv = cha.中出度; - cha.Bod.性器精液.濃度 = 1.0 * vv; - cha.Bod.性器精液.精液_表示 = true; - v = true; - zd = cha.Bod.膣内精液.精液濃度; - cha.Bod.性器精液.右 = RNG.XS.NextBool(); - }, - Runing = delegate(Mot m) - { - if (v) - { - cha.Bod.性器精液.Yv = m.Value; - cha.Bod.膣内精液.精液濃度 = zd * m.Value.Inverse(); - } - else - { - cha.Bod.性器精液.濃度 = m.Value * vv; - } - }, - Reaing = delegate - { - v = false; - }, - Rouing = delegate(Mot m) - { - cha.Bod.性器精液.表示 = false; - m.End(); - }, - Ending = delegate - { - } - }; - Mots.Add(性器精液垂れ.GetHashCode().ToString(), 性器精液垂れ); - bool a = false; - double av = 0.0; - 肛門精液垂れ = new Mot(0.0, 1.0) - { - BaseSpeed = 0.8, - Staing = delegate - { - cha.Bod.肛門精液.Yi = 0; - av = cha.中出度; - cha.Bod.肛門精液.濃度 = 1.0 * av; - cha.Bod.肛門精液.精液_表示 = true; - a = true; - cha.Bod.肛門精液.右 = RNG.XS.NextBool(); - }, - Runing = delegate(Mot m) - { - if (a) - { - cha.Bod.肛門精液.Yv = m.Value; - } - else - { - cha.Bod.肛門精液.濃度 = m.Value * av; - } - }, - Reaing = delegate - { - a = false; - }, - Rouing = delegate(Mot m) - { - cha.Bod.肛門精液.表示 = false; - m.End(); - }, - Ending = delegate - { - } - }; - Mots.Add(肛門精液垂れ.GetHashCode().ToString(), 肛門精液垂れ); - bool z = false; - double zv = 0.0; - 出糸精液垂れ = new Mot(0.0, 1.0) - { - BaseSpeed = 0.8, - Staing = delegate - { - cha.Bod.出糸精液.Yi = 0; - zv = cha.中出度; - cha.Bod.出糸精液.濃度 = 1.0 * zv; - cha.Bod.出糸精液.精液_表示 = true; - z = true; - cha.Bod.出糸精液.右 = RNG.XS.NextBool(); - }, - Runing = delegate(Mot m) - { - if (z) - { - cha.Bod.出糸精液.Yv = m.Value; - } - else - { - cha.Bod.出糸精液.濃度 = m.Value * zv; - } - }, - Reaing = delegate - { - z = false; - }, - Rouing = delegate(Mot m) - { - cha.Bod.出糸精液.表示 = false; - m.End(); - }, - Ending = delegate - { - } - }; - Mots.Add(出糸精液垂れ.GetHashCode().ToString(), 出糸精液垂れ); - 潮吹小 = new Mot(0.0, 1.0) - { - BaseSpeed = 4.0, - Staing = delegate - { - cha.Bod.潮吹_小.Yv = 0.0; - cha.Bod.潮吹_小.表示 = true; - }, - Runing = delegate(Mot m) - { - cha.Bod.潮吹_小.Yv = m.Value; - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.潮吹_小.表示 = false; - cha.Bod.飛沫濃度 = (cha.Bod.飛沫濃度 + 0.01).Clamp(0.0, 1.0); - } - }; - Mots.Add(潮吹小.GetHashCode().ToString(), 潮吹小); - 潮吹大 = new Mot(0.0, 1.0) - { - BaseSpeed = 4.0, - Staing = delegate - { - cha.Bod.潮吹_大.Yv = 0.0; - cha.Bod.潮吹_大.表示 = true; - cha.Bod.潮吹_大.右 = RNG.XS.NextBool(); - if (cha.潮吹擬音 != null) - { - cha.潮吹擬音(); - } - }, - Runing = delegate(Mot m) - { - cha.Bod.潮吹_大.Yv = m.Value; - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.潮吹_大.表示 = false; - cha.Bod.潮染み濃度 = (cha.Bod.潮染み濃度 + 0.2).Clamp(0.0, 1.0); - } - }; - Mots.Add(潮吹大.GetHashCode().ToString(), 潮吹大); - 飛沫 = new Mot(0.0, 1.0) - { - BaseSpeed = 4.0, - Staing = delegate - { - cha.Bod.飛沫.Yv = 0.0; - cha.Bod.飛沫.表示 = true; - cha.Bod.飛沫.右 = RNG.XS.NextBool(); - }, - Runing = delegate(Mot m) - { - cha.Bod.飛沫.Yv = m.Value; - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.飛沫.表示 = false; - cha.Bod.飛沫濃度 = (cha.Bod.飛沫濃度 + 0.03).Clamp(0.0, 1.0); - } - }; - Mots.Add(飛沫.GetHashCode().ToString(), 飛沫); - 唾散 = new Mot(0.0, 1.0) - { - BaseSpeed = 3.0, - Staing = delegate - { - cha.Bod.咳.Yv = 0.0; - cha.Bod.咳.表示 = true; - }, - Runing = delegate(Mot m) - { - cha.Bod.咳.Yv = m.Value; - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.咳.表示 = false; - } - }; - Mots.Add(唾散.GetHashCode().ToString(), 唾散); - Mot 染み = new Mot(0.0, 1.0) - { - BaseSpeed = 0.1, - Staing = delegate - { - }, - Runing = delegate(Mot m) - { - cha.Bod.尿染み濃度 = m.Value; - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - } - }; - Mots.Add(染み.GetHashCode().ToString(), 染み); - Mot 放尿1 = null; - Mot 放尿2 = new Mot(0.0, 1.0) - { - BaseSpeed = 1.0, - Staing = delegate - { - }, - Runing = delegate(Mot m) - { - cha.Bod.放尿.濃度 = m.Value.Inverse(); - ChaD.Shyness = (ChaD.Shyness + 0.002).Clamp(0.0, 1.0); - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.放尿.表示 = false; - cha.Bod.放尿.濃度 = 1.0; - 放尿1.End(); - } - }; - Mots.Add(放尿2.GetHashCode().ToString(), 放尿2); - Stopwatch sw = new Stopwatch(); - 放尿1 = new Mot(8.0, 10.0) - { - BaseSpeed = 10.0, - Staing = delegate - { - cha.Bod.放尿.Yi = 8; - sw.Start(); - }, - Runing = delegate(Mot m) - { - if (sw.ElapsedMilliseconds > 4000) - { - 放尿2.Start(); - } - else if (cha.放尿擬音 != null) - { - cha.放尿擬音(); - } - cha.Bod.放尿.Yi = (int)m.Value; - ChaD.Shyness = (ChaD.Shyness + 0.002).Clamp(0.0, 1.0); - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - sw.Reset(); - } - }; - Mots.Add(放尿1.GetHashCode().ToString(), 放尿1); - Mot 湯気 = new Mot(0.0, 1.0) - { - BaseSpeed = 0.2, - Staing = delegate - { - cha.Bod.湯気左濃度 = 0.0; - cha.Bod.湯気右濃度 = 0.0; - }, - Runing = delegate(Mot m) - { - cha.Bod.湯気左濃度 = m.Value; - cha.Bod.湯気右濃度 = m.Value; - }, - Reaing = delegate - { - }, - Rouing = delegate(Mot m) - { - m.End(); - }, - Ending = delegate - { - } - }; - Mots.Add(湯気.GetHashCode().ToString(), 湯気); - 放尿 = new Mot(0.0, 1.0) - { - BaseSpeed = 0.6, - Staing = delegate - { - cha.Bod.放尿.Yv = 0.0; - cha.Bod.放尿.表示 = true; - if (cha.Bod.尿染み濃度 != 1.0) - { - 染み.Start(); - } - //Sounds.放尿.Play(); - }, - Runing = delegate(Mot m) - { - cha.Bod.放尿.Yv = m.Value; - if (cha.放尿擬音 != null) - { - cha.放尿擬音(); - } - ChaD.Shyness = (ChaD.Shyness + 0.002).Clamp(0.0, 1.0); - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - 放尿1.Start(); - 湯気.Start(); - } - }; - Mots.Add(放尿.GetHashCode().ToString(), 放尿); - 放尿強制終了_ = delegate - { - cha.放尿.End(); - 放尿1.End(); - 湯気.End(); - 放尿2.End(); - 染み.End(); - }; - Is放尿 = () => cha.放尿.Run || 放尿1.Run || 放尿2.Run; - 噴乳 = new Mot(0.0, 1.0) - { - BaseSpeed = 2.0, - Staing = delegate - { - cha.Bod.噴乳左.Yi = 0; - cha.Bod.噴乳右.Yi = 0; - cha.Bod.噴乳左.母乳1_表示 = true; - cha.Bod.噴乳左.母乳2_表示 = true; - cha.Bod.噴乳左.母乳3_表示 = true; - cha.Bod.噴乳左.母乳4_表示 = true; - cha.Bod.噴乳右.母乳1_表示 = true; - cha.Bod.噴乳右.母乳2_表示 = true; - cha.Bod.噴乳右.母乳3_表示 = true; - cha.Bod.噴乳右.母乳4_表示 = true; - }, - Runing = delegate(Mot m) - { - cha.Bod.噴乳左.Yv = m.Value; - cha.Bod.噴乳右.Yv = m.Value; - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.噴乳左.母乳1_表示 = false; - cha.Bod.噴乳左.母乳2_表示 = false; - cha.Bod.噴乳左.母乳3_表示 = false; - cha.Bod.噴乳左.母乳4_表示 = false; - cha.Bod.噴乳左.母乳垂れ1_表示 = true; - cha.Bod.噴乳左.母乳垂れ2_表示 = true; - cha.Bod.噴乳右.母乳1_表示 = false; - cha.Bod.噴乳右.母乳2_表示 = false; - cha.Bod.噴乳右.母乳3_表示 = false; - cha.Bod.噴乳右.母乳4_表示 = false; - cha.Bod.噴乳右.母乳垂れ1_表示 = true; - cha.Bod.噴乳右.母乳垂れ2_表示 = true; - cha.噴乳染み = (cha.噴乳染み + 0.03).Clamp(0.0, 1.0); - } - }; - Mots.Add(噴乳.GetHashCode().ToString(), 噴乳); - bool hm = false; - bool 鼻水左 = Bod.鼻水左 != null; - bool 鼻水右 = Bod.鼻水右 != null; - 鼻水 = new Mot(0.0, 1.0) - { - BaseSpeed = 3.0, - Staing = delegate - { - hm = RNG.XS.NextBool(); - if (鼻水左 && hm && cha.Bod.鼻水左.Yv != 1.0 && cha.Bod.鼻水右.Yv != 1.0) - { - cha.Bod.鼻水左.Yv = 0.0; - cha.Bod.鼻水左.表示 = true; - } - if (鼻水右 && !hm && cha.Bod.鼻水左.Yv != 1.0 && cha.Bod.鼻水右.Yv != 1.0) - { - cha.Bod.鼻水右.Yv = 0.0; - cha.Bod.鼻水右.表示 = true; - } - }, - Runing = delegate(Mot m) - { - if (鼻水左 && hm && cha.Bod.鼻水左.Yv != 1.0 && cha.Bod.鼻水右.Yv != 1.0) - { - cha.Bod.鼻水左.Yv = m.Value; - } - if (鼻水右 && !hm && cha.Bod.鼻水左.Yv != 1.0 && cha.Bod.鼻水右.Yv != 1.0) - { - cha.Bod.鼻水右.Yv = m.Value; - } - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - } - }; - Mots.Add(鼻水.GetHashCode().ToString(), 鼻水); - bool yb = false; - bool 涎左 = Bod.涎左 != null; - bool 涎右 = Bod.涎右 != null; - 涎 = new Mot(0.0, 1.0) - { - BaseSpeed = 3.0, - Staing = delegate - { - yb = RNG.XS.NextBool(); - if (涎左 && yb && cha.Bod.涎左.Yv != 1.0 && cha.Bod.涎右.Yv != 1.0) - { - cha.Bod.涎左.Yv = 0.0; - cha.Bod.涎左.表示 = true; - } - if (涎右 && !yb && cha.Bod.涎左.Yv != 1.0 && cha.Bod.涎右.Yv != 1.0) - { - cha.Bod.涎右.Yv = 0.0; - cha.Bod.涎右.表示 = true; - } - }, - Runing = delegate(Mot m) - { - if (涎左 && yb && cha.Bod.涎左.Yv != 1.0 && cha.Bod.涎右.Yv != 1.0) - { - cha.Bod.涎左.Yv = m.Value; - } - if (涎右 && !yb && cha.Bod.涎左.Yv != 1.0 && cha.Bod.涎右.Yv != 1.0) - { - cha.Bod.涎右.Yv = m.Value; - } - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - } - }; - Mots.Add(涎.GetHashCode().ToString(), 涎); - int s; - Vector2D ev; - EyeTracking = new Mot(0.0, 1.0) - { - BaseSpeed = 0.1, - Staing = delegate - { - }, - Runing = delegate - { - s = ((!cha.目逸し) ? 1 : (-1)); - if (cha.目逸し) - { - if (cha.Bod.Is双眼) - { - ev = s * (cha.CP - (cha.Bod.目左.位置 + cha.Bod.目右.位置) * 0.5).newNormalize() * 0.002; - cha.Bod.目左.視線 = ev; - cha.Bod.目右.視線 = ev; - } - if (cha.Bod.Is頬眼) - { - ev = s * (cha.CP - (cha.Bod.頬目左.位置 + cha.Bod.頬目右.位置) * 0.5).newNormalize() * 0.00089; - cha.Bod.頬目左.視線 = ev; - cha.Bod.頬目右.視線 = ev; - } - if (cha.Bod.Is額眼) - { - ev = s * (cha.CP - cha.Bod.額目.位置).newNormalize() * 0.00089; - cha.Bod.額目.視線 = ev; - } - if (cha.Bod.Is単眼) - { - ev = s * (cha.CP - cha.Bod.単眼目.位置).newNormalize() * 0.003; - cha.Bod.単眼目.視線 = ev; - } - } - else - { - if (cha.Bod.Is双眼) - { - cha.Bod.目左.視線 = s * (cha.CP - cha.Bod.目左.位置).newNormalize() * 0.002; - cha.Bod.目右.視線 = s * (cha.CP - cha.Bod.目右.位置).newNormalize() * 0.002; - } - if (cha.Bod.Is頬眼) - { - cha.Bod.頬目左.視線 = s * (cha.CP - cha.Bod.頬目左.位置).newNormalize() * 0.00089; - cha.Bod.頬目右.視線 = s * (cha.CP - cha.Bod.頬目右.位置).newNormalize() * 0.00089; - } - if (cha.Bod.Is額眼) - { - cha.Bod.額目.視線 = s * (cha.CP - cha.Bod.額目.位置).newNormalize() * 0.00089; - } - if (cha.Bod.Is単眼) - { - cha.Bod.単眼目.視線 = s * (cha.CP - cha.Bod.単眼目.位置).newNormalize() * 0.003; - } - } - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - } - }; - Mots.Add(EyeTracking.GetHashCode().ToString(), EyeTracking); - double l = 1.0; - 絶頂終了 = new Mot(0.0, 1.0) - { - BaseSpeed = 0.2 - 0.15 * 絶頂時間, - Staing = delegate(Mot m) - { - m.BaseSpeed = 0.2 - 0.15 * cha.絶頂時間; - l = 1.0; - }, - Runing = delegate(Mot m) - { - l = m.Value.Inverse(); - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.絶頂.End(); - Player.絶頂終了処理(); - } - }; - Mots.Add(絶頂終了.GetHashCode().ToString(), 絶頂終了); - double kv = 0.0; - Par pa = Bod.Waist.Body.CurJoinRoot; - Par pb = null; - Vector2D vec = Dat.Vec2DZero; - Action 腰接続 = delegate - { - pb = cha.Bod.Waist.Body.CurJoinRoot; - vec = pb.ToGlobal(pb.JP[5].Joint) - pa.ToGlobal(pa.JP[5].Joint); - if (cha.Bod.IsWaist) - { - if (cha.重Waist) - { - cha.Bod.EIWaist.PositionCont = vec; - } - else - { - cha.Bod.EIWaist.Updatef = true; - } - } - if (cha.Bod.Is半後) - { - if (cha.重半後) - { - cha.Bod.EI半後.PositionCont = vec; - } - else - { - cha.Bod.EI半後.Updatef = true; - } - } - if (cha.Bod.Is半中1) - { - if (cha.重半中1) - { - cha.Bod.EI半中1.PositionCont = vec; - } - else - { - cha.Bod.EI半中1.Updatef = true; - } - } - if (cha.Bod.Is半中2) - { - if (cha.重半中2) - { - cha.Bod.EI半中2.PositionCont = vec; - } - else - { - cha.Bod.EI半中2.Updatef = true; - } - } - if (cha.Bod.Is半前) - { - if (cha.重半前) - { - cha.Bod.EI半前.PositionCont = vec; - } - else - { - cha.Bod.EI半前.Updatef = true; - } - } - if (cha.Bod.Is腿) - { - if (cha.重腿) - { - cha.Bod.EI腿.PositionCont = vec; - } - else - { - cha.Bod.EI腿.Updatef = true; - } - } - }; - double d; - 絶頂 = new Mot(0.0, 1.0) - { - BaseSpeed = 20.0, - Staing = delegate - { - kv = cha.Bod.Waist.Yv; - cha.絶頂終了.Start(); - }, - Runing = delegate(Mot m) - { - d = 5.0 * (0.15 + cha.絶頂激しさ) * m.Value.Sin() * RNG.XS.NextDouble() * l; - if (cha.Bod.Arm人n > 0) - { - cha.腕人絶頂(d); - } - if (cha.Bod.腕翼鳥n > 0) - { - cha.腕翼鳥絶頂(d); - } - if (cha.Bod.腕翼獣n > 0) - { - cha.腕翼獣絶頂(d); - } - if (cha.Bod.腕獣n > 0) - { - cha.腕獣絶頂(d); - } - if (cha.Bod.Is触覚他) - { - cha.触覚絶頂(d); - } - if (cha.Bod.Is触覚甲) - { - cha.触覚甲絶頂(d); - } - if (cha.Bod.大顎n > 0) - { - cha.大顎絶頂(d); - } - if (cha.Bod.虫顎n > 0) - { - cha.虫顎絶頂(d); - } - if (cha.Bod.鰭n > 0) - { - cha.鰭絶頂(d); - } - if (cha.Bod.葉n > 0) - { - cha.葉絶頂(d); - } - if (cha.Bod.前翅1n > 0) - { - cha.前翅絶頂(d); - } - if (cha.Bod.後翅1n > 0) - { - cha.後翅絶頂(d); - } - if (cha.Bod.触肢蜘n > 0) - { - cha.触肢蜘絶頂(d); - } - if (cha.Bod.触肢蠍n > 0) - { - cha.触肢蠍絶頂(d); - } - if (cha.Bod.節足蜘n > 0) - { - cha.節足蜘絶頂(d); - } - if (cha.Bod.節足蠍n > 0) - { - cha.節足蠍絶頂(d); - } - if (cha.Bod.節足百n > 0) - { - cha.節足百絶頂(d); - } - if (cha.Bod.節尾曳n > 0) - { - cha.節尾曳絶頂(d); - } - if (cha.Bod.節尾鋏n > 0) - { - cha.節尾鋏絶頂(d); - } - if (cha.Bod.虫鎌n > 0) - { - cha.虫鎌絶頂(d); - } - if (cha.Bod.触手n > 0) - { - cha.触手絶頂(d); - } - if (cha.Bod.触手犬n > 0) - { - cha.触手犬絶頂(d); - } - if (cha.Bod.尾n > 0) - { - cha.尾絶頂(d); - } - if (cha.Bod.Is植) - { - cha.植絶頂(d); - } - if (cha.Bod.脚人n > 0) - { - cha.脚人絶頂(d); - } - if (cha.Bod.脚獣n > 0) - { - cha.脚獣絶頂(d); - } - cha.Bod.腰振りv = d * RNG.XS.NextDouble(); - cha.Bod.Waist.位置C = new Vector2D(0.0, 0.0005 * d); - cha.Bod.乳房左.位置C = cha.Bod.Waist.位置C; - cha.Bod.乳房右.位置C = cha.Bod.Waist.位置C; - if (cha.Bod.Is腕前) - { - cha.Bod.EI腕前.Updatef = true; - } - 腰接続(); - Player.絶頂中処理(); - if (0.3.Lot()) - { - Player.奴体力消費中(); - } - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - cha.Bod.腰振り_人v = kv; - cha.Bod.Waist.位置C = Dat.Vec2DZero; - if (!cha.Bod.乳房左.着衣) - { - cha.Bod.乳房左.位置C = Dat.Vec2DZero; - cha.Bod.乳房右.位置C = Dat.Vec2DZero; - } - if (cha.Bod.IsWaist) - { - cha.Bod.EIWaist.PositionCont = Dat.Vec2DZero; - } - if (cha.Bod.Is半後) - { - cha.Bod.EI半後.PositionCont = Dat.Vec2DZero; - } - if (cha.Bod.Is半中1) - { - cha.Bod.EI半中1.PositionCont = Dat.Vec2DZero; - } - if (cha.Bod.Is半中2) - { - cha.Bod.EI半中2.PositionCont = Dat.Vec2DZero; - } - if (cha.Bod.Is半前) - { - cha.Bod.EI半前.PositionCont = Dat.Vec2DZero; - } - if (cha.Bod.Is腿) - { - cha.Bod.EI腿.PositionCont = Dat.Vec2DZero; - } - } - }; - Mots.Add(絶頂.GetHashCode().ToString(), 絶頂); - Stopwatch 肛sw = new Stopwatch(); - 肛ヒク = new Mot(0.0, 1.0) - { - BaseSpeed = 1.0, - Staing = delegate - { - 肛sw.Restart(); - }, - Runing = delegate(Mot m) - { - cha.Bod.肛門C = 0.5 + m.Value.Sin() * RNG.XS.NextDouble() * 0.5; - if (肛sw.ElapsedMilliseconds > 5000) - { - m.End(); - } - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - 肛sw.Stop(); - cha.Bod.肛門C = 1.0; - } - }; - Mots.Add(肛ヒク.GetHashCode().ToString(), 肛ヒク); - Stopwatch 膣sw = new Stopwatch(); - 膣ヒク = new Mot(0.0, 1.0) - { - BaseSpeed = 1.0, - Staing = delegate - { - 膣sw.Restart(); - }, - Runing = delegate(Mot m) - { - cha.Bod.膣腔C = 1.0 + m.Value.Sin() * RNG.XS.NextDouble() * 0.5; - if (膣sw.ElapsedMilliseconds > 5000) - { - m.End(); - } - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - 膣sw.Stop(); - cha.Bod.膣腔C = 1.0; - } - }; - Mots.Add(膣ヒク.GetHashCode().ToString(), 膣ヒク); - Stopwatch 糸sw = new Stopwatch(); - 糸ヒク = new Mot(0.0, 1.0) - { - BaseSpeed = 0.1, - Staing = delegate - { - 糸sw.Restart(); - }, - Runing = delegate(Mot m) - { - if (cha.Bod.Is蜘尾) - { - cha.Bod.出糸C = m.Value.Sin() * 30.0; - } - if (糸sw.ElapsedMilliseconds > 5000) - { - m.End(); - } - }, - Reaing = delegate - { - }, - Rouing = delegate - { - }, - Ending = delegate - { - 糸sw.Stop(); - if (cha.Bod.Is蜘尾) - { - cha.Bod.出糸C = 0.0; - } - } - }; - Mots.Add(糸ヒク.GetHashCode().ToString(), 糸ヒク); - bool 顔面開き = false; - bool Is展開 = Bod.Is顔面 || Bod.Is大顎基; - 顔面 顔面 = Bod.顔面; - 大顎基 大顎 = Bod.頭.大顎基_接続.GetEle<大顎基>(); - 角1_虫 虫角 = Bod.頭.額_接続.GetEle<角1_虫>(); - double o_ = 0.0; - 顔面展開 = new Mot(0.0, 1.0) - { - BaseSpeed = 5.0, - Staing = delegate - { - if (Is展開) - { - 顔面開き = o_ == 1.0; - } - }, - Runing = delegate(Mot m) - { - if (Is展開) - { - if (顔面開き) - { - o_ = m.Value.Inverse(); - } - else - { - o_ = m.Value; - } - if (cha.Bod.Is顔面) - { - 顔面.展開0 = o_; - 顔面.展開1 = o_; - } - if (cha.Bod.Is大顎基) - { - 大顎.展開 = o_; - } - if (cha.Bod.Is虫角) - { - 虫角.展開 = o_; - } - } - }, - Reaing = delegate(Mot m) - { - m.End(); - }, - Rouing = delegate - { - }, - Ending = delegate - { - } - }; - Mots.Add(顔面展開.GetHashCode().ToString(), 顔面展開); - Vector2D p_ = Dat.Vec2DZero; - double d_; - 体揺れ = new Mot(0.0, 1.0) - { - BaseSpeed = 7.0, - Staing = delegate - { - }, - Runing = delegate(Mot m) - { - d_ = 2.0 * m.Value; - if (cha.Bod.Arm人n > 0) - { - cha.腕人絶頂(d_); - } - if (cha.Bod.腕翼鳥n > 0) - { - cha.腕翼鳥絶頂(d_); - } - if (cha.Bod.腕翼獣n > 0) - { - cha.腕翼獣絶頂(d_); - } - if (cha.Bod.腕獣n > 0) - { - cha.腕獣絶頂(d_); - } - if (cha.Bod.Is触覚他) - { - cha.触覚絶頂(d_); - } - if (cha.Bod.Is触覚甲) - { - cha.触覚甲絶頂(d_); - } - if (cha.Bod.大顎n > 0) - { - cha.大顎絶頂(d_); - } - if (cha.Bod.虫顎n > 0) - { - cha.虫顎絶頂(d_); - } - if (cha.Bod.鰭n > 0) - { - cha.鰭絶頂(d_); - } - if (cha.Bod.葉n > 0) - { - cha.葉絶頂(d_); - } - if (cha.Bod.前翅1n > 0) - { - cha.前翅絶頂(0.0 - d_); - } - if (cha.Bod.後翅1n > 0) - { - cha.後翅絶頂(0.0 - d_); - } - if (cha.Bod.触肢蜘n > 0) - { - cha.触肢蜘絶頂(d_); - } - if (cha.Bod.触肢蠍n > 0) - { - cha.触肢蠍絶頂(d_); - } - if (cha.Bod.節足蜘n > 0) - { - cha.節足蜘絶頂(d_); - } - if (cha.Bod.節足蠍n > 0) - { - cha.節足蠍絶頂(d_); - } - if (cha.Bod.節足百n > 0) - { - cha.節足百絶頂(d_); - } - if (cha.Bod.節尾曳n > 0) - { - cha.節尾曳絶頂(d_); - } - if (cha.Bod.節尾鋏n > 0) - { - cha.節尾鋏絶頂(d_); - } - if (cha.Bod.虫鎌n > 0) - { - cha.虫鎌絶頂(d_); - } - if (cha.Bod.触手n > 0) - { - cha.触手絶頂(d_); - } - if (cha.Bod.触手犬n > 0) - { - cha.触手犬絶頂(d_); - } - if (cha.Bod.尾n > 0) - { - cha.尾絶頂(d_); - } - if (cha.Bod.Is植) - { - cha.植絶頂(d_); - } - if (cha.Bod.脚人n > 0) - { - cha.脚人絶頂(d_); - } - if (cha.Bod.脚獣n > 0) - { - cha.脚獣絶頂(d_); - } - p_.Y = -0.001 * m.Value; - cha.Bod.Waist.位置C = p_; - cha.Bod.乳房左.位置C = cha.Bod.Waist.位置C; - cha.Bod.乳房右.位置C = cha.Bod.Waist.位置C; - if (cha.Bod.Is髪) - { - if (cha.重髪) - { - cha.Bod.EI髪.Position = p_; - } - else - { - cha.Bod.EI髪.Updatef = true; - } - } - if (cha.Bod.IsChest) - { - if (cha.重胸) - { - cha.Bod.EIChest.Position = p_; - } - else - { - cha.Bod.EIChest.Updatef = true; - } - } - if (cha.Bod.IsWaist) - { - if (cha.重Waist) - { - cha.Bod.EIWaist.Position = p_; - } - else - { - cha.Bod.EIWaist.Updatef = true; - } - } - if (cha.Bod.Is腕前) - { - if (cha.重腕前) - { - cha.Bod.EI腕前.Position = p_; - } - else - { - cha.Bod.EI腕前.Updatef = true; - } - } - if (cha.Bod.Is半後) - { - if (cha.重半後) - { - cha.Bod.EI半後.Position = p_; - } - else - { - cha.Bod.EI半後.Updatef = true; - } - } - if (cha.Bod.Is半中1) - { - if (cha.重半中1) - { - cha.Bod.EI半中1.Position = p_; - } - else - { - cha.Bod.EI半中1.Updatef = true; - } - } - if (cha.Bod.Is半中2) - { - if (cha.重半中2) - { - cha.Bod.EI半中2.Position = p_; - } - else - { - cha.Bod.EI半中2.Updatef = true; - } - } - if (cha.Bod.Is半前) - { - if (cha.重半前) - { - cha.Bod.EI半前.Position = p_; - } - else - { - cha.Bod.EI半前.Updatef = true; - } - } - if (cha.Bod.Is腿) - { - if (cha.重腿) - { - cha.Bod.EI腿.Position = p_; - } - else - { - cha.Bod.EI腿.Updatef = true; - } - } - }, - Reaing = delegate - { - }, - Rouing = delegate(Mot m) - { - m.End(); - }, - Ending = delegate - { - cha.Bod.Waist.位置C = Dat.Vec2DZero; - if (!cha.Bod.乳房左.着衣) - { - cha.Bod.乳房左.位置C = Dat.Vec2DZero; - cha.Bod.乳房右.位置C = Dat.Vec2DZero; - } - if (cha.Bod.Is髪) - { - cha.Bod.EI髪.Position = Dat.Vec2DZero; - } - if (cha.Bod.IsChest) - { - cha.Bod.EIChest.Position = Dat.Vec2DZero; - } - if (cha.Bod.IsWaist) - { - cha.Bod.EIWaist.Position = Dat.Vec2DZero; - } - if (cha.Bod.Is腕前) - { - cha.Bod.EI腕前.Position = Dat.Vec2DZero; - } - if (cha.Bod.Is半後) - { - cha.Bod.EI半後.Position = Dat.Vec2DZero; - } - if (cha.Bod.Is半中1) - { - cha.Bod.EI半中1.Position = Dat.Vec2DZero; - } - if (cha.Bod.Is半中2) - { - cha.Bod.EI半中2.Position = Dat.Vec2DZero; - } - if (cha.Bod.Is半前) - { - cha.Bod.EI半前.Position = Dat.Vec2DZero; - } - if (cha.Bod.Is腿) - { - cha.Bod.EI腿.Position = Dat.Vec2DZero; - } - } - }; - Mots.Add(体揺れ.GetHashCode().ToString(), 体揺れ); - int c_ = 0; - int 咳込み数 = 1; - Coughing = new Mot(0.0, 1.0) - { - BaseSpeed = 10.0, - GotoSpeed = 0.5, - RetuSpeed = 2.0, - Staing = delegate - { - cha.UpdateExpression(); - if (cha.Bod.Is双眼) - { - cha.両瞼_1(RNG.XS.Next(1, 4), RNG.XS.Next(1, 4)); - } - else if (cha.Bod.Is単眼) - { - cha.単瞼_1(RNG.XS.Next(1, 4)); - } - if (cha.Bod.Is頬眼) - { - cha.両頬瞼_1(RNG.XS.Next(1, 4), RNG.XS.Next(1, 4)); - } - if (cha.Bod.Is額眼) - { - cha.額瞼_1(RNG.XS.Next(1, 4)); - } - c_ = 0; - 咳込み数 = RNG.XS.NextM(1, 2) + Player.UI.ペニス処理.中出しCount / 2; - }, - Runing = delegate(Mot m) - { - cha.呼吸値 = m.Value; - }, - Reaing = delegate - { - cha.唾散.Start(); - if ((Player.UI.ペニス処理.中出し || cha.Crying) && 0.18.Lot()) - { - cha.鼻水.Start(); - } - if (Player.UI.ペニス処理.中出し && 0.25.Lot()) - { - cha.涎.Start(); - } - }, - Rouing = delegate(Mot m) - { - c_++; - if (c_ >= 咳込み数) - { - m.End(); - } - }, - Ending = delegate - { - cha.SetInitialExpression(); - cha.口(); - } - }; - Mots.Add(Coughing.GetHashCode().ToString(), Coughing); - double 中出度_ = 0.0; - ごっくん = new Mot(0.0, 1.0) - { - BaseSpeed = 1.0, - Staing = delegate - { - cha.UpdateExpression(); - cha.口_紡ぎ(); - 中出度_ = cha.中出度; - }, - Runing = delegate(Mot m) - { - cha.呼吸値 = m.Value; - }, - Reaing = delegate - { - }, - Rouing = delegate(Mot m) - { - m.End(); - }, - Ending = delegate - { - if (RNG.XS.NextBool()) - { - //Sounds.挿抜口1.Play(); - } - else - { - //Sounds.挿抜口2.Play(); - } - ChaD.Stamina = (ChaD.Stamina + 0.3 * 中出度_).Clamp(0.0, 1.0); - } - }; - Mots.Add(ごっくん.GetHashCode().ToString(), ごっくん); - Mots.Drive(Med.FPSF); - Med.SetUniqueColor(Bod.Elements.Select((Ele e) => e.Body.EnumAllPar()).JoinEnum()); - 汗掻き = new Sweat(Med, Are, this, Mots); - 汗かき = 汗掻き.汗かき; - Bod.汗掻き = 汗掻き; - this.SetInitialAngle(); - } - - public void Draw(RenderArea Are, FPS FPS) - { - this.FPS = FPS.Value; - Mots.Drive(FPS); - Bod.描画(Are); - } - - public void Dispose() - { - Bod.Dispose(); - 汗掻き.Dispose(); - Med.RemUniqueColor(Bod.Elements.Select((Ele e) => e.Body.EnumAllPar()).JoinEnum()); - } - - public void Set衣装(IEnumerable 衣装) - { - Bod.脱衣(); - Dictionary dictionary = new Dictionary(); - Dictionary dictionary2 = new Dictionary(); - string ts; - foreach (object item in 衣装) - { - Type type = item.GetType(); - ts = type.ToString(); - if (dictionary.ContainsKey(type)) - { - dictionary2[type][dictionary[type]].SetValue(Bod, item, null); - dictionary[type]++; - continue; - } - dictionary.Add(type, 0); - dictionary2.Add(type, (from e in Sta.Bodt.GetProperties() - where e.PropertyType.ToString() == ts - select e).ToArray()); - dictionary2[type][dictionary[type]].SetValue(Bod, item, null); - dictionary[type]++; - } - if (!ChaD.股施術 && Bod.Is股防御()) - { - Bod.Setピアス = Sta.ピアス初期化; - } - if (!ChaD.胸施術 && Bod.Is胸甲殻()) - { - Bod.Setピアス左 = Sta.ピアス初期化; - Bod.Setピアス右 = Sta.ピアス初期化; - } - } - - public ContactD GetContact(ref Color HitColor) - { - ContactD result = default(ContactD); - result.e = this.Bod.GetHitEle(HitColor); - if (result.e != null) - { - result.p = result.e.Body.GetHitPar_(HitColor); - bool flag = false; - bool flag2 = result.e is Shoulder || result.e is UpperArm || result.e is LowerArm || result.e is 手 || result.e is 四足脇 || result.e is 腿 || result.e is Leg || result.e is 足 || result.e is 鰭 || result.e is 葉 || result.e is 前翅 || result.e is 後翅 || result.e is 触肢 || result.e is 節足 || result.e is 節尾 || result.e is 大顎 || result.e is 虫顎 || result.e is 虫鎌 || result.e is 触手; - if (result.e is 前髪 || result.e is 頭頂) - { - result.c = ContactType.Head; - } - else if (result.e is 耳 || result.e is 獣耳) - { - result.c = ContactType.Ear; - } - else if (this.Bod.Is口腔()) - { - result.c = ContactType.Mouth; - } - else if (result.e is Head) - { - result.c = ContactType.Face; - } - else if (result.e is SideHair || result.e is BackHair0 || result.e is BackHair1 || result.e is 基髪) - { - result.c = ContactType.Hair; - } - else if (result.e is Neck) - { - result.c = ContactType.Neck; - } - else if (result.e is Shoulder) - { - result.c = ContactType.Shoulder; - } - else if (!flag2 && !this.Bod.乳房左.虫性_甲殻_表示 && !(result.p.Tag == "乳房") && this.Bod.Is乳首()) - { - result.c = ContactType.Milk; - } - else if (result.e is 乳房) - { - result.c = ContactType.Chest; - } - else if (result.e is Chest) - { - result.c = ContactType.Side; - } - else if (((result.e is Waist || result.e is 四足腰) && result.p != null && result.p.Tag == "下腹") || result.e is ボテ腹) - { - result.c = ContactType.Stomache; - } - else if ((flag = !flag2 && this.Bod.Isくぱぁ()) && result.e is 肛門) - { - result.c = ContactType.Anal; - } - else if (flag && this.Bod.Is陰核()) - { - result.c = ContactType.Nucleus; - } - else if (flag && this.Bod.Is膣口()) - { - result.c = ContactType.Vagina; - } - else if (flag && result.e is 性器) - { - result.c = ContactType.Sex; - } - else if (flag && this.Bod.Is局部()) - { - result.c = ContactType.Crotch; - } - else if (result.e is 尾_蜘 && (result.p.Tag.Contains("出糸突起左") || result.p.Tag.Contains("出糸突起中") || result.p.Tag.Contains("出糸突起右"))) - { - result.c = ContactType.Thread; - } - else if (result.e.ConnectionType.ToString().Contains("腿") && !result.e.ConnectionType.Is左右無し()) - { - result.c = ContactType.Thigh; - } - else if (result.e is 足_人) - { - result.c = ContactType.Feet; - } - else if (result.e is 手_人) - { - result.c = ContactType.Hand; - } - else if (result.e is 触覚) - { - result.c = ContactType.Awareness; - } - else if (result.e is 触手) - { - result.c = ContactType.Touch; - } - else if (result.e.ConnectionType.ToString().Contains("尾")) - { - result.c = ContactType.Tail; - } - else if (result.e is 前翅 || result.e is 後翅 || result.e is UpperArm_鳥 || result.e is LowerArm_鳥 || result.e is 手_鳥 || result.e is UpperArm_蝙 || result.e is LowerArm_蝙 || result.e is 手_蝙) - { - result.c = ContactType.Wing; - } - else if (result.e is 鰭) - { - result.c = ContactType.Fin; - } - else - { - result.c = ContactType.Other; - } - } - return result; - } - } -} diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs new file mode 100644 index 0000000..87ce60f --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Character.cs @@ -0,0 +1,1853 @@ +using _2DGAMELIB; +using SlaveMatrix.GameClasses; +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Drawing; +using System.Linq; +using System.Reflection; + +namespace SlaveMatrix +{ + public class Character + { + private sealed class BodyPartRef + { + public EleI EI; + public bool Heavy; + + public BodyPartRef(EleI ei, bool heavy) + { + this.EI = ei; + this.Heavy = heavy; + } + } + + private CharacterFluidSystem fluids; + + private List _moveParts; + private List _contParts; + + public ModeEventDispatcher ModeEventDispatcher; + + public RenderArea RenderArea; + + public Body Body; + + public CharacterData CharacterData; + + public BodyColorSet ColorSet; + + public double FPS; + + public Vector2D CursorPosition; + + private Motion Breathing; + + private double BaseBreathingSpeed; + + private Motion TearFlow; + + private Motion TearFade; + + private bool 泣き_; + + private Motion BlinkMain; + + private Motion BlinkExtra; + + public Motion 汗かき; + + public Motion MouthCumDrip; + + public Motion GenitalCumDrip; + + public Motion AnalCumDrip; + + public Motion ThreadCumDrip; + + public Motion SquirtSmall; + + public Motion SquirtLarge; + + public Motion Splash => fluids.Splash; + + public Motion SpitSplash => fluids.SpitSplash; + + public Motion Urination; + + public Action 放尿強制終了_ = delegate + { + }; + + public Func IsUrinating = () => false; + + public Motion MilkSpray; + + public double MilkStain; + + public Motion NoseDrip => fluids.NoseDrip; + + public Motion Drool => fluids.Drool; + + public Motion EyeTracking; + + public bool LookAway; + + public double ClimaxIntensity; + + public double ClimaxDuration; + + public Motion ClimaxEnd; + + public Motion Climax; + + public Motion 肛ヒク; + + public Motion 膣ヒク; + + public Motion 糸ヒク; + + public Motion 顔面展開; + + public Motion BodySway; + + public Motion Cough; + + public Motion Swallow; + + private Sweat 汗掻き; + + public double 瞼基準単; + + public double 瞼基準左; + + public double 瞼基準右; + + public double 瞼基準額; + + public double 瞼基準頬左; + + public double 瞼基準頬右; + + public Action 潮吹擬音; + + public Action 放尿擬音; + + private double 呼吸_; + + private double y; + + private bool 重髪; + + private bool 重耳; + + private bool 重胸; + + private bool 重Waist; + + private bool 重腕前; + + private bool 重半後; + + private bool 重半中1; + + private bool 重半中2; + + private bool 重半前; + + private bool 重腿; + + private Vector2D p = Dat.Vec2DZero; + + private delegate void MorphMotion(double value); + + private List _morphMotions; + private List _morphMotionsBodySway; + + public Motions Motions = new Motions(); + + private void InitMorphMotions() + { + _morphMotions = new List(32); + _morphMotionsBodySway = new List(32); + + if (Body.Arm人n > 0) + { + _morphMotions.Add(this.腕人絶頂); + _morphMotionsBodySway.Add(this.腕人絶頂); + } + + if (Body.腕翼鳥n > 0) + { + _morphMotions.Add(this.腕翼鳥絶頂); + _morphMotionsBodySway.Add(this.腕翼鳥絶頂); + } + + if (Body.腕翼獣n > 0) + { + _morphMotions.Add(this.腕翼獣絶頂); + _morphMotionsBodySway.Add(this.腕翼獣絶頂); + } + + if (Body.腕獣n > 0) + { + _morphMotions.Add(this.腕獣絶頂); + _morphMotionsBodySway.Add(this.腕獣絶頂); + } + + if (Body.Is触覚他) + { + _morphMotions.Add(this.触覚絶頂); + _morphMotionsBodySway.Add(this.触覚絶頂); + } + + if (Body.Is触覚甲) + { + _morphMotions.Add(this.触覚甲絶頂); + _morphMotionsBodySway.Add(this.触覚甲絶頂); + } + + if (Body.大顎n > 0) + { + _morphMotions.Add(this.大顎絶頂); + _morphMotionsBodySway.Add(this.大顎絶頂); + } + + if (Body.虫顎n > 0) + { + _morphMotions.Add(this.虫顎絶頂); + _morphMotionsBodySway.Add(this.虫顎絶頂); + } + + if (Body.鰭n > 0) + { + _morphMotions.Add(this.鰭絶頂); + _morphMotionsBodySway.Add(this.鰭絶頂); + } + + if (Body.葉n > 0) + { + _morphMotions.Add(this.葉絶頂); + _morphMotionsBodySway.Add(this.葉絶頂); + } + + if (Body.前翅1n > 0) + { + _morphMotions.Add(this.前翅絶頂); + _morphMotionsBodySway.Add(v => this.前翅絶頂(-v)); + } + + if (Body.後翅1n > 0) + { + _morphMotions.Add(this.後翅絶頂); + _morphMotionsBodySway.Add(v => this.後翅絶頂(-v)); + } + + if (Body.触肢蜘n > 0) + { + _morphMotions.Add(this.触肢蜘絶頂); + _morphMotionsBodySway.Add(this.触肢蜘絶頂); + } + + if (Body.触肢蠍n > 0) + { + _morphMotions.Add(this.触肢蠍絶頂); + _morphMotionsBodySway.Add(this.触肢蠍絶頂); + } + + if (Body.節足蜘n > 0) + { + _morphMotions.Add(this.節足蜘絶頂); + _morphMotionsBodySway.Add(this.節足蜘絶頂); + } + + if (Body.節足蠍n > 0) + { + _morphMotions.Add(this.節足蠍絶頂); + _morphMotionsBodySway.Add(this.節足蠍絶頂); + } + + if (Body.節足百n > 0) + { + _morphMotions.Add(this.節足百絶頂); + _morphMotionsBodySway.Add(this.節足百絶頂); + } + + if (Body.節尾曳n > 0) + { + _morphMotions.Add(this.節尾曳絶頂); + _morphMotionsBodySway.Add(this.節尾曳絶頂); + } + + if (Body.節尾鋏n > 0) + { + _morphMotions.Add(this.節尾鋏絶頂); + _morphMotionsBodySway.Add(this.節尾鋏絶頂); + } + + if (Body.虫鎌n > 0) + { + _morphMotions.Add(this.虫鎌絶頂); + _morphMotionsBodySway.Add(this.虫鎌絶頂); + } + + if (Body.触手n > 0) + { + _morphMotions.Add(this.触手絶頂); + _morphMotionsBodySway.Add(this.触手絶頂); + } + + if (Body.触手犬n > 0) + { + _morphMotions.Add(this.触手犬絶頂); + _morphMotionsBodySway.Add(this.触手犬絶頂); + } + + if (Body.尾n > 0) + { + _morphMotions.Add(this.尾絶頂); + _morphMotionsBodySway.Add(this.尾絶頂); + } + + if (Body.Is植) + { + _morphMotions.Add(this.植絶頂); + _morphMotionsBodySway.Add(this.植絶頂); + } + + if (Body.脚人n > 0) + { + _morphMotions.Add(this.脚人絶頂); + _morphMotionsBodySway.Add(this.脚人絶頂); + } + + if (Body.脚獣n > 0) + { + _morphMotions.Add(this.脚獣絶頂); + _morphMotionsBodySway.Add(this.脚獣絶頂); + } + } + private void ApplyMorphMotions(double value, bool invertWingForBoddySway) + { + List list = invertWingForBoddySway ? _morphMotions : _morphMotionsBodySway; + + for (int i = 0; i < list.Count; i++) + list[i](value); + } + private void ApplyMoveParts(Vector2D offset) + { + for (int i = 0; i < _moveParts.Count; i++) + { + var part = _moveParts[i]; + + if (part.Heavy) + part.EI.Position = offset; + else + part.EI.Updatef = true; + } + } + private void ResetMoveParts() + { + for (int i = 0; i < _moveParts.Count; i++) + _moveParts[i].EI.Position = Dat.Vec2DZero; + } + private void ApplyContParts(Vector2D offset) + { + for (int i = 0; i < _moveParts.Count; i++) + { + var part = _moveParts[i]; + + if (part.Heavy) + part.EI.PositionCont = offset; + else + part.EI.Updatef = true; + } + } + private void ResetContParts() + { + for (int i = 0; i < _moveParts.Count; i++) + _moveParts[i].EI.PositionCont = Dat.Vec2DZero; + } + public double BreathingSpeed + { + get + { + return BaseBreathingSpeed; + } + set + { + BaseBreathingSpeed = value; + Breathing.BaseSpeed = 6.0 * BaseBreathingSpeed; + } + } + public bool Crying + { + get + { + return 泣き_; + } + set + { + 泣き_ = value; + if (!泣き_) + { + TearFade.Start(); + } + } + } + public double BreathingValue + { + get + { + return 呼吸_; + } + set + { + 呼吸_ = value; + Body.Chest.尺度C = 0.99 + 0.02 * 呼吸_; + Body.胸肌_人.尺度C = Body.Chest.尺度C; + p.Y = y * 呼吸_ * 0.5; + if (Body.Is髪) + { + Body.EI髪.Position = p; + } + if (Body.Is腕前) + { + Body.EI腕前.Position = p; + } + p.Y = y * 呼吸_ * 0.28; + if (Body.IsChest) + { + Body.EIChest.Position = p; + } + p.Y = 0.0 - p.Y; + Body.Waist.位置C = p; + if (Body.IsWaist) + { + Body.EIWaist.Position = p; + } + if (Body.Is半後) + { + Body.EI半後.Position = p; + } + if (Body.Is半中1) + { + Body.EI半中1.Position = p; + } + if (Body.Is半中2) + { + Body.EI半中2.Position = p; + } + if (Body.Is半前) + { + Body.EI半前.Position = p; + } + if (Body.Is腿) + { + Body.EI腿.Position = p; + } + } + } + public double InternalCumLevel + { + get + { + if (Body.カーソル != null) + { + return (1.0 / (double)(Body.カーソル.ペニス処理.中出しCount + 1)).Inverse(); + } + return 0.0; + } + } + public void 放尿強制終了() + { + 放尿強制終了_(); + } + + public Character(ModeEventDispatcher Med, RenderArea Are, CharacterData ChaD) + { + Character cha = this; + this.ModeEventDispatcher = Med; + this.RenderArea = Are; + this.CharacterData = ChaD; + ColorSet = new BodyColorSet(ChaD.body_color); + _ = Are.DisplayUnitScale; + Body = new Body(Med, Are, this); + + fluids = new CharacterFluidSystem(this, Body, ChaD, Motions); + fluids.Initialize(); + + InitMorphMotions(); + + 重髪 = Body.Is髪 && Body.EI髪.IsHeavy(); + 重胸 = Body.IsChest && Body.EIChest.IsHeavy(); + 重Waist = Body.IsWaist && Body.EIWaist.IsHeavy(); + 重腕前 = Body.Is腕前 && Body.EI腕前.IsHeavy(); + 重半後 = Body.Is半後 && Body.EI半後.IsHeavy(); + 重半中1 = Body.Is半中1 && Body.EI半中1.IsHeavy(); + 重半中2 = Body.Is半中2 && Body.EI半中2.IsHeavy(); + 重半前 = Body.Is半前 && Body.EI半前.IsHeavy(); + 重腿 = Body.Is腿 && Body.EI腿.IsHeavy(); + + _moveParts = new List(9); + _contParts = new List(6); + + if (Body.Is髪) _moveParts.Add(new BodyPartRef(Body.EI髪, 重髪)); + if (Body.IsChest) _moveParts.Add(new BodyPartRef(Body.EIChest, 重胸)); + if (Body.IsWaist) _moveParts.Add(new BodyPartRef(Body.EIWaist, 重Waist)); + if (Body.Is腕前) _moveParts.Add(new BodyPartRef(Body.EI腕前, 重腕前)); + if (Body.Is半後) _moveParts.Add(new BodyPartRef(Body.EI半後, 重半後)); + if (Body.Is半中1) _moveParts.Add(new BodyPartRef(Body.EI半中1, 重半中1)); + if (Body.Is半中2) _moveParts.Add(new BodyPartRef(Body.EI半中2, 重半中2)); + if (Body.Is半前) _moveParts.Add(new BodyPartRef(Body.EI半前, 重半前)); + if (Body.Is腿) _moveParts.Add(new BodyPartRef(Body.EI腿, 重腿)); + + if (Body.IsWaist) _contParts.Add(new BodyPartRef(Body.EIWaist, 重Waist)); + if (Body.Is半後) _contParts.Add(new BodyPartRef(Body.EI半後, 重半後)); + if (Body.Is半中1) _contParts.Add(new BodyPartRef(Body.EI半中1, 重半中1)); + if (Body.Is半中2) _contParts.Add(new BodyPartRef(Body.EI半中2, 重半中2)); + if (Body.Is半前) _contParts.Add(new BodyPartRef(Body.EI半前, 重半前)); + if (Body.Is腿) _contParts.Add(new BodyPartRef(Body.EI腿, 重腿)); + + double 尺度C = Body.Chest.尺度C; + Body.Chest.尺度C = 0.99; + double num = Body.Chest.X0Y0_胸郭.ToGlobal(Body.Chest.X0Y0_胸郭.JP[0].Joint).Y; + Body.Chest.尺度C = 1.01; + double num2 = Body.Chest.X0Y0_胸郭.ToGlobal(Body.Chest.X0Y0_胸郭.JP[0].Joint).Y; + Body.Chest.尺度C = 尺度C; + y = num2 - num; + Breathing = new Motion(0.0, 1.0) + { + LowestIncrease = 0.25, + BaseSpeed = 6.0 * BaseBreathingSpeed, + OnStart = delegate + { + cha.Body.呼気.Intensity = 0.0; + cha.Body.呼気.表示 = true; + }, + OnUpdate = delegate(Motion m) + { + cha.Body.呼気.Intensity = m.Value.Inverse() * cha.BaseBreathingSpeed; + cha.BreathingValue = m.Value; + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Body.呼気.表示 = false; + cha.Body.呼気.Intensity = 1.0; + cha.BreathingValue = 0.0; + } + }; + Motions.Add(Breathing.GetHashCode().ToString(), Breathing); + BreathingSpeed = 0.2; + Breathing.Start(); + bool IsTearFlow = true; + bool LeftTear = Body.LeftTear != null; + bool RightTear = Body.RightTear != null; + TearFlow = new Motion(0.0, 1.0) + { + BaseSpeed = 3.0, + OnStart = delegate + { + IsTearFlow = true; + if (LeftTear) + { + if (cha.Body.IsDualEyes) + { + cha.Body.目左.黒目_ハイライト下_表示 = true; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目左.黒目_ハイライト下_表示 = true; + } + if (cha.Body.IsSingleEye) + { + cha.Body.単眼目.黒目_ハイライト下_表示 = true; + } + if (cha.Body.IsForeheadEye) + { + cha.Body.額目.黒目_ハイライト下_表示 = true; + } + cha.Body.LeftTear.Tear0流れ0_表示 = cha.Body.LeftTear.Tear0流れ1_表示 || cha.Body.LeftTear.Tear0_表示; + cha.Body.LeftTear.Tear0流れ1_表示 = cha.Body.LeftTear.Tear0_表示; + cha.Body.LeftTear.Tear0_表示 = !cha.Body.LeftTear.Tear0_表示; + cha.Body.LeftTear.Tearハイライト_表示 = cha.Body.LeftTear.Tear0_表示; + cha.Body.LeftTear.Yv = 0.0; + cha.Body.LeftTear.Tear0流れ1CD.不透明度 = 1.0; + } + if (RightTear) + { + if (cha.Body.IsDualEyes) + { + cha.Body.目右.黒目_ハイライト下_表示 = true; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目右.黒目_ハイライト下_表示 = true; + } + cha.Body.RightTear.Tear0流れ0_表示 = cha.Body.RightTear.Tear0流れ1_表示 || cha.Body.RightTear.Tear0_表示; + cha.Body.RightTear.Tear0流れ1_表示 = cha.Body.RightTear.Tear0_表示; + cha.Body.RightTear.Tear0_表示 = !cha.Body.RightTear.Tear0_表示; + cha.Body.RightTear.Tearハイライト_表示 = cha.Body.RightTear.Tear0_表示; + cha.Body.RightTear.Yv = 0.0; + cha.Body.RightTear.Tear0流れ1CD.不透明度 = 1.0; + } + }, + OnUpdate = delegate(Motion m) + { + if (IsTearFlow) + { + if (LeftTear) + { + cha.Body.LeftTear.Yv = m.Value; + } + if (RightTear) + { + cha.Body.RightTear.Yv = m.Value; + } + } + else + { + if (LeftTear) + { + cha.Body.LeftTear.Tear0流れ1CD.不透明度 = m.Value; + } + if (RightTear) + { + cha.Body.RightTear.Tear0流れ1CD.不透明度 = m.Value; + } + } + }, + OnReach = delegate + { + IsTearFlow = false; + if (LeftTear) + { + cha.Body.LeftTear.Yv = 1.0; + } + if (RightTear) + { + cha.Body.RightTear.Yv = 1.0; + } + }, + OnLoop = delegate(Motion m) + { + m.End(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(TearFlow.GetHashCode().ToString(), TearFlow); + double vi; + TearFade = new Motion(0.0, 1.0) + { + BaseSpeed = 1.0, + OnStart = delegate + { + }, + OnUpdate = delegate(Motion m) + { + vi = m.Value.Inverse(); + if (LeftTear) + { + cha.Body.LeftTear.Intensity *= vi; + if (cha.Body.IsDualEyes) + { + cha.Body.目左.黒目_ハイライト下CD.不透明度 *= vi; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目左.黒目_ハイライト下CD.不透明度 *= vi; + } + if (cha.Body.IsSingleEye) + { + cha.Body.単眼目.黒目_ハイライト下CD.不透明度 *= vi; + } + if (cha.Body.IsForeheadEye) + { + cha.Body.額目.黒目_ハイライト下CD.不透明度 *= vi; + } + } + if (RightTear) + { + cha.Body.RightTear.Intensity *= vi; + if (cha.Body.IsDualEyes) + { + cha.Body.目右.黒目_ハイライト下CD.不透明度 *= vi; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目右.黒目_ハイライト下CD.不透明度 *= vi; + } + } + }, + OnReach = delegate(Motion m) + { + m.End(); + m.ResetValue(); + if (LeftTear) + { + cha.Body.LeftTear.表示 = false; + cha.Body.LeftTear.Intensity = 1.0; + if (cha.Body.IsDualEyes) + { + cha.Body.目左.黒目_ハイライト下_表示 = false; + cha.Body.目左.黒目_ハイライト下CD.不透明度 = 1.0; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目左.黒目_ハイライト下_表示 = false; + cha.Body.頬目左.黒目_ハイライト下CD.不透明度 = 1.0; + } + if (cha.Body.IsSingleEye) + { + cha.Body.単眼目.黒目_ハイライト下_表示 = false; + cha.Body.単眼目.黒目_ハイライト下CD.不透明度 = 1.0; + } + if (cha.Body.IsForeheadEye) + { + cha.Body.額目.黒目_ハイライト下_表示 = false; + cha.Body.額目.黒目_ハイライト下CD.不透明度 = 1.0; + } + } + if (RightTear) + { + cha.Body.RightTear.表示 = false; + cha.Body.RightTear.Intensity = 1.0; + if (cha.Body.IsDualEyes) + { + cha.Body.目右.黒目_ハイライト下_表示 = false; + cha.Body.目右.黒目_ハイライト下CD.不透明度 = 1.0; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目右.黒目_ハイライト下_表示 = false; + cha.Body.頬目右.黒目_ハイライト下CD.不透明度 = 1.0; + } + } + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + } + }; + Motions.Add(TearFade.GetHashCode().ToString(), TearFade); + if (Body.IsDualEyes || Body.IsSingleEye) + { + BlinkMain = new Motion(0.0, 1.0) + { + BaseSpeed = 10.0, + GotoSpeed = 8.0, + RetuSpeed = 0.5, + LowestIncrease = 1.0, + Interval = 1000.0, + OnStart = delegate + { + }, + OnUpdate = delegate(Motion m) + { + if (cha.Body.IsDualEyes) + { + cha.Body.瞼左v = m.Value.Clamp(cha.Body.Is瞼宇 ? 0.0 : cha.瞼基準左, 1.0); + cha.Body.瞼右v = m.Value.Clamp(cha.Body.Is瞼宇 ? 0.0 : cha.瞼基準右, 1.0); + } + if (cha.Body.IsSingleEye) + { + cha.Body.単眼瞼.Yv = m.Value.Clamp(cha.Body.Is瞼宇 ? 0.0 : cha.瞼基準単, 1.0); + } + }, + OnReach = delegate + { + if (cha.泣き_) + { + cha.TearFlow.Start(); + } + }, + OnLoop = delegate(Motion m) + { + m.Interval = 5000.0 * RNG.XS.NextDouble(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(BlinkMain.GetHashCode().ToString(), BlinkMain); + BlinkMain.Start(); + } + if (Body.IsCheekEyes || Body.IsForeheadEye) + { + BlinkExtra = new Motion(0.0, 1.0) + { + BaseSpeed = 10.0, + GotoSpeed = 8.0, + RetuSpeed = 0.5, + LowestIncrease = 1.0, + Interval = 1000.0, + OnStart = delegate + { + }, + OnUpdate = delegate(Motion m) + { + if (cha.Body.IsCheekEyes) + { + cha.Body.頬瞼左.Yv = m.Value.Clamp(cha.瞼基準頬左, 1.0); + cha.Body.頬瞼右.Yv = m.Value.Clamp(cha.瞼基準頬右, 1.0); + } + if (cha.Body.IsForeheadEye) + { + cha.Body.額瞼.Yv = m.Value.Clamp(cha.瞼基準額, 1.0); + } + }, + OnReach = delegate + { + }, + OnLoop = delegate(Motion m) + { + m.Interval = 5000.0 * RNG.XS.NextDouble(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(BlinkExtra.GetHashCode().ToString(), BlinkExtra); + BlinkExtra.Start(); + } + bool o = false; + double mouthCumIntensity = 0.0; + MouthCumDrip = new Motion(0.0, 1.0) + { + BaseSpeed = 0.8, + OnStart = delegate + { + cha.Body.MouthCum.Yi = 0; + mouthCumIntensity = cha.InternalCumLevel; + cha.Body.MouthCum.Intensity = 1.0 * mouthCumIntensity; + cha.Body.MouthCum.精液_表示 = true; + o = true; + cha.Body.MouthCum.右 = RNG.XS.NextBool(); + }, + OnUpdate = delegate(Motion m) + { + if (o) + { + cha.Body.MouthCum.Yv = m.Value; + } + else + { + cha.Body.MouthCum.Intensity = m.Value * mouthCumIntensity; + } + }, + OnReach = delegate + { + o = false; + }, + OnLoop = delegate(Motion m) + { + cha.Body.MouthCum.表示 = false; + m.End(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(MouthCumDrip.GetHashCode().ToString(), MouthCumDrip); + bool v = false; + double genetalCumIntensity = 0.0; + double zd = Body.VaginalCumDrip.精液濃度; + GenitalCumDrip = new Motion(0.0, 1.0) + { + BaseSpeed = 0.8, + OnStart = delegate + { + cha.Body.GenetalCum.Yi = 0; + genetalCumIntensity = cha.InternalCumLevel; + cha.Body.GenetalCum.Intensity = 1.0 * genetalCumIntensity; + cha.Body.GenetalCum.精液_表示 = true; + v = true; + zd = cha.Body.VaginalCumDrip.精液濃度; + cha.Body.GenetalCum.右 = RNG.XS.NextBool(); + }, + OnUpdate = delegate(Motion m) + { + if (v) + { + cha.Body.GenetalCum.Yv = m.Value; + cha.Body.VaginalCumDrip.精液濃度 = zd * m.Value.Inverse(); + } + else + { + cha.Body.GenetalCum.Intensity = m.Value * genetalCumIntensity; + } + }, + OnReach = delegate + { + v = false; + }, + OnLoop = delegate(Motion m) + { + cha.Body.GenetalCum.表示 = false; + m.End(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(GenitalCumDrip.GetHashCode().ToString(), GenitalCumDrip); + bool a = false; + double analCumIntensity = 0.0; + AnalCumDrip = new Motion(0.0, 1.0) + { + BaseSpeed = 0.8, + OnStart = delegate + { + cha.Body.AnalCum.Yi = 0; + analCumIntensity = cha.InternalCumLevel; + cha.Body.AnalCum.Intensity = 1.0 * analCumIntensity; + cha.Body.AnalCum.精液_表示 = true; + a = true; + cha.Body.AnalCum.右 = RNG.XS.NextBool(); + }, + OnUpdate = delegate(Motion m) + { + if (a) + { + cha.Body.AnalCum.Yv = m.Value; + } + else + { + cha.Body.AnalCum.Intensity = m.Value * analCumIntensity; + } + }, + OnReach = delegate + { + a = false; + }, + OnLoop = delegate(Motion m) + { + cha.Body.AnalCum.表示 = false; + m.End(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(AnalCumDrip.GetHashCode().ToString(), AnalCumDrip); + bool z = false; + double threadCumIntensity = 0.0; + ThreadCumDrip = new Motion(0.0, 1.0) + { + BaseSpeed = 0.8, + OnStart = delegate + { + cha.Body.ThreadCum.Yi = 0; + threadCumIntensity = cha.InternalCumLevel; + cha.Body.ThreadCum.Intensity = 1.0 * threadCumIntensity; + cha.Body.ThreadCum.精液_表示 = true; + z = true; + cha.Body.ThreadCum.右 = RNG.XS.NextBool(); + }, + OnUpdate = delegate(Motion m) + { + if (z) + { + cha.Body.ThreadCum.Yv = m.Value; + } + else + { + cha.Body.ThreadCum.Intensity = m.Value * threadCumIntensity; + } + }, + OnReach = delegate + { + z = false; + }, + OnLoop = delegate(Motion m) + { + cha.Body.ThreadCum.表示 = false; + m.End(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(ThreadCumDrip.GetHashCode().ToString(), ThreadCumDrip); + SquirtSmall = new Motion(0.0, 1.0) + { + BaseSpeed = 4.0, + OnStart = delegate + { + cha.Body.潮吹_小.Yv = 0.0; + cha.Body.潮吹_小.表示 = true; + }, + OnUpdate = delegate(Motion m) + { + cha.Body.潮吹_小.Yv = m.Value; + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Body.潮吹_小.表示 = false; + cha.Body.SplashIntencity = (cha.Body.SplashIntencity + 0.01).Clamp(0.0, 1.0); + } + }; + Motions.Add(SquirtSmall.GetHashCode().ToString(), SquirtSmall); + SquirtLarge = new Motion(0.0, 1.0) + { + BaseSpeed = 4.0, + OnStart = delegate + { + cha.Body.潮吹_大.Yv = 0.0; + cha.Body.潮吹_大.表示 = true; + cha.Body.潮吹_大.右 = RNG.XS.NextBool(); + if (cha.潮吹擬音 != null) + { + cha.潮吹擬音(); + } + }, + OnUpdate = delegate(Motion m) + { + cha.Body.潮吹_大.Yv = m.Value; + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Body.潮吹_大.表示 = false; + cha.Body.SquirtStainIntensity = (cha.Body.SquirtStainIntensity + 0.2).Clamp(0.0, 1.0); + } + }; + Motions.Add(SquirtLarge.GetHashCode().ToString(), SquirtLarge); + Motion Stain = new Motion(0.0, 1.0) + { + BaseSpeed = 0.1, + OnStart = delegate + { + }, + OnUpdate = delegate(Motion m) + { + cha.Body.UrineStainIntensity = m.Value; + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + } + }; + Motions.Add(Stain.GetHashCode().ToString(), Stain); + Motion UrinationStage1 = null; + Motion UrinationStage2 = new Motion(0.0, 1.0) + { + BaseSpeed = 1.0, + OnStart = delegate + { + }, + OnUpdate = delegate(Motion m) + { + cha.Body.Urination.Intensity = m.Value.Inverse(); + ChaD.Shyness = (ChaD.Shyness + 0.002).Clamp(0.0, 1.0); + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Body.Urination.表示 = false; + cha.Body.Urination.Intensity = 1.0; + UrinationStage1.End(); + } + }; + Motions.Add(UrinationStage2.GetHashCode().ToString(), UrinationStage2); + Stopwatch sw = new Stopwatch(); + UrinationStage1 = new Motion(8.0, 10.0) + { + BaseSpeed = 10.0, + OnStart = delegate + { + cha.Body.Urination.Yi = 8; + sw.Start(); + }, + OnUpdate = delegate(Motion m) + { + if (sw.ElapsedMilliseconds > 4000) + { + UrinationStage2.Start(); + } + else if (cha.放尿擬音 != null) + { + cha.放尿擬音(); + } + cha.Body.Urination.Yi = (int)m.Value; + ChaD.Shyness = (ChaD.Shyness + 0.002).Clamp(0.0, 1.0); + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + sw.Reset(); + } + }; + Motions.Add(UrinationStage1.GetHashCode().ToString(), UrinationStage1); + Motion Steam = new Motion(0.0, 1.0) + { + BaseSpeed = 0.2, + OnStart = delegate + { + cha.Body.湯気左濃度 = 0.0; + cha.Body.湯気右濃度 = 0.0; + }, + OnUpdate = delegate(Motion m) + { + cha.Body.湯気左濃度 = m.Value; + cha.Body.湯気右濃度 = m.Value; + }, + OnReach = delegate + { + }, + OnLoop = delegate(Motion m) + { + m.End(); + }, + OnEnd = delegate + { + } + }; + Motions.Add(Steam.GetHashCode().ToString(), Steam); + Urination = new Motion(0.0, 1.0) + { + BaseSpeed = 0.6, + OnStart = delegate + { + cha.Body.Urination.Yv = 0.0; + cha.Body.Urination.表示 = true; + if (cha.Body.UrineStainIntensity != 1.0) + { + Stain.Start(); + } + //Sounds.放尿.Play(); + }, + OnUpdate = delegate(Motion m) + { + cha.Body.Urination.Yv = m.Value; + if (cha.放尿擬音 != null) + { + cha.放尿擬音(); + } + ChaD.Shyness = (ChaD.Shyness + 0.002).Clamp(0.0, 1.0); + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + UrinationStage1.Start(); + Steam.Start(); + } + }; + Motions.Add(Urination.GetHashCode().ToString(), Urination); + 放尿強制終了_ = delegate + { + cha.Urination.End(); + UrinationStage1.End(); + Steam.End(); + UrinationStage2.End(); + Stain.End(); + }; + IsUrinating = () => cha.Urination.Run || UrinationStage1.Run || UrinationStage2.Run; + MilkSpray = new Motion(0.0, 1.0) + { + BaseSpeed = 2.0, + OnStart = delegate + { + cha.Body.LeftMilkSpray.Yi = 0; + cha.Body.RightMilkSpary.Yi = 0; + cha.Body.LeftMilkSpray.母乳1_表示 = true; + cha.Body.LeftMilkSpray.母乳2_表示 = true; + cha.Body.LeftMilkSpray.母乳3_表示 = true; + cha.Body.LeftMilkSpray.母乳4_表示 = true; + cha.Body.RightMilkSpary.母乳1_表示 = true; + cha.Body.RightMilkSpary.母乳2_表示 = true; + cha.Body.RightMilkSpary.母乳3_表示 = true; + cha.Body.RightMilkSpary.母乳4_表示 = true; + }, + OnUpdate = delegate(Motion m) + { + cha.Body.LeftMilkSpray.Yv = m.Value; + cha.Body.RightMilkSpary.Yv = m.Value; + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Body.LeftMilkSpray.母乳1_表示 = false; + cha.Body.LeftMilkSpray.母乳2_表示 = false; + cha.Body.LeftMilkSpray.母乳3_表示 = false; + cha.Body.LeftMilkSpray.母乳4_表示 = false; + cha.Body.LeftMilkSpray.母乳垂れ1_表示 = true; + cha.Body.LeftMilkSpray.母乳垂れ2_表示 = true; + cha.Body.RightMilkSpary.母乳1_表示 = false; + cha.Body.RightMilkSpary.母乳2_表示 = false; + cha.Body.RightMilkSpary.母乳3_表示 = false; + cha.Body.RightMilkSpary.母乳4_表示 = false; + cha.Body.RightMilkSpary.母乳垂れ1_表示 = true; + cha.Body.RightMilkSpary.母乳垂れ2_表示 = true; + cha.MilkStain = (cha.MilkStain + 0.03).Clamp(0.0, 1.0); + } + }; + Motions.Add(MilkSpray.GetHashCode().ToString(), MilkSpray); + int s; + Vector2D ev; + EyeTracking = new Motion(0.0, 1.0) + { + BaseSpeed = 0.1, + OnStart = delegate + { + }, + OnUpdate = delegate + { + s = ((!cha.LookAway) ? 1 : (-1)); + if (cha.LookAway) + { + if (cha.Body.IsDualEyes) + { + ev = s * (cha.CursorPosition - (cha.Body.目左.位置 + cha.Body.目右.位置) * 0.5).newNormalize() * 0.002; + cha.Body.目左.視線 = ev; + cha.Body.目右.視線 = ev; + } + if (cha.Body.IsCheekEyes) + { + ev = s * (cha.CursorPosition - (cha.Body.頬目左.位置 + cha.Body.頬目右.位置) * 0.5).newNormalize() * 0.00089; + cha.Body.頬目左.視線 = ev; + cha.Body.頬目右.視線 = ev; + } + if (cha.Body.IsForeheadEye) + { + ev = s * (cha.CursorPosition - cha.Body.額目.位置).newNormalize() * 0.00089; + cha.Body.額目.視線 = ev; + } + if (cha.Body.IsSingleEye) + { + ev = s * (cha.CursorPosition - cha.Body.単眼目.位置).newNormalize() * 0.003; + cha.Body.単眼目.視線 = ev; + } + } + else + { + if (cha.Body.IsDualEyes) + { + cha.Body.目左.視線 = s * (cha.CursorPosition - cha.Body.目左.位置).newNormalize() * 0.002; + cha.Body.目右.視線 = s * (cha.CursorPosition - cha.Body.目右.位置).newNormalize() * 0.002; + } + if (cha.Body.IsCheekEyes) + { + cha.Body.頬目左.視線 = s * (cha.CursorPosition - cha.Body.頬目左.位置).newNormalize() * 0.00089; + cha.Body.頬目右.視線 = s * (cha.CursorPosition - cha.Body.頬目右.位置).newNormalize() * 0.00089; + } + if (cha.Body.IsForeheadEye) + { + cha.Body.額目.視線 = s * (cha.CursorPosition - cha.Body.額目.位置).newNormalize() * 0.00089; + } + if (cha.Body.IsSingleEye) + { + cha.Body.単眼目.視線 = s * (cha.CursorPosition - cha.Body.単眼目.位置).newNormalize() * 0.003; + } + } + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + } + }; + Motions.Add(EyeTracking.GetHashCode().ToString(), EyeTracking); + double l = 1.0; + ClimaxEnd = new Motion(0.0, 1.0) + { + BaseSpeed = 0.2 - 0.15 * ClimaxDuration, + OnStart = delegate(Motion m) + { + m.BaseSpeed = 0.2 - 0.15 * cha.ClimaxDuration; + l = 1.0; + }, + OnUpdate = delegate(Motion m) + { + l = m.Value.Inverse(); + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Climax.End(); + Player.絶頂終了処理(); + } + }; + Motions.Add(ClimaxEnd.GetHashCode().ToString(), ClimaxEnd); + double savedHipValue = 0.0; + Par pa = Body.Waist.Body.CurJoinRoot; + Par pb = null; + Vector2D vec = Dat.Vec2DZero; + Action 腰接続 = delegate + { + pb = cha.Body.Waist.Body.CurJoinRoot; + vec = pb.ToGlobal(pb.JP[5].Joint) - pa.ToGlobal(pa.JP[5].Joint); + + ApplyContParts(vec); + }; + double d; + Climax = new Motion(0.0, 1.0) + { + BaseSpeed = 20.0, + OnStart = delegate + { + savedHipValue = cha.Body.Waist.Yv; + cha.ClimaxEnd.Start(); + }, + OnUpdate = delegate(Motion m) + { + d = 5.0 * (0.15 + cha.ClimaxIntensity) * m.Value.Sin() * RNG.XS.NextDouble() * l; + + cha.ApplyMorphMotions(d, false); + + cha.Body.HipMotionValue = d * RNG.XS.NextDouble(); + cha.Body.Waist.位置C = new Vector2D(0.0, 0.0005 * d); + cha.Body.乳房左.位置C = cha.Body.Waist.位置C; + cha.Body.乳房右.位置C = cha.Body.Waist.位置C; + if (cha.Body.Is腕前) + { + cha.Body.EI腕前.Updatef = true; + } + 腰接続(); + Player.絶頂中処理(); + if (0.3.Lot()) + { + Player.奴体力消費中(); + } + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + cha.Body.HipMotion_人v = savedHipValue; + cha.Body.Waist.位置C = Dat.Vec2DZero; + if (!cha.Body.乳房左.着衣) + { + cha.Body.乳房左.位置C = Dat.Vec2DZero; + cha.Body.乳房右.位置C = Dat.Vec2DZero; + } + + ResetContParts(); + } + }; + Motions.Add(Climax.GetHashCode().ToString(), Climax); + Stopwatch 肛sw = new Stopwatch(); + 肛ヒク = new Motion(0.0, 1.0) + { + BaseSpeed = 1.0, + OnStart = delegate + { + 肛sw.Restart(); + }, + OnUpdate = delegate(Motion m) + { + cha.Body.肛門C = 0.5 + m.Value.Sin() * RNG.XS.NextDouble() * 0.5; + if (肛sw.ElapsedMilliseconds > 5000) + { + m.End(); + } + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + 肛sw.Stop(); + cha.Body.肛門C = 1.0; + } + }; + Motions.Add(肛ヒク.GetHashCode().ToString(), 肛ヒク); + Stopwatch 膣sw = new Stopwatch(); + 膣ヒク = new Motion(0.0, 1.0) + { + BaseSpeed = 1.0, + OnStart = delegate + { + 膣sw.Restart(); + }, + OnUpdate = delegate(Motion m) + { + cha.Body.膣腔C = 1.0 + m.Value.Sin() * RNG.XS.NextDouble() * 0.5; + if (膣sw.ElapsedMilliseconds > 5000) + { + m.End(); + } + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + 膣sw.Stop(); + cha.Body.膣腔C = 1.0; + } + }; + Motions.Add(膣ヒク.GetHashCode().ToString(), 膣ヒク); + Stopwatch 糸sw = new Stopwatch(); + 糸ヒク = new Motion(0.0, 1.0) + { + BaseSpeed = 0.1, + OnStart = delegate + { + 糸sw.Restart(); + }, + OnUpdate = delegate(Motion m) + { + if (cha.Body.Is蜘尾) + { + cha.Body.出糸C = m.Value.Sin() * 30.0; + } + if (糸sw.ElapsedMilliseconds > 5000) + { + m.End(); + } + }, + OnReach = delegate + { + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + 糸sw.Stop(); + if (cha.Body.Is蜘尾) + { + cha.Body.出糸C = 0.0; + } + } + }; + Motions.Add(糸ヒク.GetHashCode().ToString(), 糸ヒク); + bool 顔面開き = false; + bool Is展開 = Body.Is顔面 || Body.Is大顎基; + 顔面 顔面 = Body.顔面; + 大顎基 大顎 = Body.頭.大顎基_接続.GetEle<大顎基>(); + 角1_虫 虫角 = Body.頭.額_接続.GetEle<角1_虫>(); + double o_ = 0.0; + 顔面展開 = new Motion(0.0, 1.0) + { + BaseSpeed = 5.0, + OnStart = delegate + { + if (Is展開) + { + 顔面開き = o_ == 1.0; + } + }, + OnUpdate = delegate(Motion m) + { + if (Is展開) + { + if (顔面開き) + { + o_ = m.Value.Inverse(); + } + else + { + o_ = m.Value; + } + if (cha.Body.Is顔面) + { + 顔面.展開0 = o_; + 顔面.展開1 = o_; + } + if (cha.Body.Is大顎基) + { + 大顎.展開 = o_; + } + if (cha.Body.Is虫角) + { + 虫角.展開 = o_; + } + } + }, + OnReach = delegate(Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + } + }; + Motions.Add(顔面展開.GetHashCode().ToString(), 顔面展開); + Vector2D p_ = Dat.Vec2DZero; + double d_; + BodySway = new Motion(0.0, 1.0) + { + BaseSpeed = 7.0, + OnStart = delegate + { + }, + OnUpdate = delegate(Motion m) + { + d_ = 2.0 * m.Value; + + ApplyMorphMotions(d_, true); + + p_.Y = -0.001 * m.Value; + cha.Body.Waist.位置C = p_; + cha.Body.乳房左.位置C = cha.Body.Waist.位置C; + cha.Body.乳房右.位置C = cha.Body.Waist.位置C; + + ApplyMoveParts(p_); + }, + OnReach = delegate + { + }, + OnLoop = delegate(Motion m) + { + m.End(); + }, + OnEnd = delegate + { + cha.Body.Waist.位置C = Dat.Vec2DZero; + if (!cha.Body.乳房左.着衣) + { + cha.Body.乳房左.位置C = Dat.Vec2DZero; + cha.Body.乳房右.位置C = Dat.Vec2DZero; + } + + ResetMoveParts(); + } + }; + Motions.Add(BodySway.GetHashCode().ToString(), BodySway); + int c_ = 0; + int CoughCount = 1; + Cough = new Motion(0.0, 1.0) + { + BaseSpeed = 10.0, + GotoSpeed = 0.5, + RetuSpeed = 2.0, + OnStart = delegate + { + cha.UpdateExpression(); + if (cha.Body.IsDualEyes) + { + cha.両瞼_1(RNG.XS.Next(1, 4), RNG.XS.Next(1, 4)); + } + else if (cha.Body.IsSingleEye) + { + cha.単瞼_1(RNG.XS.Next(1, 4)); + } + if (cha.Body.IsCheekEyes) + { + cha.両頬瞼_1(RNG.XS.Next(1, 4), RNG.XS.Next(1, 4)); + } + if (cha.Body.IsForeheadEye) + { + cha.額瞼_1(RNG.XS.Next(1, 4)); + } + c_ = 0; + CoughCount = RNG.XS.NextM(1, 2) + Player.UI.ペニス処理.中出しCount / 2; + }, + OnUpdate = delegate(Motion m) + { + cha.BreathingValue = m.Value; + }, + OnReach = delegate + { + cha.SpitSplash.Start(); + if ((Player.UI.ペニス処理.中出し || cha.Crying) && 0.18.Lot()) + { + cha.NoseDrip.Start(); + } + if (Player.UI.ペニス処理.中出し && 0.25.Lot()) + { + cha.Drool.Start(); + } + }, + OnLoop = delegate(Motion m) + { + c_++; + if (c_ >= CoughCount) + { + m.End(); + } + }, + OnEnd = delegate + { + cha.SetInitialExpression(); + cha.口(); + } + }; + Motions.Add(Cough.GetHashCode().ToString(), Cough); + double 中出度_ = 0.0; + Swallow = new Motion(0.0, 1.0) + { + BaseSpeed = 1.0, + OnStart = delegate + { + cha.UpdateExpression(); + cha.口_紡ぎ(); + 中出度_ = cha.InternalCumLevel; + }, + OnUpdate = delegate(Motion m) + { + cha.BreathingValue = m.Value; + }, + OnReach = delegate + { + }, + OnLoop = delegate(Motion m) + { + m.End(); + }, + OnEnd = delegate + { + if (RNG.XS.NextBool()) + { + //Sounds.挿抜口1.Play(); + } + else + { + //Sounds.挿抜口2.Play(); + } + ChaD.Stamina = (ChaD.Stamina + 0.3 * 中出度_).Clamp(0.0, 1.0); + } + }; + Motions.Add(Swallow.GetHashCode().ToString(), Swallow); + Motions.Drive(Med.FPSF); + Med.SetUniqueColor(Body.Elements.Select((Ele e) => e.Body.EnumAllPar()).JoinEnum()); + 汗掻き = new Sweat(Med, Are, this, Motions); + 汗かき = 汗掻き.汗かき; + Body.汗掻き = 汗掻き; + this.SetInitialAngle(); + } + + public void Draw(RenderArea Are, FPS FPS) + { + this.FPS = FPS.Value; + Motions.Drive(FPS); + Body.描画(Are); + } + + public void Dispose() + { + Body.Dispose(); + 汗掻き.Dispose(); + ModeEventDispatcher.RemUniqueColor(Body.Elements.Select((Ele e) => e.Body.EnumAllPar()).JoinEnum()); + } + + public void Set衣装(IEnumerable 衣装) + { + Body.脱衣(); + Dictionary dictionary = new Dictionary(); + Dictionary dictionary2 = new Dictionary(); + string ts; + foreach (object item in 衣装) + { + Type type = item.GetType(); + ts = type.ToString(); + if (dictionary.ContainsKey(type)) + { + dictionary2[type][dictionary[type]].SetValue(Body, item, null); + dictionary[type]++; + continue; + } + dictionary.Add(type, 0); + dictionary2.Add(type, (from e in Sta.Bodt.GetProperties() + where e.PropertyType.ToString() == ts + select e).ToArray()); + dictionary2[type][dictionary[type]].SetValue(Body, item, null); + dictionary[type]++; + } + if (!CharacterData.股施術 && Body.Is股防御()) + { + Body.Setピアス = Sta.ピアス初期化; + } + if (!CharacterData.胸施術 && Body.Is胸甲殻()) + { + Body.Setピアス左 = Sta.ピアス初期化; + Body.Setピアス右 = Sta.ピアス初期化; + } + } + + public ContactD GetContact(ref Color HitColor) + { + ContactD result = default(ContactD); + result.e = this.Body.GetHitEle(HitColor); + if (result.e != null) + { + result.p = result.e.Body.GetHitPar_(HitColor); + bool flag = false; + bool flag2 = result.e is Shoulder || result.e is UpperArm || result.e is LowerArm || result.e is 手 || result.e is 四足脇 || result.e is 腿 || result.e is Leg || result.e is 足 || result.e is 鰭 || result.e is 葉 || result.e is 前翅 || result.e is 後翅 || result.e is 触肢 || result.e is 節足 || result.e is 節尾 || result.e is 大顎 || result.e is 虫顎 || result.e is 虫鎌 || result.e is 触手; + if (result.e is 前髪 || result.e is 頭頂) + { + result.c = ContactType.Head; + } + else if (result.e is 耳 || result.e is 獣耳) + { + result.c = ContactType.Ear; + } + else if (this.Body.Is口腔()) + { + result.c = ContactType.Mouth; + } + else if (result.e is Head) + { + result.c = ContactType.Face; + } + else if (result.e is SideHair || result.e is BackHair0 || result.e is BackHair1 || result.e is 基髪) + { + result.c = ContactType.Hair; + } + else if (result.e is Neck) + { + result.c = ContactType.Neck; + } + else if (result.e is Shoulder) + { + result.c = ContactType.Shoulder; + } + else if (!flag2 && !this.Body.乳房左.虫性_甲殻_表示 && !(result.p.Tag == "乳房") && this.Body.Is乳首()) + { + result.c = ContactType.Milk; + } + else if (result.e is 乳房) + { + result.c = ContactType.Chest; + } + else if (result.e is Chest) + { + result.c = ContactType.Side; + } + else if (((result.e is Waist || result.e is 四足腰) && result.p != null && result.p.Tag == "下腹") || result.e is ボテ腹) + { + result.c = ContactType.Stomache; + } + else if ((flag = !flag2 && this.Body.Isくぱぁ()) && result.e is 肛門) + { + result.c = ContactType.Anal; + } + else if (flag && this.Body.Is陰核()) + { + result.c = ContactType.Nucleus; + } + else if (flag && this.Body.Is膣口()) + { + result.c = ContactType.Vagina; + } + else if (flag && result.e is 性器) + { + result.c = ContactType.Sex; + } + else if (flag && this.Body.Is局部()) + { + result.c = ContactType.Crotch; + } + else if (result.e is 尾_蜘 && (result.p.Tag.Contains("出糸突起左") || result.p.Tag.Contains("出糸突起中") || result.p.Tag.Contains("出糸突起右"))) + { + result.c = ContactType.Thread; + } + else if (result.e.ConnectionType.ToString().Contains("腿") && !result.e.ConnectionType.Is左右無し()) + { + result.c = ContactType.Thigh; + } + else if (result.e is 足_人) + { + result.c = ContactType.Feet; + } + else if (result.e is 手_人) + { + result.c = ContactType.Hand; + } + else if (result.e is 触覚) + { + result.c = ContactType.Awareness; + } + else if (result.e is 触手) + { + result.c = ContactType.Touch; + } + else if (result.e.ConnectionType.ToString().Contains("尾")) + { + result.c = ContactType.Tail; + } + else if (result.e is 前翅 || result.e is 後翅 || result.e is UpperArm_鳥 || result.e is LowerArm_鳥 || result.e is 手_鳥 || result.e is UpperArm_蝙 || result.e is LowerArm_蝙 || result.e is 手_蝙) + { + result.c = ContactType.Wing; + } + else if (result.e is 鰭) + { + result.c = ContactType.Fin; + } + else + { + result.c = ContactType.Other; + } + } + return result; + } + } +} diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/ChaD.cs b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs similarity index 99% rename from SlaveMatrix/SlaveMatrix/GameClasses/ChaD.cs rename to SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs index 6bfd538..5311f40 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/ChaD.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterData.cs @@ -5,7 +5,7 @@ using _2DGAMELIB; namespace SlaveMatrix { [Serializable] - public class ChaD + public class CharacterData { public Unit Parent; @@ -129,7 +129,7 @@ namespace SlaveMatrix return false; } - public ChaD(WaistD 構成, 体色 体色) + public CharacterData(WaistD 構成, 体色 体色) { this.body_tree = 構成; this.body_color = 体色; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs new file mode 100644 index 0000000..de2ab5c --- /dev/null +++ b/SlaveMatrix/SlaveMatrix/GameClasses/CharacterFluidSystem.cs @@ -0,0 +1,262 @@ +using _2DGAMELIB; +using System; +using System.Collections.Generic; +using System.Text; + +namespace SlaveMatrix.GameClasses +{ + internal class CharacterFluidSystem + { + private readonly Character owner; + private readonly Body body; + private readonly CharacterData data; + private readonly Motions motions; + + private Motion urineStage1; + private Motion urineStage2; + private Motion urineStain; + private Motion urineSteam; + + public Motion MouthCumDrip { get; private set; } + public Motion GenitalCumDrip { get; private set; } + public Motion AnalCumDrip { get; private set; } + public Motion ThreadCumDrip { get; private set; } + public Motion SquirtSmall { get; private set; } + public Motion SquirtLarge { get; private set; } + public Motion Splash { get; private set; } + public Motion SpitSplash { get; private set; } + public Motion Urination { get; private set; } + public Motion MilkSpray { get; private set; } + public double MilkStain { get; private set; } + public Motion NoseDrip { get; private set; } + public Motion Drool { get; private set; } + + public bool IsUrinating => Urination.Run || urineStage1.Run || urineStage2.Run; + + public CharacterFluidSystem(Character owner, Body body, CharacterData data, Motions motions) + { + this.owner = owner; + this.body = body; + this.data = data; + this.motions = motions; + } + + public void Initialize() + { + CreateNoseDrip(); + CreateDrool(); + CreateSplash(); + CreateSpitSplash(); + } + + private void Register(string key, Motion motion) + { + motions.Add(key, motion); + } + + private bool CanUpdateSingleDrip(涎 left, 涎 right) + { + bool leftOk = left == null || left.Yv != 1.0; + bool rightOk = right == null || right.Yv != 1.0; + return leftOk && rightOk; + } + + private bool CanUpdateSingleDrip(鼻水 left, 鼻水 right) + { + bool leftOk = left == null || left.Yv != 1.0; + bool rightOk = right == null || right.Yv != 1.0; + return leftOk && rightOk; + } + private void CreateNoseDrip() + { + bool useLeftNose = false; + bool hasLeft = body.LeftNoseDrip != null; + bool hasRight = body.RightNoseDrip != null; + + NoseDrip = new Motion(0.0, 1.0) + { + BaseSpeed = 3.0, + OnStart = delegate + { + useLeftNose = RNG.XS.NextBool(); + + if (!CanUpdateSingleDrip(body.LeftNoseDrip, body.RightNoseDrip)) + return; + + if (useLeftNose) + { + if (hasLeft) + { + body.LeftNoseDrip.Yv = 0.0; + body.LeftNoseDrip.表示 = true; + } + } + else + { + if (hasRight) + { + body.RightNoseDrip.Yv = 0.0; + body.RightNoseDrip.表示 = true; + } + } + }, + OnUpdate = delegate (Motion m) + { + if (!CanUpdateSingleDrip(body.LeftNoseDrip, body.RightNoseDrip)) + return; + + if (useLeftNose) + { + if (hasLeft) + body.LeftNoseDrip.Yv = m.Value; + } + else + { + if (hasRight) + body.RightNoseDrip.Yv = m.Value; + } + }, + OnReach = delegate (Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + } + }; + + Register(NoseDrip.GetHashCode().ToString(), NoseDrip); + } + + private void CreateDrool() + { + bool useLeftDrool = false; + bool hasLeft = body.LeftDrool != null; + bool hasRight = body.RightDrool != null; + + Drool = new Motion(0.0, 1.0) + { + BaseSpeed = 3.0, + OnStart = delegate + { + useLeftDrool = RNG.XS.NextBool(); + + if (!CanUpdateSingleDrip(body.LeftDrool, body.RightDrool)) + return; + + if (useLeftDrool) + { + if (hasLeft) + { + body.LeftDrool.Yv = 0.0; + body.LeftDrool.表示 = true; + } + } + else + { + if (hasRight) + { + body.RightDrool.Yv = 0.0; + body.RightDrool.表示 = true; + } + } + }, + OnUpdate = delegate (Motion m) + { + if (!CanUpdateSingleDrip(body.LeftDrool, body.RightDrool)) + return; + + if (useLeftDrool) + { + if (hasLeft) + body.LeftDrool.Yv = m.Value; + } + else + { + if (hasRight) + body.RightDrool.Yv = m.Value; + } + }, + OnReach = delegate (Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + } + }; + + Register(Drool.GetHashCode().ToString(), Drool); + } + + private void CreateSplash() + { + Splash = new Motion(0.0, 1.0) + { + BaseSpeed = 4.0, + + OnStart = delegate + { + body.Splash.Yv = 0.0; + body.Splash.表示 = true; + body.Splash.右 = RNG.XS.NextBool(); + }, + OnUpdate = delegate (Motion m) + { + body.Splash.Yv = m.Value; + }, + OnReach = delegate (Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + body.Splash.表示 = false; + body.SplashIntencity = (body.SplashIntencity + 0.03).Clamp(0.0, 1.0); + } + }; + + Register(Splash.GetHashCode().ToString(), Splash); + } + + private void CreateSpitSplash() + { + SpitSplash = new Motion(0.0, 1.0) + { + BaseSpeed = 3.0, + + OnStart = delegate + { + body.咳.Yv = 0.0; + body.咳.表示 = true; + }, + OnUpdate = delegate (Motion m) + { + body.咳.Yv = m.Value; + }, + OnReach = delegate (Motion m) + { + m.End(); + }, + OnLoop = delegate + { + }, + OnEnd = delegate + { + body.咳.表示 = false; + } + }; + + Register(SpitSplash.GetHashCode().ToString(), SpitSplash); + } + } +} diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs index 68dea80..23514b6 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Ele.cs @@ -538,7 +538,7 @@ namespace SlaveMatrix public virtual bool 表示 { get; set; } - public virtual double 濃度 { get; set; } + public virtual double Intensity { get; set; } public int 描画前後 => ConnectionType switch { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/EleD.cs b/SlaveMatrix/SlaveMatrix/GameClasses/EleD.cs index 7697436..ca709bf 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/EleD.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/EleD.cs @@ -87,7 +87,7 @@ namespace SlaveMatrix [OnDeserialized] private void OnDeserialized(StreamingContext _) => ThisType = GetType(); - public virtual Ele GetEle(double DisUnit, ModeEventDispatcher Med, 体配色 体配色) + public virtual Ele GetEle(double DisUnit, ModeEventDispatcher Med, BodyColorSet 体配色) { return null; } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs b/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs index e000eb9..9d46a4f 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/GameText.cs @@ -373,7 +373,7 @@ namespace SlaveMatrix public static string 後から変更できます => Comm[56]; - public static string スレイブマトリクス => Comm[57]; + public static string SlaveMatrix => Comm[57]; public static string 事務所 => Base[0]; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs index c56faea..5b8311b 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Generator.cs @@ -70,7 +70,7 @@ namespace SlaveMatrix return GetHumanoid(); } - private static Unit Generate(ChaD ChaD1, ChaD ChaD2, int 妊娠進行期間, string 種族) + private static Unit Generate(CharacterData ChaD1, CharacterData ChaD2, int 妊娠進行期間, string 種族) { 妊娠進行期間 = (int)((double)妊娠進行期間 * 0.5).Clamp(0.0, 5.0); Unit unit = GetUnit(ChaD1, 妊娠進行期間, 種族).Mix(GetUnit(ChaD2, 妊娠進行期間, 種族), 原種モード: true); @@ -86,7 +86,7 @@ namespace SlaveMatrix return unit; } - private static Unit GetUnit(ChaD ChaD, int 妊娠進行期間, string 種族) + private static Unit GetUnit(CharacterData ChaD, int 妊娠進行期間, string 種族) { Unit unit = new Unit(); unit.ChaD = ChaD; diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs index 78fc62f..20ce0a8 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Mods.cs @@ -144,8 +144,8 @@ namespace SlaveMatrix //misc character stuff - private static Cha TrainingTarget; - private static Cha Viola; + private static Character TrainingTarget; + private static Character Viola; public static ViolaText ViolaText; public static SlaveText SlaveText; @@ -411,7 +411,7 @@ namespace SlaveMatrix }, { "メインフォーム", - メインフォーム(Med) + MainForm(Med) }, { "対象", @@ -576,19 +576,19 @@ namespace SlaveMatrix { if (Sta.GameData.RepaymentStage == 0) { - DemandMax = 8.0; + DemandMax = 88.0; } else if (Sta.GameData.RepaymentStage == 1) { - DemandMax = 9.0; + DemandMax = 99.0; } else if (Sta.GameData.RepaymentStage == 2) { - DemandMax = 10.0; + DemandMax = 110.0; } else { - DemandMax = 11.0; + DemandMax = 111.0; } } @@ -658,10 +658,10 @@ namespace SlaveMatrix ip.SubInfoIm = GameText.ロード中です + "\r\n" + GameText.しばらくお待ちください; Sta.GameData = Path.LoadExMod(); - Cha d = Viola; - Viola = new Cha(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); + Character d = Viola; + Viola = new Character(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); Viola.Set衣装(Sta.GameData.ヴィオラ.着衣); - ViolaTextBubble.接続(Viola.Bod.頭.口_接続点); + ViolaTextBubble.接続(Viola.Body.頭.口_接続点); Initialize(); if (d != null) @@ -756,10 +756,10 @@ namespace SlaveMatrix Sta.GameData = Ser.UnJson(Path); } Sta.DontScar = false; - Cha d = Viola; - Viola = new Cha(med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); + Character d = Viola; + Viola = new Character(med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); Viola.Set衣装(Sta.GameData.ヴィオラ.着衣); - ViolaTextBubble.接続(Viola.Bod.頭.口_接続点); + ViolaTextBubble.接続(Viola.Body.頭.口_接続点); Initialize(); if (d != null) @@ -793,12 +793,6 @@ namespace SlaveMatrix //Sounds.完了.Play(); } - - - - - - private static void Initialize() { Sta.GameData.Refresh = false; @@ -816,8 +810,6 @@ namespace SlaveMatrix npl.Text = GameText.収容番号 + u.Number + "\r\n" + (Sta.AlwaysUseName ? u.Name : (u.Trained ? u.Name : u.Race)); } - - public static void EndDay() { Player.RecoverPlayerStamina(); @@ -1019,20 +1011,20 @@ namespace SlaveMatrix { if (Sta.GameData.TrainingTarget.妊娠状態変数 > -1) { - TrainingTarget.Bod.ボテ腹i = Sta.GameData.TrainingTarget.妊娠状態変数; - TrainingTarget.Bod.ボテ腹_表示 = true; - if (!TrainingTarget.Bod.Is獣) + TrainingTarget.Body.ボテ腹i = Sta.GameData.TrainingTarget.妊娠状態変数; + TrainingTarget.Body.ボテ腹_表示 = true; + if (!TrainingTarget.Body.Is獣) { - TrainingTarget.Bod.ボテ腹_人.ハイライト表示 = Sta.GameData.TrainingTarget.妊娠状態変数 > 2; + TrainingTarget.Body.ボテ腹_人.ハイライト表示 = Sta.GameData.TrainingTarget.妊娠状態変数 > 2; } } else { - TrainingTarget.Bod.ボテ腹i = 0; - TrainingTarget.Bod.ボテ腹_表示 = false; + TrainingTarget.Body.ボテ腹i = 0; + TrainingTarget.Body.ボテ腹_表示 = false; } - TrainingTarget.Bod.断面_表示 = TrainingTarget.Bod.断面_表示; - TrainingTarget.Bod.変動ステート更新(); + //TrainingTarget.Bod.断面_表示 = TrainingTarget.Bod.断面_表示; + TrainingTarget.Body.変動ステート更新(); } public static void ResetTrainingTarget() @@ -1049,33 +1041,33 @@ namespace SlaveMatrix TrainingTarget.口修正(); if (Sta.GameData.TrainingTarget.Trained) { - TrainingTarget.Bod.拘束具_表示 = false; - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.拘束具_表示 = false; + TrainingTarget.Body.首輪_表示 = true; TrainingTarget.Set基本姿勢(); } else { - TrainingTarget.Bod.拘束具_表示 = true; + TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } if (Sta.GameData.TrainingTarget.ChaD.胸施術) { - TrainingTarget.Bod.胸施術(); + TrainingTarget.Body.胸施術(); } if (Sta.GameData.TrainingTarget.ChaD.股施術) { - TrainingTarget.Bod.股施術(); + TrainingTarget.Body.股施術(); } if (Sta.GameData.TrainingTarget.ChaD.タトゥ) { - TrainingTarget.Bod.タトゥ(); + TrainingTarget.Body.タトゥ(); } if (Sta.GameData.TrainingTarget.着衣 != null) { TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); } - TrainingTarget.Bod.Join(); - TrainingTarget.Bod.Update(); + TrainingTarget.Body.Join(); + TrainingTarget.Body.Update(); } public static void SetTrainingTarget(ModeEventDispatcher Med, Unit u) @@ -1085,22 +1077,22 @@ namespace SlaveMatrix { TrainingTarget.Dispose(); } - TrainingTarget = new Cha(Med, DrawBuffer, Sta.GameData.TrainingTarget.ChaD); - SlaveTextBubble.接続(TrainingTarget.Bod.頭.口_接続点); + TrainingTarget = new Character(Med, DrawBuffer, Sta.GameData.TrainingTarget.ChaD); + SlaveTextBubble.接続(TrainingTarget.Body.頭.口_接続点); Setnpl(u); double d = ((u.Trained && Sta.MoveInsectMask) ? 1.0 : 0.0); - if (TrainingTarget.Bod.Is顔面) + if (TrainingTarget.Body.Is顔面) { - TrainingTarget.Bod.頭.顔面_接続.SetEle(delegate(顔面 顔面) + TrainingTarget.Body.頭.顔面_接続.SetEle(delegate(顔面 顔面) { 顔面.展開0 = d; 顔面.展開1 = d; }); - TrainingTarget.Bod.頭.大顎基_接続.SetEle(delegate(大顎基 大顎) + TrainingTarget.Body.頭.大顎基_接続.SetEle(delegate(大顎基 大顎) { 大顎.展開 = d; }); - TrainingTarget.Bod.頭.額_接続.SetEle(delegate(角1_虫 虫角) + TrainingTarget.Body.頭.額_接続.SetEle(delegate(角1_虫 虫角) { 虫角.展開 = d; }); @@ -1112,20 +1104,20 @@ namespace SlaveMatrix { Player.SetState(); TrainingTarget.Crying = false; - if (TrainingTarget.Bod.鼻水左 != null) + if (TrainingTarget.Body.LeftNoseDrip != null) { - TrainingTarget.Bod.鼻水左.表示 = false; - TrainingTarget.Bod.鼻水右.表示 = false; + TrainingTarget.Body.LeftNoseDrip.表示 = false; + TrainingTarget.Body.RightNoseDrip.表示 = false; } - if (TrainingTarget.Bod.涎左 != null) + if (TrainingTarget.Body.LeftDrool != null) { - TrainingTarget.Bod.涎左.表示 = false; - TrainingTarget.Bod.涎右.表示 = false; + TrainingTarget.Body.LeftDrool.表示 = false; + TrainingTarget.Body.RightDrool.表示 = false; } - TrainingTarget.Bod.噴乳左.表示 = false; - TrainingTarget.Bod.噴乳右.表示 = false; - TrainingTarget.噴乳染み = 0.0; - TrainingTarget.Bod.下着T染み = 0.0; + TrainingTarget.Body.LeftMilkSpray.表示 = false; + TrainingTarget.Body.RightMilkSpary.表示 = false; + TrainingTarget.MilkStain = 0.0; + TrainingTarget.Body.下着T染み = 0.0; TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); @@ -1142,7 +1134,6 @@ namespace SlaveMatrix Player.SensBox(); } - public static void Player説明(ref Color hc, Action Reset) { if (dbs["プレイヤー"].Pars.Values.First().ToPar().HitColor == hc) @@ -1155,9 +1146,6 @@ namespace SlaveMatrix } } - - - //modules public static Module Start(ModeEventDispatcher Med) { @@ -1169,7 +1157,6 @@ namespace SlaveMatrix } }; } - public static Module Credit(ModeEventDispatcher Med) { MotV mv = new MotV(0.0, 1.0){BaseSpeed = 0.5}; @@ -1404,7 +1391,7 @@ namespace SlaveMatrix }; } - public static Module メインフォーム(ModeEventDispatcher Med) + public static Module MainForm(ModeEventDispatcher Med) { Buts bs = new Buts(); @@ -1560,7 +1547,7 @@ namespace SlaveMatrix { if (TrainingTarget != null) { - TrainingTarget.CP = cp; + TrainingTarget.CursorPosition = cp; } dbs.Move(ref hc); bs.Move(ref hc); @@ -1653,36 +1640,36 @@ namespace SlaveMatrix { TrainingTarget.EyeTracking.End(); } - if (TrainingTarget.Bod.Is双眉) + if (TrainingTarget.Body.Is双眉) { - TrainingTarget.Bod.眉左.眉間_表示 = false; - TrainingTarget.Bod.眉右.眉間_表示 = false; + TrainingTarget.Body.眉左.眉間_表示 = false; + TrainingTarget.Body.眉右.眉間_表示 = false; } - if (TrainingTarget.Bod.Is双眼) + if (TrainingTarget.Body.IsDualEyes) { TrainingTarget.瞼_半1左(); TrainingTarget.瞼_半1右(); TrainingTarget.目_見つめ左(); TrainingTarget.目_見つめ右(); } - if (TrainingTarget.Bod.Is頬眼) + if (TrainingTarget.Body.IsCheekEyes) { TrainingTarget.頬瞼_半1左(); TrainingTarget.頬瞼_半1右(); TrainingTarget.頬目_見つめ左(); TrainingTarget.頬目_見つめ右(); } - if (TrainingTarget.Bod.Is単眼) + if (TrainingTarget.Body.IsSingleEye) { TrainingTarget.単瞼_半1(); TrainingTarget.単目_見つめ(); } - if (TrainingTarget.Bod.Is額眼) + if (TrainingTarget.Body.IsForeheadEye) { TrainingTarget.額瞼_半1(); TrainingTarget.額目_見つめ(); } - if (!TrainingTarget.Bod.玉口枷_表示) + if (!TrainingTarget.Body.玉口枷_表示) { TrainingTarget.口_閉笑(); } @@ -1711,7 +1698,7 @@ namespace SlaveMatrix { 調教完了表情(); SlaveText.Set状態(); - if (TrainingTarget.Bod.Is顔面) + if (TrainingTarget.Body.Is顔面) { Action o_done = SlaveTextBubble.Tex.Done; SlaveTextBubble.Tex.Done = delegate (Tex tex) @@ -1761,18 +1748,18 @@ namespace SlaveMatrix Player.表示ステート更新(); Player.ModBox(); Player.SensBox(); - if (TrainingTarget.Bod.Is獣) + if (TrainingTarget.Body.Is獣) { - TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.03); + TrainingTarget.Body.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.03); } - else if (TrainingTarget.Bod.Is半身) + else if (TrainingTarget.Body.Is半身) { - TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.02); + TrainingTarget.Body.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)).AddY(-0.02); } - TrainingTarget.Bod.Join(); - TrainingTarget.Bod.Update(); + TrainingTarget.Body.Join(); + TrainingTarget.Body.Update(); SlaveTextBubble.接続(); - TrainingTarget.Bod.汗染み濃度 = 1.0; + TrainingTarget.Body.汗染み濃度 = 1.0; 調教済みチェック = true; TrainingTargetTrained = Sta.GameData.TrainingTarget.Trained; if (調教完了 = Sta.GameData.TrainingTarget.IsTrained()) @@ -1793,7 +1780,7 @@ namespace SlaveMatrix }, Move = delegate (MouseButtons mb, Vector2D cp, Color hc) { - TrainingTarget.CP = cp; + TrainingTarget.CursorPosition = cp; cd = TrainingTarget.GetContact(ref hc); Player.UI.Move(ref mb, ref cp, ref op, ref hc, ref cd); ip.Move(ref hc); @@ -1847,16 +1834,16 @@ namespace SlaveMatrix ip.SubShow = true; ip.Sub2Show = false; ip.Text = GameText.点6; - if (!TrainingTarget.Bod.Setピアス.ピアス_表示) + if (!TrainingTarget.Body.Setピアス.ピアス_表示) { - TrainingTarget.Bod.脱衣(); + TrainingTarget.Body.脱衣(); } Player.UI.SetTarget(Sta.GameData.TrainingTarget, TrainingTarget); Player.SetStateTraining(); Player.表示ステート更新(); Player.ModBox(); Player.SensBox(); - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.首輪_表示 = true; si.Set(bre: false); Player.UI.Reset(); Player.UI.擬音キュー.Clear(); @@ -1935,8 +1922,8 @@ namespace SlaveMatrix } Sta.GameData.TrainingTarget.発情フラグ = Player.UI.発情bu; Player.調教終了時(); - TrainingTarget.絶頂.End(); - TrainingTarget.体揺れ.End(); + TrainingTarget.Climax.End(); + TrainingTarget.BodySway.End(); TrainingTarget.放尿強制終了(); @@ -1945,33 +1932,33 @@ namespace SlaveMatrix Player.絶頂終了処理_(); Player.射精終了処理_(); - TrainingTarget.Bod.膣内精液.精液濃度 = 0.0; - TrainingTarget.Bod.断面.精液濃度 = 0.0; - TrainingTarget.Bod.スタンプClear(); - TrainingTarget.Bod.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)); - TrainingTarget.Bod.汗染み濃度 = 0.0; - TrainingTarget.Bod.飛沫濃度 = 0.0; - TrainingTarget.Bod.潮染み濃度 = 0.0; - TrainingTarget.Bod.尿染み濃度 = 0.0; - if (!TrainingTarget.Bod.Is粘) + TrainingTarget.Body.VaginalCumDrip.精液濃度 = 0.0; + TrainingTarget.Body.断面.精液濃度 = 0.0; + TrainingTarget.Body.スタンプClear(); + TrainingTarget.Body.Waist.位置B = Med.Base.GetPosition(new Vector2D(0.5, 0.5)); + TrainingTarget.Body.汗染み濃度 = 0.0; + TrainingTarget.Body.SplashIntencity = 0.0; + TrainingTarget.Body.SquirtStainIntensity = 0.0; + TrainingTarget.Body.UrineStainIntensity = 0.0; + if (!TrainingTarget.Body.Is粘) { - TrainingTarget.Bod.断面_表示 = false; + TrainingTarget.Body.断面_表示 = false; } TrainingTarget.EyeTracking.End(); - TrainingTarget.口腔精液垂れ.End(); - TrainingTarget.性器精液垂れ.End(); - TrainingTarget.肛門精液垂れ.End(); - TrainingTarget.出糸精液垂れ.End(); - TrainingTarget.Bod.SetWaist(); + TrainingTarget.MouthCumDrip.End(); + TrainingTarget.GenitalCumDrip.End(); + TrainingTarget.AnalCumDrip.End(); + TrainingTarget.ThreadCumDrip.End(); + TrainingTarget.Body.SetWaist(); if (Sta.GameData.TrainingTarget.Trained) { - TrainingTarget.Bod.拘束具_表示 = false; - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.拘束具_表示 = false; + TrainingTarget.Body.首輪_表示 = true; TrainingTarget.Set基本姿勢(); } else { - TrainingTarget.Bod.拘束具_表示 = true; + TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } TrainingTarget.Emotion(); @@ -1983,9 +1970,9 @@ namespace SlaveMatrix Player.表示ステート更新(); Player.ModBox(); Player.SensBox(); - TrainingTarget.Bod.カーソル = null; - TrainingTarget.Bod.Join(); - TrainingTarget.Bod.Update(); + TrainingTarget.Body.カーソル = null; + TrainingTarget.Body.Join(); + TrainingTarget.Body.Update(); SlaveTextBubble.接続(); SlaveTextBubble.消失.End(); Result2 = false; @@ -2244,11 +2231,11 @@ namespace SlaveMatrix } if (TrainingTarget != null) { - if (bs["股施術"].Pars.Values.First().ToPar().HitColor == hc && !(ip.SubInfoIm == GameText.股の + (TrainingTarget.Bod.Is蛇 ? GameText.鱗 : GameText.甲殻) + GameText.を切除しました) && !(ip.SubInfoIm == GameText.所持金が足りません)) + if (bs["股施術"].Pars.Values.First().ToPar().HitColor == hc && !(ip.SubInfoIm == GameText.股の + (TrainingTarget.Body.Is蛇 ? GameText.鱗 : GameText.甲殻) + GameText.を切除しました) && !(ip.SubInfoIm == GameText.所持金が足りません)) { - ip.SubInfoIm = GameText.股の + (TrainingTarget.Bod.Is蛇 ? GameText.鱗 : GameText.甲殻) + GameText.を切除します + "(-" + 股施術価格.ToString("#,0") + ")"; + ip.SubInfoIm = GameText.股の + (TrainingTarget.Body.Is蛇 ? GameText.鱗 : GameText.甲殻) + GameText.を切除します + "(-" + 股施術価格.ToString("#,0") + ")"; } - else if (ip.SubInfoIm == GameText.股の + (TrainingTarget.Bod.Is蛇 ? GameText.鱗 : GameText.甲殻) + GameText.を切除します + "(-" + 股施術価格.ToString("#,0") + ")") + else if (ip.SubInfoIm == GameText.股の + (TrainingTarget.Body.Is蛇 ? GameText.鱗 : GameText.甲殻) + GameText.を切除します + "(-" + 股施術価格.ToString("#,0") + ")") { si.Set(bre: false); } @@ -2498,7 +2485,7 @@ namespace SlaveMatrix b.Pars.Values.First().ToParT().PenColor = Color.Red; if (Sta.GameData.TrainingTarget != null) { - if (TrainingTarget == null || TrainingTarget.ChaD != Sta.GameData.TrainingTarget.ChaD) + if (TrainingTarget == null || TrainingTarget.CharacterData != Sta.GameData.TrainingTarget.ChaD) { SetTrainingTarget(Med, Sta.GameData.TrainingTarget); } @@ -2521,20 +2508,20 @@ namespace SlaveMatrix { TrainingTarget.Dispose(); } - TrainingTarget = new Cha(Med, DrawBuffer, Sta.GameData.TrainingTarget.Mother.ChaD); - if (TrainingTarget.Bod.Is双眼) + TrainingTarget = new Character(Med, DrawBuffer, Sta.GameData.TrainingTarget.Mother.ChaD); + if (TrainingTarget.Body.IsDualEyes) { TrainingTarget.両目_見つめ(); } - if (TrainingTarget.Bod.Is頬眼) + if (TrainingTarget.Body.IsCheekEyes) { TrainingTarget.両頬目_見つめ(); } - if (TrainingTarget.Bod.Is単眼) + if (TrainingTarget.Body.IsSingleEye) { TrainingTarget.単目_見つめ(); } - if (TrainingTarget.Bod.Is額眼) + if (TrainingTarget.Body.IsForeheadEye) { TrainingTarget.額目_見つめ(); } @@ -2565,20 +2552,20 @@ namespace SlaveMatrix { TrainingTarget.Dispose(); } - TrainingTarget = new Cha(Med, DrawBuffer, Sta.GameData.TrainingTarget.Father.ChaD); - if (TrainingTarget.Bod.Is双眼) + TrainingTarget = new Character(Med, DrawBuffer, Sta.GameData.TrainingTarget.Father.ChaD); + if (TrainingTarget.Body.IsDualEyes) { TrainingTarget.両目_見つめ(); } - if (TrainingTarget.Bod.Is頬眼) + if (TrainingTarget.Body.IsCheekEyes) { TrainingTarget.両頬目_見つめ(); } - if (TrainingTarget.Bod.Is単眼) + if (TrainingTarget.Body.IsSingleEye) { TrainingTarget.単目_見つめ(); } - if (TrainingTarget.Bod.Is額眼) + if (TrainingTarget.Body.IsForeheadEye) { TrainingTarget.額目_見つめ(); } @@ -3072,7 +3059,7 @@ namespace SlaveMatrix ////Sounds.精算.Play(); ip.UpdateSub2(); Sta.GameData.TrainingTarget.ChaD.胸施術 = true; - TrainingTarget.Bod.胸施術(); + TrainingTarget.Body.胸施術(); if (Sta.GameData.TrainingTarget.着衣 != null) { TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); @@ -3085,13 +3072,13 @@ namespace SlaveMatrix TrainingTarget.UpdateExpression(); if (Sta.GameData.TrainingTarget.Trained) { - TrainingTarget.Bod.拘束具_表示 = false; - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.拘束具_表示 = false; + TrainingTarget.Body.首輪_表示 = true; TrainingTarget.Set基本姿勢(); } else { - TrainingTarget.Bod.拘束具_表示 = true; + TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } } @@ -3113,26 +3100,26 @@ namespace SlaveMatrix //Sounds.精算.Play(); ip.UpdateSub2(); Sta.GameData.TrainingTarget.ChaD.股施術 = true; - TrainingTarget.Bod.股施術(); + TrainingTarget.Body.股施術(); if (Sta.GameData.TrainingTarget.着衣 != null) { TrainingTarget.Set衣装(Sta.GameData.TrainingTarget.着衣); } Sta.GameData.TrainingTarget.体力消費(); bs["股施術"].Dra = false; - ip.SubInfoIm = GameText.股の + (TrainingTarget.Bod.Is蠍 ? GameText.甲殻 : GameText.鱗) + GameText.を切除しました; + ip.SubInfoIm = GameText.股の + (TrainingTarget.Body.Is蠍 ? GameText.甲殻 : GameText.鱗) + GameText.を切除しました; TrainingTarget.SetInitialExpression(); TrainingTarget.Emotion(); TrainingTarget.UpdateExpression(); if (Sta.GameData.TrainingTarget.Trained) { - TrainingTarget.Bod.拘束具_表示 = false; - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.拘束具_表示 = false; + TrainingTarget.Body.首輪_表示 = true; TrainingTarget.Set基本姿勢(); } else { - TrainingTarget.Bod.拘束具_表示 = true; + TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } } @@ -3153,7 +3140,7 @@ namespace SlaveMatrix //Sounds.精算.Play(); ip.UpdateSub2(); Sta.GameData.TrainingTarget.ChaD.タトゥ = true; - TrainingTarget.Bod.タトゥ(); + TrainingTarget.Body.タトゥ(); Sta.GameData.TrainingTarget.発情フラグ = true; Sta.GameData.TrainingTarget.体力消費(); bs["淫紋"].Dra = false; @@ -3163,18 +3150,18 @@ namespace SlaveMatrix TrainingTarget.UpdateExpression(); if (Sta.GameData.TrainingTarget.Trained) { - TrainingTarget.Bod.拘束具_表示 = false; - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.拘束具_表示 = false; + TrainingTarget.Body.首輪_表示 = true; TrainingTarget.Set基本姿勢(); } else { - TrainingTarget.Bod.拘束具_表示 = true; + TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } - if (TrainingTarget.Bod.Is獣) + if (TrainingTarget.Body.Is獣) { - TrainingTarget.Bod.EI半中1.Updatef = true; + TrainingTarget.Body.EI半中1.Updatef = true; } } })); @@ -3203,13 +3190,13 @@ namespace SlaveMatrix TrainingTarget.UpdateExpression(); if (Sta.GameData.TrainingTarget.Trained) { - TrainingTarget.Bod.拘束具_表示 = false; - TrainingTarget.Bod.首輪_表示 = true; + TrainingTarget.Body.拘束具_表示 = false; + TrainingTarget.Body.首輪_表示 = true; TrainingTarget.Set基本姿勢(); } else { - TrainingTarget.Bod.拘束具_表示 = true; + TrainingTarget.Body.拘束具_表示 = true; TrainingTarget.Set拘束姿勢(); } } @@ -3318,7 +3305,7 @@ namespace SlaveMatrix public static Module Blessing(ModeEventDispatcher Med) { - Cha 祝福 = null; + Character 祝福 = null; bool d = false; Lab l = new Lab(DrawBuffer, "ラベル1", new Vector2D(ip.MaiB.Position.X, 0.026), 0.1, 1.0, new Font("MS Gothic", 1f), 0.085, "No blessing", Col.White, Col.Black, ip.MaiB.BrushColor, Col.Black); Buts bs = new Buts(); @@ -3367,20 +3354,20 @@ namespace SlaveMatrix { 祝福.Dispose(); } - 祝福 = new Cha(Med, DrawBuffer, Sta.GameData.祝福.ChaD); - if (祝福.Bod.Is双眼) + 祝福 = new Character(Med, DrawBuffer, Sta.GameData.祝福.ChaD); + if (祝福.Body.IsDualEyes) { 祝福.両目_見つめ(); } - if (祝福.Bod.Is頬眼) + if (祝福.Body.IsCheekEyes) { 祝福.両頬目_見つめ(); } - if (祝福.Bod.Is単眼) + if (祝福.Body.IsSingleEye) { 祝福.単目_見つめ(); } - if (祝福.Bod.Is額眼) + if (祝福.Body.IsForeheadEye) { 祝福.額目_見つめ(); } @@ -3407,20 +3394,20 @@ namespace SlaveMatrix { 祝福.Dispose(); } - 祝福 = new Cha(Med, DrawBuffer, Sta.GameData.祝福.Mother.ChaD); - if (祝福.Bod.Is双眼) + 祝福 = new Character(Med, DrawBuffer, Sta.GameData.祝福.Mother.ChaD); + if (祝福.Body.IsDualEyes) { 祝福.両目_見つめ(); } - if (祝福.Bod.Is頬眼) + if (祝福.Body.IsCheekEyes) { 祝福.両頬目_見つめ(); } - if (祝福.Bod.Is単眼) + if (祝福.Body.IsSingleEye) { 祝福.単目_見つめ(); } - if (祝福.Bod.Is額眼) + if (祝福.Body.IsForeheadEye) { 祝福.額目_見つめ(); } @@ -3447,20 +3434,20 @@ namespace SlaveMatrix { 祝福.Dispose(); } - 祝福 = new Cha(Med, DrawBuffer, Sta.GameData.祝福.Father.ChaD); - if (祝福.Bod.Is双眼) + 祝福 = new Character(Med, DrawBuffer, Sta.GameData.祝福.Father.ChaD); + if (祝福.Body.IsDualEyes) { 祝福.両目_見つめ(); } - if (祝福.Bod.Is頬眼) + if (祝福.Body.IsCheekEyes) { 祝福.両頬目_見つめ(); } - if (祝福.Bod.Is単眼) + if (祝福.Body.IsSingleEye) { 祝福.単目_見つめ(); } - if (祝福.Bod.Is額眼) + if (祝福.Body.IsForeheadEye) { 祝福.額目_見つめ(); } @@ -4388,7 +4375,7 @@ namespace SlaveMatrix ViolaText.Set(); si.Set(bre: false); bs["nr"].Dra = Sta.GameData.借金 != 0; - bs["nr"].Dra = Sta.GameData.借金 != 0; + //bs["nr"].Dra = Sta.GameData.借金 != 0; } }; DrawDebt = delegate(RenderArea a, FPS FPS) @@ -4424,7 +4411,7 @@ namespace SlaveMatrix public static Module SlaveShop(ModeEventDispatcher Med) { Module mod = new Module(); - Cha PurchasTarget = null; + Character PurchasTarget = null; bool d = false; Action Reload = null; Unit u = null; @@ -4843,12 +4830,12 @@ namespace SlaveMatrix if (u != null) { PurchasTarget?.Dispose(); - PurchasTarget = new Cha(Med, DrawBuffer, u.ChaD); + PurchasTarget = new Character(Med, DrawBuffer, u.ChaD); PurchasTarget.SetInitialExpression(); PurchasTarget.Emotion(); PurchasTarget.UpdateExpression(); - PurchasTarget.Bod.拘束具_表示 = true; + PurchasTarget.Body.拘束具_表示 = true; PurchasTarget.Set拘束姿勢(); PurchasTarget.Set衣装(u.着衣); ip.TextIm = u.GetStatus(); @@ -5530,7 +5517,7 @@ namespace SlaveMatrix { if (TrainingTarget != null) { - TrainingTarget.Mots.Drive(FPS); + TrainingTarget.Motions.Drive(FPS); } Med.HitGraphics.Clear(Col.Transparent); if (a.HitGraphics != null) @@ -6199,9 +6186,9 @@ namespace SlaveMatrix //Sounds.日常BGM.Play(); Sta.GameData.ヴィオラ = new Unit(); Sta.GameData.ヴィオラ.SetViola(Med, DrawBuffer); - Viola = new Cha(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); + Viola = new Character(Med, DrawBuffer, Sta.GameData.ヴィオラ.ChaD); Viola.Set衣装(Sta.GameData.ヴィオラ.着衣); - ViolaTextBubble.接続(Viola.Bod.頭.口_接続点); + ViolaTextBubble.接続(Viola.Body.頭.口_接続点); i = 0; wi = 0; sfc[i](); @@ -6533,12 +6520,12 @@ namespace SlaveMatrix //Sounds.操作.Play(); ip.Sub.Done = delegate { - Viola.Bod.拘束具_表示 = false; + Viola.Body.拘束具_表示 = false; Viola.両翼獣_全開(0); Viola.両触手_S字(0); Viola.両触手_S字(1); Viola.SetSymmetry(); - Viola.Bod.Update(); + Viola.Body.Update(); Viola.表情_不敵1(); //Sounds.弾け.Play(); ip.Text = GameText.エクス2; @@ -6548,12 +6535,12 @@ namespace SlaveMatrix Sta.GameData.利子 *= 2.0; }; ViolaTextBubble.Tex.Feed.Dra = false; - Viola.Bod.拘束具_表示 = true; + Viola.Body.拘束具_表示 = true; Viola.両翼獣_閉じ(0); Viola.両触手_S字(0); Viola.両触手_S字(1); Viola.SetSymmetry(); - Viola.Bod.Update(); + Viola.Body.Update(); Viola.表情_素0眉上(); //Sounds.変更1.Play(); ViolaTextBubble.Text = GameText.っ点3; @@ -6606,7 +6593,7 @@ namespace SlaveMatrix if (i == 8) { Viola.両翼獣_半開き(0); - Viola.Bod.Update(); + Viola.Body.Update(); } if (i == 1) { @@ -7305,10 +7292,6 @@ namespace SlaveMatrix return mod; } - - - - static Mods() { TrainingTarget = null; @@ -7327,9 +7310,7 @@ namespace SlaveMatrix 日利子額 = 0uL; } - //buttons added by the other guy - public static void NewButtons(ModeEventDispatcher med) { if (Sta.SensesButton) @@ -7413,8 +7394,6 @@ namespace SlaveMatrix } } - - //room buttons or smthn? public static void MoveRoomDown() { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Onomatopoeia.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Onomatopoeia.cs index 1b160d8..0d1e0a2 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Onomatopoeia.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Onomatopoeia.cs @@ -7,7 +7,7 @@ namespace SlaveMatrix { public class Onomatopoeia { - private Mots ms = new Mots(); + private Motions ms = new Motions(); private List del = new List(); @@ -28,11 +28,11 @@ namespace SlaveMatrix }; pt.SetStringRectOutline(Are.UnitScale, Are.DisplayGraphics); pt.BasePointBase = pt.OP.GetCenter(); - Mot mot = new Mot(0.0, 1.0); + Motion mot = new Motion(0.0, 1.0); string n = mot.GetHashCode().ToString(); TextRenderingHint tr = Are.DisplayGraphics.TextRenderingHint; mot.BaseSpeed = 0.1; - mot.Runing = delegate(Mot m) + mot.OnUpdate = delegate(Motion m) { if (b) { @@ -43,11 +43,11 @@ namespace SlaveMatrix Are.Draw(pt); Are.DisplayGraphics.TextRenderingHint = tr; }; - mot.Reaing = delegate(Mot m) + mot.OnReach = delegate(Motion m) { m.End(); }; - mot.Ending = delegate + mot.OnEnd = delegate { Are.DisplayGraphics.TextRenderingHint = tr; pt.Dispose(); @@ -69,7 +69,7 @@ namespace SlaveMatrix public void Clear() { - foreach (KeyValuePair m in ms.ms) + foreach (KeyValuePair m in ms.ms) { m.Value.End(); } @@ -82,7 +82,7 @@ namespace SlaveMatrix public void Dispose() { - foreach (Mot value in ms.ms.Values) + foreach (Motion value in ms.ms.Values) { value.End(); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs index b6bef3e..3cc1d06 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Player.cs @@ -86,7 +86,7 @@ namespace SlaveMatrix //probably represents the player public static class Player { - public static Cha Cha; + public static Character Cha; public static TrainingUI UI; @@ -154,7 +154,7 @@ namespace SlaveMatrix public static double 調教前調教力; - public static Mot ゲージ降下処理; + public static Motion ゲージ降下処理; public static bool 強制終了; @@ -406,7 +406,7 @@ namespace SlaveMatrix { if (!強制終了 && Sta.GameData.TrainingTarget != null && Cha != null) { - return Cha.Med.Mode == "Training"; + return Cha.ModeEventDispatcher.Mode == "Training"; } return false; } @@ -475,7 +475,7 @@ namespace SlaveMatrix public static double 緊張値 => (Sensitivity + Tension.Inverse() + Shame.Inverse()) / 3.0 * Lust * Affection * 処女0_8w * 傷物0_8w * 調教済1_1w * 拘束具補正減 * 目隠帯補正減; - public static double 羞恥値 => (Sensitivity + Excitement + PlayerExcitement + Shame + Cha.Bod.くぱぁ0) / 5.0 * Affection * 無毛1_5w * 処女1_5w * 発情0_5w * 調教済1_1w * 目隠帯補正減 * 玉口枷補正増; + public static double 羞恥値 => (Sensitivity + Excitement + PlayerExcitement + Shame + Cha.Body.くぱぁ0) / 5.0 * Affection * 無毛1_5w * 処女1_5w * 発情0_5w * 調教済1_1w * 目隠帯補正減 * 玉口枷補正増; public static double 奉仕補正 { @@ -612,7 +612,7 @@ namespace SlaveMatrix { get { - if (!Cha.Bod.拘束具_表示) + if (!Cha.Body.拘束具_表示) { return 1.0; } @@ -624,7 +624,7 @@ namespace SlaveMatrix { get { - if (!Cha.Bod.拘束具_表示) + if (!Cha.Body.拘束具_表示) { return 1.0; } @@ -636,7 +636,7 @@ namespace SlaveMatrix { get { - if (!Cha.Bod.目隠帯_表示) + if (!Cha.Body.目隠帯_表示) { return 1.0; } @@ -648,7 +648,7 @@ namespace SlaveMatrix { get { - if (!Cha.Bod.目隠帯_表示) + if (!Cha.Body.目隠帯_表示) { return 1.0; } @@ -660,7 +660,7 @@ namespace SlaveMatrix { get { - if (!Cha.Bod.玉口枷_表示) + if (!Cha.Body.玉口枷_表示) { return 1.0; } @@ -672,7 +672,7 @@ namespace SlaveMatrix { get { - if (!Cha.Bod.玉口枷_表示) + if (!Cha.Body.玉口枷_表示) { return 1.0; } @@ -726,7 +726,7 @@ namespace SlaveMatrix { get { - if (!絶頂中 && !Cha.Bod.Is拘束 && Pride == 0.0) + if (!絶頂中 && !Cha.Body.Is拘束 && Pride == 0.0) { if (!(Lust > 0.5) && !(Affection > 0.5)) { @@ -758,7 +758,7 @@ namespace SlaveMatrix { get { - if (Cha.Bod.Is最前手人 && 奉仕0) + if (Cha.Body.Is最前手人 && 奉仕0) { return SkillL > 0.1 * Sta.GameData.TrainingTarget.MaxSkillL; } @@ -782,7 +782,7 @@ namespace SlaveMatrix { get { - if (Cha.Bod.Is最前手人 && 奉仕0) + if (Cha.Body.Is最前手人 && 奉仕0) { return SkillL > 0.2 * Sta.GameData.TrainingTarget.MaxSkillL; } @@ -794,7 +794,7 @@ namespace SlaveMatrix { get { - if (Cha.Bod.Is最前手人 && 奉仕0) + if (Cha.Body.Is最前手人 && 奉仕0) { return SkillL > 0.4 * Sta.GameData.TrainingTarget.MaxSkillL; } @@ -806,7 +806,7 @@ namespace SlaveMatrix { get { - if (Cha.Bod.Is最前手人 && 奉仕0) + if (Cha.Body.Is最前手人 && 奉仕0) { return SkillL > 0.6 * Sta.GameData.TrainingTarget.MaxSkillL; } @@ -818,7 +818,7 @@ namespace SlaveMatrix { get { - if (奉仕1 && !Cha.Bod.玉口枷_表示) + if (奉仕1 && !Cha.Body.玉口枷_表示) { return SkillL > 0.15 * Sta.GameData.TrainingTarget.MaxSkillL; } @@ -830,7 +830,7 @@ namespace SlaveMatrix { get { - if (!絶頂中 && 奉仕1 && !Cha.Bod.玉口枷_表示 && SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL) + if (!絶頂中 && 奉仕1 && !Cha.Body.玉口枷_表示 && SkillL > 0.5 * Sta.GameData.TrainingTarget.MaxSkillL) { return CurrentToolType == ToolType.Penis; } @@ -878,7 +878,7 @@ namespace SlaveMatrix public static double 変化V_糸 => 糸挿入度; - public static double 変化V_固有値乱数 => Cha.ChaD.固有値 * RNG.XS.NextDouble(); + public static double 変化V_固有値乱数 => Cha.CharacterData.固有値 * RNG.XS.NextDouble(); public static double 無毛1_5w { @@ -1067,21 +1067,21 @@ namespace SlaveMatrix Cha.Emotion(); Cha.UpdateExpression(); Cha.UpdatePosture(); - Cha.Bod.処女喪失 = false; - Cha.Bod.膣内精液.血液1_表示 = false; - Cha.Bod.膣内精液.血液2_表示 = false; - Cha.Bod.性器精液.血液1_表示 = false; - Cha.Bod.性器精液.血液2_表示 = false; - Cha.Bod.飛沫濃度 = 0.0; - Cha.Bod.潮染み濃度 = 0.0; - Cha.Bod.尿染み濃度 = 0.0; - Cha.Bod.湯気左濃度 = 0.0; - Cha.Bod.湯気右濃度 = 0.0; + Cha.Body.処女喪失 = false; + Cha.Body.VaginalCumDrip.血液1_表示 = false; + Cha.Body.VaginalCumDrip.血液2_表示 = false; + Cha.Body.GenetalCum.血液1_表示 = false; + Cha.Body.GenetalCum.血液2_表示 = false; + Cha.Body.SplashIntencity = 0.0; + Cha.Body.SquirtStainIntensity = 0.0; + Cha.Body.UrineStainIntensity = 0.0; + Cha.Body.湯気左濃度 = 0.0; + Cha.Body.湯気右濃度 = 0.0; 放尿率 = 1.0; - Cha.Bod.噴乳左.母乳垂れ1_表示 = false; - Cha.Bod.噴乳左.母乳垂れ2_表示 = false; - Cha.Bod.噴乳右.母乳垂れ1_表示 = false; - Cha.Bod.噴乳右.母乳垂れ2_表示 = false; + Cha.Body.LeftMilkSpray.母乳垂れ1_表示 = false; + Cha.Body.LeftMilkSpray.母乳垂れ2_表示 = false; + Cha.Body.RightMilkSpary.母乳垂れ1_表示 = false; + Cha.Body.RightMilkSpary.母乳垂れ2_表示 = false; 表示ステート更新(); 強制終了 = false; ModBox(); @@ -1097,7 +1097,7 @@ namespace SlaveMatrix public static void Result2() { UI.ip.TextIm = GameText.抵抗値 + Pride.Numf2() + "\r\n" + GameText.欲望度 + Lust.Numf2() + " " + GameText.情愛度 + Affection.Numf2() + "\r\n" + GameText.卑屈度 + Training.Numf2() + " " + GameText.技巧度 + SkillL.Numf2() + "\r\n\r\n" + GameText.調教力 + 調教力.Numf2(); - Cha.Bod.変動ステート更新(); + Cha.Body.変動ステート更新(); } public static void アクション入力(ContactType contactType, ActionType actionType, CurrentState タイミング情報, ToolType toolType, int 挿入Lv, int 強さ, bool 機械, bool 射精) @@ -1198,11 +1198,11 @@ namespace SlaveMatrix } if (0.05.Lot()) { - if (Cha.Bod.Is双眉) + if (Cha.Body.Is双眉) { Cha.両眉_0(RNG.XS.NextBool(), RNG.XS.NextM(3, 4), RNG.XS.NextM(3, 4)); } - if (Cha.Bod.Is単眉) + if (Cha.Body.Is単眉) { Cha.単眉_顰(); } @@ -1221,10 +1221,10 @@ namespace SlaveMatrix } 絶頂中 = true; double value = 4.0 * Excitement * Tension.Inverse() * Shame * Pride.Inverse() * Lust * Affection; - Cha.絶頂激しさ = value.Clamp(0.0, 1.0); - Cha.絶頂時間 = value.Clamp(0.0, 0.85); + Cha.ClimaxIntensity = value.Clamp(0.0, 1.0); + Cha.ClimaxDuration = value.Clamp(0.0, 0.85); UI.絶頂ゲージ点滅.Start(); - Cha.絶頂.Start(); + Cha.Climax.Start(); if (UI.ペニス処理.手コキ.Run) { UI.ペニス処理.手コキ.End(); @@ -1246,11 +1246,11 @@ namespace SlaveMatrix Reaction0(); if (0.05.Lot()) { - if (Cha.Bod.Is双眉) + if (Cha.Body.Is双眉) { Cha.両眉_0(RNG.XS.NextBool(), RNG.XS.NextM(3, 4), RNG.XS.NextM(3, 4)); } - if (Cha.Bod.Is単眉) + if (Cha.Body.Is単眉) { Cha.単眉_顰(); } @@ -1275,21 +1275,21 @@ namespace SlaveMatrix } if (絶頂回数 > 1 && Lust > 0.6 && 0.1.Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.目_上転左(); Cha.目_上転右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単目_上転(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬目_上転左(); Cha.頬目_上転右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額目_上転(); } @@ -1298,21 +1298,21 @@ namespace SlaveMatrix { if (0.1.Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.瞼_瞑左(); Cha.瞼_瞑右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単瞼_瞑(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬瞼_瞑左(); Cha.頬瞼_瞑右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額瞼_瞑(); } @@ -1320,48 +1320,48 @@ namespace SlaveMatrix } else if (0.1.Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.瞼_半1左(); Cha.瞼_半1右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単瞼_半1(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬瞼_半1左(); Cha.頬瞼_半1右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額瞼_半1(); } } if (手膣 && Stamina > 0.1 && Wetness > 0.6 && Tension == 0.0 && Lust > 0.7 && Affection > 0.7 && (Excitement * 0.05).Lot()) { - Cha.潮吹大.Start(); + Cha.SquirtLarge.Start(); } else if (Wetness > 0.5 && Tension == 0.0 && Lust > 0.5 && Affection > 0.5 && (Excitement * 0.05).Lot()) { - Cha.潮吹小.Start(); + Cha.SquirtSmall.Start(); } - if (Cha.Crying && Cha.Bod.舌_表示 && (Cha.絶頂激しさ * 0.0008).Lot()) + if (Cha.Crying && Cha.Body.舌_表示 && (Cha.ClimaxIntensity * 0.0008).Lot()) { - Cha.鼻水.Start(); + Cha.NoseDrip.Start(); } - if ((Cha.Bod.舌_表示 || Cha.Bod.玉口枷_表示) && (Cha.絶頂激しさ * 0.001).Lot()) + if ((Cha.Body.舌_表示 || Cha.Body.玉口枷_表示) && (Cha.ClimaxIntensity * 0.001).Lot()) { - Cha.涎.Start(); + Cha.Drool.Start(); } if (0.05.Lot()) { - if (Cha.Bod.Is双眉) + if (Cha.Body.Is双眉) { Cha.両眉_0(RNG.XS.NextBool(), RNG.XS.NextM(3, 4), RNG.XS.NextM(3, 4)); } - if (Cha.Bod.Is単眉) + if (Cha.Body.Is単眉) { Cha.単眉_顰(); } @@ -1377,9 +1377,9 @@ namespace SlaveMatrix if (加算前提) { 絶頂終了処理_(); - if (Cha.Bod.くぱぁ0 > 0.5 && (0.1 + 放尿率 * 放尿経験値 * Tension.Inverse() * 0.5).Lot()) + if (Cha.Body.くぱぁ0 > 0.5 && (0.1 + 放尿率 * 放尿経験値 * Tension.Inverse() * 0.5).Lot()) { - Cha.放尿.Start(); + Cha.Urination.Start(); 放尿率 = (放尿率 - 0.1).Clamp(0.0, 1.0); 放尿経験値 = (放尿経験値 + 0.03 * RNG.XS.NextDouble()).Clamp(0.0, 1.0); } @@ -1391,8 +1391,8 @@ namespace SlaveMatrix { UI.絶頂ゲージ点滅.End(); 絶頂中 = false; - Sensitivity -= Cha.絶頂激しさ.Inverse() * 0.5; - Excitement -= Cha.絶頂激しさ.Inverse() * 0.5; + Sensitivity -= Cha.ClimaxIntensity.Inverse() * 0.5; + Excitement -= Cha.ClimaxIntensity.Inverse() * 0.5; } public static void 射精処理() @@ -1411,26 +1411,26 @@ namespace SlaveMatrix } if (((SkillL + Lust) * 0.05).Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.目_見つめ左(); Cha.目_見つめ右(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬目_見つめ左(); Cha.頬目_見つめ右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単目_見つめ(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額目_見つめ(); } } - if (!Cha.Bod.玉口枷_表示 && !Cha.Bod.舌_表示 && ((SkillL + Lust) * 0.05).Lot()) + if (!Cha.Body.玉口枷_表示 && !Cha.Body.舌_表示 && ((SkillL + Lust) * 0.05).Lot()) { Cha.口_開き(); Cha.舌_出し(); @@ -1465,26 +1465,26 @@ namespace SlaveMatrix } if (((SkillL + Lust) * 0.05).Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.目_見つめ左(); Cha.目_見つめ右(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬目_見つめ左(); Cha.頬目_見つめ右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単目_見つめ(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額目_見つめ(); } } - if (!Cha.Bod.玉口枷_表示 && !Cha.Bod.舌_表示 && ((SkillL + Lust) * 0.05).Lot()) + if (!Cha.Body.玉口枷_表示 && !Cha.Body.舌_表示 && ((SkillL + Lust) * 0.05).Lot()) { Cha.口_開き(); Cha.舌_出し(); @@ -1538,42 +1538,42 @@ namespace SlaveMatrix } if (0.7.Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.瞼_瞑左(); Cha.瞼_瞑右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単瞼_瞑(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬瞼_瞑左(); Cha.頬瞼_瞑右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額瞼_瞑(); } } else { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.瞼_半2左(); Cha.瞼_半2右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単瞼_半2(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬瞼_半2左(); Cha.頬瞼_半2右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額瞼_半2(); } @@ -1681,7 +1681,7 @@ namespace SlaveMatrix double num2 = 0.0005 - num; if (接触o == CurrentContactType && 強さo == 強さn) { - 奴隷接触慣れ = (奴隷接触慣れ + (num + num2 * Cha.ChaD.固有値 * 調教力.Inverse())).Clamp(0.0, 1.0); + 奴隷接触慣れ = (奴隷接触慣れ + (num + num2 * Cha.CharacterData.固有値 * 調教力.Inverse())).Clamp(0.0, 1.0); } else { @@ -1689,7 +1689,7 @@ namespace SlaveMatrix } if (アクション情報o == CurrentActionType && 強さo == 強さn) { - 奴隷アクション慣れ = (奴隷アクション慣れ + (num + num2 * Cha.ChaD.固有値 * 調教力.Inverse())).Clamp(0.0, 1.0); + 奴隷アクション慣れ = (奴隷アクション慣れ + (num + num2 * Cha.CharacterData.固有値 * 調教力.Inverse())).Clamp(0.0, 1.0); } else { @@ -1748,17 +1748,17 @@ namespace SlaveMatrix Wetness = (Wetness + (num + num2 * 奴隷a * 潤滑値)).Clamp(0.0, 1.0); } - public static bool 苦痛条件(this Cha c) + public static bool 苦痛条件(this Character c) { - if ((!機械n || !(c.ChaD.Lust < 0.5) || !(c.ChaD.Affection < 0.5)) && (CurrentActionType != ActionType.Whipping || !(c.ChaD.Lust < 0.65))) + if ((!機械n || !(c.CharacterData.Lust < 0.5) || !(c.CharacterData.Affection < 0.5)) && (CurrentActionType != ActionType.Whipping || !(c.CharacterData.Lust < 0.65))) { if (CurrentActionType == ActionType.Insertion) { - if (!(c.ChaD.Wetness < 0.5) && !Virgin) + if (!(c.CharacterData.Wetness < 0.5) && !Virgin) { if (CurrentContactType != 0) { - return c.ChaD.Sesnsitivities[CurrentContactType] < 0.5; + return c.CharacterData.Sesnsitivities[CurrentContactType] < 0.5; } return false; } @@ -1822,7 +1822,7 @@ namespace SlaveMatrix { 部位感度[CurrentContactType] = (部位感度[CurrentContactType] + 0.015 * 奴隷a * 調教力影響値 * 発情1_5w * 調教済1_1w).Clamp(0.0, 1.0); } - if (Cha.Bod.玉口枷_表示 && 部位感度.ContainsKey(ContactType.Mouth)) + if (Cha.Body.玉口枷_表示 && 部位感度.ContainsKey(ContactType.Mouth)) { 部位感度[ContactType.Mouth] = (部位感度[ContactType.Mouth] + 0.005 * 奴隷a * 調教力影響値 * 発情1_5w * 調教済1_1w).Clamp(0.0, 1.0); } @@ -1852,7 +1852,7 @@ namespace SlaveMatrix { Training = (Training + 0.5 * 奴隷a * 調教力影響値 * 傷物1_2w * 拘束具補正増 * 玉口枷補正増).Clamp(0.0, 1.0); } - if ((0.1 * RNG.XS.NextDouble() * Cha.ChaD.固有値).Lot()) + if ((0.1 * RNG.XS.NextDouble() * Cha.CharacterData.固有値).Lot()) { Training = (Training + 0.2 * 奴隷a * 調教力影響値 * 傷物1_2w * 拘束具補正増 * 玉口枷補正増).Clamp(0.0, 1.0); } @@ -1877,7 +1877,7 @@ namespace SlaveMatrix { 部位感度[CurrentContactType] = (部位感度[CurrentContactType] + 0.03 * 奴隷a * 感度興奮差 * 調教力影響値 * 発情1_5w * 調教済1_1w * RNG.XS.NextDouble()).Clamp(0.0, 1.0); } - if (Cha.Bod.玉口枷_表示 && 部位感度.ContainsKey(ContactType.Mouth)) + if (Cha.Body.玉口枷_表示 && 部位感度.ContainsKey(ContactType.Mouth)) { 部位感度[ContactType.Mouth] = (部位感度[ContactType.Mouth] + 0.01 * 奴隷a * 調教力影響値 * 発情1_5w * 調教済1_1w).Clamp(0.0, 1.0); } @@ -1923,30 +1923,30 @@ namespace SlaveMatrix UI.精力mゲージ.Value = PlayerStamina; UI.射精mゲージ.Value = PlayerSensitivity; UI.興奮mゲージ.Value = PlayerExcitement; - Cha.Bod.下着B染み = Wetness; - Cha.Bod.陰核勃起 = Excitement; - Cha.Bod.乳首勃起 = Excitement; - Cha.Bod.顔紅潮 = Excitement.Max(Shame); - Cha.Bod.体紅潮 = Excitement; - Cha.呼吸速度 = 0.2 + 0.8 * Excitement; + Cha.Body.下着B染み = Wetness; + Cha.Body.陰核勃起 = Excitement; + Cha.Body.乳首勃起 = Excitement; + Cha.Body.顔紅潮 = Excitement.Max(Shame); + Cha.Body.体紅潮 = Excitement; + Cha.BreathingSpeed = 0.2 + 0.8 * Excitement; if (Lust > 0.5 && Affection > 0.5) { - Cha.Bod.子宮下がり = Excitement; + Cha.Body.子宮下がり = Excitement; } if (Lust > 0.5 && 部位感度[ContactType.Anal] > 0.75) { - Cha.Bod.肛門開き = Excitement; + Cha.Body.肛門開き = Excitement; } if (Lust > 0.3) { if (!UI.ハンド処理.Isくぱぁ && (!UI.Is挿入 || UI.ハンド左.Xi == 7)) { - Cha.Bod.くぱぁ0 = Excitement; + Cha.Body.くぱぁ0 = Excitement; } - if (!Cha.ChaD.股施術 && (Cha.Bod.Is蠍 || (Cha.Bod.Is蛇 && Cha.Bod.蛇.ガード))) + if (!Cha.CharacterData.股施術 && (Cha.Body.Is蠍 || (Cha.Body.Is蛇 && Cha.Body.蛇.ガード))) { - Cha.Bod.くぱぁ1 = Excitement; - if (Cha.Bod.くぱぁ1 < 0.3) + Cha.Body.くぱぁ1 = Excitement; + if (Cha.Body.くぱぁ1 < 0.3) { UI.くぱぁ閉じ時(); } @@ -1971,100 +1971,100 @@ namespace SlaveMatrix } } - public static double 否定_(this Cha c) + public static double 否定_(this Character c) { - return c.ChaD.Pride; + return c.CharacterData.Pride; } - public static double 屈辱_(this Cha c) + public static double 屈辱_(this Character c) { - return c.ChaD.Sensitivity * c.ChaD.Pride * c.ChaD.Taming; + return c.CharacterData.Sensitivity * c.CharacterData.Pride * c.CharacterData.Taming; } - public static double 羞恥_(this Cha c) + public static double 羞恥_(this Character c) { - return c.ChaD.Shyness; + return c.CharacterData.Shyness; } - public static double 受容_(this Cha c) + public static double 受容_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Pride.Inverse() * c.ChaD.Affection; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Pride.Inverse() * c.CharacterData.Affection; } - public static double 欲望_(this Cha c) + public static double 欲望_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Pride.Inverse() * c.ChaD.Lust; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Pride.Inverse() * c.CharacterData.Lust; } - public static double 興奮_(this Cha c) + public static double 興奮_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Pride.Inverse() * c.ChaD.Excitement * c.ChaD.Lust; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Pride.Inverse() * c.CharacterData.Excitement * c.CharacterData.Lust; } - public static double 余裕_(this Cha c) + public static double 余裕_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Stamina * c.ChaD.Sensitivity.Inverse() * c.ChaD.Taming.Inverse() * c.ChaD.SkillL; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Stamina * c.CharacterData.Sensitivity.Inverse() * c.CharacterData.Taming.Inverse() * c.CharacterData.SkillL; } - public static double 幸福_(this Cha c) + public static double 幸福_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Pride.Inverse() * c.ChaD.Tension.Inverse() * c.ChaD.Affection; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Pride.Inverse() * c.CharacterData.Tension.Inverse() * c.CharacterData.Affection; } - public static double 喜悦_(this Cha c) + public static double 喜悦_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Pride.Inverse() * c.ChaD.Sensitivity * c.ChaD.Affection * c.ChaD.Lust; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Pride.Inverse() * c.CharacterData.Sensitivity * c.CharacterData.Affection * c.CharacterData.Lust; } - public static double 淫乱_(this Cha c) + public static double 淫乱_(this Character c) { - return c.ChaD.Tension.Inverse() * c.ChaD.Pride.Inverse() * c.ChaD.Sensitivity * c.ChaD.Excitement * c.ChaD.Lust * c.ChaD.Taming; + return c.CharacterData.Tension.Inverse() * c.CharacterData.Pride.Inverse() * c.CharacterData.Sensitivity * c.CharacterData.Excitement * c.CharacterData.Lust * c.CharacterData.Taming; } - public static double 其他_(this Cha c) + public static double 其他_(this Character c) { return 0.2; } - public static void Emotion(this Cha c) + public static void Emotion(this Character c) { - switch (c.ChaD.Emotion) + switch (c.CharacterData.Emotion) { case EmotionType.none: switch (Oth.GetRandomIndex(c.否定_(), c.屈辱_(), c.羞恥_(), c.受容_(), c.欲望_(), c.興奮_(), c.余裕_(), c.幸福_(), c.喜悦_(), c.淫乱_(), c.其他_())) { case 0: - c.ChaD.Emotion = EmotionType.Denial; + c.CharacterData.Emotion = EmotionType.Denial; break; case 1: - c.ChaD.Emotion = EmotionType.Humiliation; + c.CharacterData.Emotion = EmotionType.Humiliation; break; case 2: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 3: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 4: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 5: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 6: - c.ChaD.Emotion = EmotionType.余裕; + c.CharacterData.Emotion = EmotionType.余裕; break; case 7: - c.ChaD.Emotion = EmotionType.Happiness; + c.CharacterData.Emotion = EmotionType.Happiness; break; case 8: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; case 9: - c.ChaD.Emotion = EmotionType.Lewd; + c.CharacterData.Emotion = EmotionType.Lewd; break; case 10: - c.ChaD.Emotion = EmotionType.Other; + c.CharacterData.Emotion = EmotionType.Other; break; } break; @@ -2072,16 +2072,16 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.否定_(), c.屈辱_(), c.羞恥_(), c.喜悦_())) { case 0: - c.ChaD.Emotion = EmotionType.Denial; + c.CharacterData.Emotion = EmotionType.Denial; break; case 1: - c.ChaD.Emotion = EmotionType.Humiliation; + c.CharacterData.Emotion = EmotionType.Humiliation; break; case 2: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 3: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; } break; @@ -2089,16 +2089,16 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.否定_(), c.屈辱_(), c.羞恥_(), c.興奮_())) { case 0: - c.ChaD.Emotion = EmotionType.Denial; + c.CharacterData.Emotion = EmotionType.Denial; break; case 1: - c.ChaD.Emotion = EmotionType.Humiliation; + c.CharacterData.Emotion = EmotionType.Humiliation; break; case 2: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 3: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; } break; @@ -2106,13 +2106,13 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.屈辱_(), c.羞恥_(), c.興奮_())) { case 0: - c.ChaD.Emotion = EmotionType.Humiliation; + c.CharacterData.Emotion = EmotionType.Humiliation; break; case 1: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 2: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; } break; @@ -2120,19 +2120,19 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.羞恥_(), c.受容_(), c.欲望_(), c.興奮_(), c.余裕_())) { case 0: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 1: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 2: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 3: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 4: - c.ChaD.Emotion = EmotionType.余裕; + c.CharacterData.Emotion = EmotionType.余裕; break; } break; @@ -2140,19 +2140,19 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.受容_(), c.欲望_(), c.興奮_(), c.喜悦_(), c.淫乱_())) { case 0: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 1: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 2: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 3: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; case 4: - c.ChaD.Emotion = EmotionType.Lewd; + c.CharacterData.Emotion = EmotionType.Lewd; break; } break; @@ -2160,19 +2160,19 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.羞恥_(), c.欲望_(), c.興奮_(), c.喜悦_(), c.淫乱_())) { case 0: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 1: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 2: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 3: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; case 4: - c.ChaD.Emotion = EmotionType.Lewd; + c.CharacterData.Emotion = EmotionType.Lewd; break; } break; @@ -2180,19 +2180,19 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.受容_(), c.欲望_(), c.興奮_(), c.余裕_(), c.幸福_())) { case 0: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 1: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 2: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 3: - c.ChaD.Emotion = EmotionType.余裕; + c.CharacterData.Emotion = EmotionType.余裕; break; case 4: - c.ChaD.Emotion = EmotionType.Happiness; + c.CharacterData.Emotion = EmotionType.Happiness; break; } break; @@ -2200,19 +2200,19 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.受容_(), c.欲望_(), c.余裕_(), c.幸福_(), c.喜悦_())) { case 0: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 1: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 2: - c.ChaD.Emotion = EmotionType.余裕; + c.CharacterData.Emotion = EmotionType.余裕; break; case 3: - c.ChaD.Emotion = EmotionType.Happiness; + c.CharacterData.Emotion = EmotionType.Happiness; break; case 4: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; } break; @@ -2220,25 +2220,25 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.羞恥_(), c.受容_(), c.欲望_(), c.興奮_(), c.幸福_(), c.喜悦_(), c.淫乱_())) { case 0: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 1: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 2: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 3: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 4: - c.ChaD.Emotion = EmotionType.Happiness; + c.CharacterData.Emotion = EmotionType.Happiness; break; case 5: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; case 6: - c.ChaD.Emotion = EmotionType.Lewd; + c.CharacterData.Emotion = EmotionType.Lewd; break; } break; @@ -2246,25 +2246,25 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.屈辱_(), c.羞恥_(), c.欲望_(), c.興奮_(), c.幸福_(), c.喜悦_(), c.淫乱_())) { case 0: - c.ChaD.Emotion = EmotionType.Humiliation; + c.CharacterData.Emotion = EmotionType.Humiliation; break; case 1: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 2: - c.ChaD.Emotion = EmotionType.Desire; + c.CharacterData.Emotion = EmotionType.Desire; break; case 3: - c.ChaD.Emotion = EmotionType.Excitement; + c.CharacterData.Emotion = EmotionType.Excitement; break; case 4: - c.ChaD.Emotion = EmotionType.Happiness; + c.CharacterData.Emotion = EmotionType.Happiness; break; case 5: - c.ChaD.Emotion = EmotionType.Joy; + c.CharacterData.Emotion = EmotionType.Joy; break; case 6: - c.ChaD.Emotion = EmotionType.Lewd; + c.CharacterData.Emotion = EmotionType.Lewd; break; } break; @@ -2272,30 +2272,30 @@ namespace SlaveMatrix switch (Oth.GetRandomIndex(c.羞恥_(), c.受容_(), c.余裕_(), c.幸福_(), c.其他_())) { case 0: - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; break; case 1: - c.ChaD.Emotion = EmotionType.Acceptance; + c.CharacterData.Emotion = EmotionType.Acceptance; break; case 2: - c.ChaD.Emotion = EmotionType.余裕; + c.CharacterData.Emotion = EmotionType.余裕; break; case 3: - c.ChaD.Emotion = EmotionType.Happiness; + c.CharacterData.Emotion = EmotionType.Happiness; break; case 4: - c.ChaD.Emotion = EmotionType.Other; + c.CharacterData.Emotion = EmotionType.Other; break; } break; } if (c.苦痛条件()) { - c.ChaD.Emotion = EmotionType.Humiliation; + c.CharacterData.Emotion = EmotionType.Humiliation; } - if (c.放尿.Run) + if (c.Urination.Run) { - c.ChaD.Emotion = EmotionType.Shame; + c.CharacterData.Emotion = EmotionType.Shame; } } @@ -2313,9 +2313,9 @@ namespace SlaveMatrix { Cha.Crying = false; } - if (Cha.Bod.Is初期腰) + if (Cha.Body.Is初期腰) { - Cha.Bod.SetWaist(); + Cha.Body.SetWaist(); } Cha.Emotion(); Cha.UpdateExpression(); @@ -2331,34 +2331,34 @@ namespace SlaveMatrix if (Virgin && CurrentActionType == ActionType.Insertion && (CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && CurrentContactType == ContactType.Vagina && 挿入Lvn > 2) { Reaction2(); - Cha.Bod.Waist.位置B += Oth.GetRandomVector() * 0.0004; - Cha.Bod.腰振りv = RNG.XS.NextDouble(); + Cha.Body.Waist.位置B += Oth.GetRandomVector() * 0.0004; + Cha.Body.HipMotionValue = RNG.XS.NextDouble(); switch (RNG.XS.Next(2)) { case 0: - Cha.ChaD.Emotion = EmotionType.Humiliation; + Cha.CharacterData.Emotion = EmotionType.Humiliation; break; case 1: - Cha.ChaD.Emotion = EmotionType.Shame; + Cha.CharacterData.Emotion = EmotionType.Shame; break; } Cha.SetInitialExpression(); Cha.UpdatePosture(); Virgin = false; Sta.GameData.TrainingTarget.Virgin = false; - UI.発音(Cha.Bod.膣口位置.GetAreaPoint(0.04), Sta.処女喪失, Color.Red, 0.3, b: true); - Cha.Bod.処女喪失 = true; - if (Cha.Bod.断面_表示) + UI.発音(Cha.Body.膣口位置.GetAreaPoint(0.04), Sta.処女喪失, Color.Red, 0.3, b: true); + Cha.Body.処女喪失 = true; + if (Cha.Body.断面_表示) { - Cha.Bod.膣内精液.血液1_表示 = true; - Cha.Bod.膣内精液.血液2_表示 = true; + Cha.Body.VaginalCumDrip.血液1_表示 = true; + Cha.Body.VaginalCumDrip.血液2_表示 = true; } - Cha.Bod.性器精液.血液1_表示 = true; - Cha.Bod.性器精液.血液2_表示 = true; - Cha.Bod.性器精液.血液濃度 = 0.0; + Cha.Body.GenetalCum.血液1_表示 = true; + Cha.Body.GenetalCum.血液2_表示 = true; + Cha.Body.GenetalCum.血液濃度 = 0.0; 発声(); } - else if (!射精n && (初回 || タイミング情報n == CurrentState.Start || CurrentActionType == ActionType.Whipping || (CurrentContactType == ContactType.Vagina && CurrentActionType == ActionType.Insertion && 挿入Lvn == (int)(5.0 * Cha.ChaD.固有値) && 0.2.Lot()))) + else if (!射精n && (初回 || タイミング情報n == CurrentState.Start || CurrentActionType == ActionType.Whipping || (CurrentContactType == ContactType.Vagina && CurrentActionType == ActionType.Insertion && 挿入Lvn == (int)(5.0 * Cha.CharacterData.固有値) && 0.2.Lot()))) { Reaction1(); 初回 = false; @@ -2380,9 +2380,9 @@ namespace SlaveMatrix WaitingState1(); 初回 = true; 反応度 = 1.0; - if (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Mouth && SkillL < 0.5 * Sta.GameData.TrainingTarget.MaxSkillL && Reactions.Tongue.Contains(Cha.Bod.口i) && ((CurrentToolType == ToolType.Hand && 手口) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && (SkillL.Inverse() * 0.8).Lot()) + if (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Mouth && SkillL < 0.5 * Sta.GameData.TrainingTarget.MaxSkillL && Reactions.Tongue.Contains(Cha.Body.口i) && ((CurrentToolType == ToolType.Hand && 手口) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator) && (SkillL.Inverse() * 0.8).Lot()) { - Cha.Coughing.Start(); + Cha.Cough.Start(); return; } Cha.SetInitialExpression(); @@ -2393,8 +2393,8 @@ namespace SlaveMatrix public static void Reaction1() { Reaction2(); - Cha.Bod.Waist.位置B += Oth.GetRandomVector() * 0.0004; - Cha.Bod.腰振りv = RNG.XS.NextDouble(); + Cha.Body.Waist.位置B += Oth.GetRandomVector() * 0.0004; + Cha.Body.HipMotionValue = RNG.XS.NextDouble(); Cha.Emotion(); Cha.UpdateExpression(); Cha.UpdatePosture(); @@ -2402,42 +2402,42 @@ namespace SlaveMatrix { if (0.7.Lot()) { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.瞼_瞑左(); Cha.瞼_瞑右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単瞼_瞑(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬瞼_瞑左(); Cha.頬瞼_瞑右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額瞼_瞑(); } } else { - if (Cha.Bod.Is双眼) + if (Cha.Body.IsDualEyes) { Cha.瞼_半2左(); Cha.瞼_半2右(); } - if (Cha.Bod.Is単眼) + if (Cha.Body.IsSingleEye) { Cha.単瞼_半2(); } - if (Cha.Bod.Is頬眼) + if (Cha.Body.IsCheekEyes) { Cha.頬瞼_半2左(); Cha.頬瞼_半2右(); } - if (Cha.Bod.Is額眼) + if (Cha.Body.IsForeheadEye) { Cha.額瞼_半2(); } @@ -2459,21 +2459,21 @@ namespace SlaveMatrix { Cha.Crying = false; } - if ((Cha.Bod.玉口枷_表示 && Sensitivity.Lot()) || (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Mouth && Sensitivity > 0.5 && Excitement > 0.5 && Lust > 0.8 && Sensitivity.Lot() && ((CurrentToolType == ToolType.Hand && 手膣) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator))) + if ((Cha.Body.玉口枷_表示 && Sensitivity.Lot()) || (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Mouth && Sensitivity > 0.5 && Excitement > 0.5 && Lust > 0.8 && Sensitivity.Lot() && ((CurrentToolType == ToolType.Hand && 手膣) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator))) { - Cha.涎.Start(); + Cha.Drool.Start(); } if (Stamina > 0.1 && Sensitivity > 0.5 && Wetness > 0.6 && Tension == 0.0 && Lust > 0.7 && Affection > 0.7 && (Excitement * 0.05).Lot()) { - Cha.潮吹小.Start(); + Cha.SquirtSmall.Start(); } if (CurrentActionType == ActionType.Insertion && CurrentContactType == ContactType.Vagina && Sensitivity > 0.4 && Wetness == 1.0 && Lust > 0.7 && Affection > 0.7 && Sensitivity.Lot() && ((CurrentToolType == ToolType.Hand && 手膣) || CurrentToolType == ToolType.Penis || CurrentToolType == ToolType.Dildo || CurrentToolType == ToolType.Vibrator || CurrentToolType == ToolType.Drill || CurrentToolType == ToolType.デンマ || CurrentToolType == ToolType.AnalVibrator)) { - Cha.飛沫.Start(); + Cha.Splash.Start(); } - if (Sta.GameData.TrainingTarget.妊娠状態変数 > 2 && !Cha.Bod.乳房左.虫性_甲殻_表示 && (CurrentActionType == ActionType.乳捏 || CurrentActionType == ActionType.パイ || ((double)Sta.GameData.TrainingTarget.妊娠状態変数 * 0.1).Lot())) + if (Sta.GameData.TrainingTarget.妊娠状態変数 > 2 && !Cha.Body.乳房左.虫性_甲殻_表示 && (CurrentActionType == ActionType.乳捏 || CurrentActionType == ActionType.パイ || ((double)Sta.GameData.TrainingTarget.妊娠状態変数 * 0.1).Lot())) { - Cha.噴乳.Start(); + Cha.MilkSpray.Start(); } if (!Cha.膣ヒク.Run && (CurrentContactType == ContactType.Crotch || CurrentContactType == ContactType.Sex || CurrentContactType == ContactType.Nucleus || CurrentContactType == ContactType.Vagina || RNG.XS.NextBool()) && 部位感度[ContactType.Vagina] > 0.4) { @@ -2506,12 +2506,12 @@ namespace SlaveMatrix num = 1 + Oth.GetRandomIndex((Shame + Tension + Training + Pride) / 4.0, (Sensitivity + Affection + Lust) / 3.0 - num2, (Sensitivity + Excitement + Affection + Lust + Training) / 5.0 - num2); } string text = ""; - if (Cha.Bod.口i == 4 || Cha.Bod.口i == 10 || Cha.Bod.口i == 11) + if (Cha.Body.口i == 4 || Cha.Body.口i == 10 || Cha.Body.口i == 11) { string[][] n = Sta.n; text = n[num][RNG.XS.Next(n[num].Length)]; } - else if (Cha.Bod.玉口枷_表示) + else if (Cha.Body.玉口枷_表示) { text = Sta.o[3][RNG.XS.Next(Sta.o[3].Length)]; } @@ -2524,7 +2524,7 @@ namespace SlaveMatrix } while (n[num].Length < 1 || string.IsNullOrWhiteSpace(text = n[num][RNG.XS.Next(n[num].Length)])); } - UI.発音(Cha.Bod.口腔位置.GetAreaPoint(0.05), text.語尾() + " ", Color.Pink, 0.3 + 0.1 * Excitement, b: true); + UI.発音(Cha.Body.口腔位置.GetAreaPoint(0.05), text.語尾() + " ", Color.Pink, 0.3 + 0.1 * Excitement, b: true); } public static string 語尾(this string s) @@ -2564,13 +2564,13 @@ namespace SlaveMatrix { 絶頂中 = false; 射精中 = false; - ゲージ降下処理 = new Mot(0.0, 1.0) + ゲージ降下処理 = new Motion(0.0, 1.0) { BaseSpeed = 1.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate + OnUpdate = delegate { if (加算前提) { @@ -2591,13 +2591,13 @@ namespace SlaveMatrix WaitingState0(); } }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { } }; @@ -2612,7 +2612,7 @@ namespace SlaveMatrix { return; } - ChaD chaD = Sta.GameData.TrainingTarget.ChaD; + CharacterData chaD = Sta.GameData.TrainingTarget.ChaD; List list = new List(); foreach (KeyValuePair item in chaD.Sesnsitivities) { @@ -2634,7 +2634,7 @@ namespace SlaveMatrix { return; } - ChaD chaD = Sta.GameData.TrainingTarget.ChaD; + CharacterData chaD = Sta.GameData.TrainingTarget.ChaD; UI.SensitivityBox.TextIm = "Sensitivities:\r\n"; foreach (KeyValuePair item in chaD.Sesnsitivities) { diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs index e9be5bb..260a122 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Program.cs @@ -20,7 +20,7 @@ namespace SlaveMatrix ModeEventDispatcher med = new ModeEventDispatcher { - UITitle = GameText.スレイブマトリクス, + UITitle = GameText.SlaveMatrix, //sureibumatorikusu Unit = Sta.HighQuality ? 2203.0 : 1101.5, ShowFPS = Sta.ShowFPS, Base = new Rectangle(4.0, 3.0, percent / 100.0), diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs index 089044e..db13ac7 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Reactions.cs @@ -2803,9 +2803,9 @@ namespace SlaveMatrix public const int 植_0数 = 1; - public static void SetInitialAngle(this Cha Cha) + public static void SetInitialAngle(this Character Cha) { - Ele[] Elements = Cha.Bod.Elements; + Ele[] Elements = Cha.Body.Elements; foreach (Ele obj in Elements) { obj.AngleAll = 0.0; @@ -2813,9 +2813,9 @@ namespace SlaveMatrix } } - public static void SetSymmetry(this Cha Cha) + public static void SetSymmetry(this Character Cha) { - Ele[] Elements = Cha.Bod.Elements; + Ele[] Elements = Cha.Body.Elements; try { List list = new List(); @@ -2972,69 +2972,69 @@ namespace SlaveMatrix } } - public static double 角度ムラ(this Cha c, int rs1, double ba1, int rs2, double ba2) + public static double 角度ムラ(this Character c, int rs1, double ba1, int rs2, double ba2) { - return (double)rs1 * ba1 * c.ChaD.固有値 + (double)rs2 * ba2 * RNG.XS.NextDouble(); + return (double)rs1 * ba1 * c.CharacterData.固有値 + (double)rs2 * ba2 * RNG.XS.NextDouble(); } - public static void 眉_無左(this Cha Cha, double u1) + public static void 眉_無左(this Character Cha, double u1) { - Cha.Bod.眉左.眉間_表示 = false; - Cha.Bod.眉左.Yi = 0; - Cha.Bod.眉左.角度B = u1; + Cha.Body.眉左.眉間_表示 = false; + Cha.Body.眉左.Yi = 0; + Cha.Body.眉左.角度B = u1; } - public static void 眉_無右(this Cha Cha, double u1) + public static void 眉_無右(this Character Cha, double u1) { - Cha.Bod.眉右.眉間_表示 = false; - Cha.Bod.眉右.Yi = 0; - Cha.Bod.眉右.角度B = 0.0 - u1; + Cha.Body.眉右.眉間_表示 = false; + Cha.Body.眉右.Yi = 0; + Cha.Body.眉右.角度B = 0.0 - u1; } - public static void 眉_吊左(this Cha Cha, bool 眉間, double u1) + public static void 眉_吊左(this Character Cha, bool 眉間, double u1) { - Cha.Bod.眉左.眉間_表示 = 眉間; - Cha.Bod.眉左.Yi = 1; - Cha.Bod.眉左.角度B = u1; + Cha.Body.眉左.眉間_表示 = 眉間; + Cha.Body.眉左.Yi = 1; + Cha.Body.眉左.角度B = u1; } - public static void 眉_吊右(this Cha Cha, bool 眉間, double u1) + public static void 眉_吊右(this Character Cha, bool 眉間, double u1) { - Cha.Bod.眉右.眉間_表示 = 眉間; - Cha.Bod.眉右.Yi = 1; - Cha.Bod.眉右.角度B = 0.0 - u1; + Cha.Body.眉右.眉間_表示 = 眉間; + Cha.Body.眉右.Yi = 1; + Cha.Body.眉右.角度B = 0.0 - u1; } - public static void 眉_顰左(this Cha Cha, bool 眉間, double u1) + public static void 眉_顰左(this Character Cha, bool 眉間, double u1) { - Cha.Bod.眉左.眉間_表示 = 眉間; - Cha.Bod.眉左.Yi = 2; - Cha.Bod.眉左.角度B = u1; + Cha.Body.眉左.眉間_表示 = 眉間; + Cha.Body.眉左.Yi = 2; + Cha.Body.眉左.角度B = u1; } - public static void 眉_顰右(this Cha Cha, bool 眉間, double u1) + public static void 眉_顰右(this Character Cha, bool 眉間, double u1) { - Cha.Bod.眉右.眉間_表示 = 眉間; - Cha.Bod.眉右.Yi = 2; - Cha.Bod.眉右.角度B = 0.0 - u1; + Cha.Body.眉右.眉間_表示 = 眉間; + Cha.Body.眉右.Yi = 2; + Cha.Body.眉右.角度B = 0.0 - u1; } - public static void 両眉_無(this Cha Cha) + public static void 両眉_無(this Character Cha) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); Cha.眉_無左(u); Cha.眉_無右(u); } - public static void 両眉_顰(this Cha Cha) + public static void 両眉_顰(this Character Cha) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); - bool flag = Cha.ChaD.固有値 * RNG.XS.NextDouble() > 0.5; + bool flag = Cha.CharacterData.固有値 * RNG.XS.NextDouble() > 0.5; Cha.眉_顰左(flag, u); Cha.眉_顰右(!flag, u); } - public static void 両眉_0(this Cha Cha, bool 同角, int i1, int i2) + public static void 両眉_0(this Character Cha, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5); double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5) : num); @@ -3042,7 +3042,7 @@ namespace SlaveMatrix Cha.眉右_0(i2, u); } - public static void 眉左_0(this Cha c, int i, double u1) + public static void 眉左_0(this Character c, int i, double u1) { switch (i) { @@ -3064,7 +3064,7 @@ namespace SlaveMatrix } } - public static void 眉右_0(this Cha c, int i, double u1) + public static void 眉右_0(this Character c, int i, double u1) { switch (i) { @@ -3086,45 +3086,45 @@ namespace SlaveMatrix } } - public static void 眉_下左(this Cha Cha) + public static void 眉_下左(this Character Cha) { - Cha.Bod.眉左.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; + Cha.Body.眉左.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; } - public static void 眉_下右(this Cha Cha) + public static void 眉_下右(this Character Cha) { - Cha.Bod.眉右.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; + Cha.Body.眉右.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; } - public static void 眉_上左(this Cha Cha) + public static void 眉_上左(this Character Cha) { - Cha.Bod.眉左.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; + Cha.Body.眉左.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; } - public static void 眉_上右(this Cha Cha) + public static void 眉_上右(this Character Cha) { - Cha.Bod.眉右.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; + Cha.Body.眉右.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; } - public static void 両眉_下(this Cha Cha) + public static void 両眉_下(this Character Cha) { Cha.眉_下左(); Cha.眉_下右(); } - public static void 両眉_上(this Cha Cha) + public static void 両眉_上(this Character Cha) { Cha.眉_上左(); Cha.眉_上右(); } - public static void 両眉_1(this Cha Cha, int i1, int i2) + public static void 両眉_1(this Character Cha, int i1, int i2) { Cha.眉左_1(i1); Cha.眉右_1(i2); } - public static void 眉左_1(this Cha c, int i) + public static void 眉左_1(this Character c, int i) { switch (i) { @@ -3137,7 +3137,7 @@ namespace SlaveMatrix } } - public static void 眉右_1(this Cha c, int i) + public static void 眉右_1(this Character c, int i) { switch (i) { @@ -3150,22 +3150,22 @@ namespace SlaveMatrix } } - public static void 単眉_無(this Cha Cha) + public static void 単眉_無(this Character Cha) { - Cha.Bod.単眼眉.Yi = 0; + Cha.Body.単眼眉.Yi = 0; } - public static void 単眉_吊(this Cha Cha) + public static void 単眉_吊(this Character Cha) { - Cha.Bod.単眼眉.Yi = 1; + Cha.Body.単眼眉.Yi = 1; } - public static void 単眉_顰(this Cha Cha) + public static void 単眉_顰(this Character Cha) { - Cha.Bod.単眼眉.Yi = 2; + Cha.Body.単眼眉.Yi = 2; } - public static void 単眉_0(this Cha c, int i) + public static void 単眉_0(this Character c, int i) { switch (i) { @@ -3181,17 +3181,17 @@ namespace SlaveMatrix } } - public static void 単眉_下(this Cha Cha) + public static void 単眉_下(this Character Cha) { - Cha.Bod.単眼眉.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; + Cha.Body.単眼眉.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero; } - public static void 単眉_上(this Cha Cha) + public static void 単眉_上(this Character Cha) { - Cha.Bod.単眼眉.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; + Cha.Body.単眼眉.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003; } - public static void 単眉_1(this Cha c, int i) + public static void 単眉_1(this Character c, int i) { switch (i) { @@ -3204,61 +3204,61 @@ namespace SlaveMatrix } } - public static void 目_見つめ左(this Cha Cha) + public static void 目_見つめ左(this Character Cha) { - Cha.Bod.目左.視線 = new Vector2D(0.0, -0.00023); - Cha.Bod.目左.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.目左.視線 = new Vector2D(0.0, -0.00023); + Cha.Body.目左.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; } - public static void 目_見つめ右(this Cha Cha) + public static void 目_見つめ右(this Character Cha) { - Cha.Bod.目右.視線 = new Vector2D(0.0, -0.00023); - Cha.Bod.目右.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.目右.視線 = new Vector2D(0.0, -0.00023); + Cha.Body.目右.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; } - public static void 目_逸らし左(this Cha Cha, bool b) + public static void 目_逸らし左(this Character Cha, bool b) { - Cha.Bod.目左.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); - Cha.Bod.目左.X0Y0_黒目_黒目.SizeXCont = 0.95; - Cha.Bod.目左.X0Y0_黒目_瞳孔.SizeXCont = 0.95; + Cha.Body.目左.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); + Cha.Body.目左.X0Y0_黒目_黒目.SizeXCont = 0.95; + Cha.Body.目左.X0Y0_黒目_瞳孔.SizeXCont = 0.95; } - public static void 目_逸らし右(this Cha Cha, bool b) + public static void 目_逸らし右(this Character Cha, bool b) { - Cha.Bod.目右.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); - Cha.Bod.目右.X0Y0_黒目_黒目.SizeXCont = 0.95; - Cha.Bod.目右.X0Y0_黒目_瞳孔.SizeXCont = 0.95; + Cha.Body.目右.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); + Cha.Body.目右.X0Y0_黒目_黒目.SizeXCont = 0.95; + Cha.Body.目右.X0Y0_黒目_瞳孔.SizeXCont = 0.95; } - public static void 目_上転左(this Cha Cha) + public static void 目_上転左(this Character Cha) { - Cha.Bod.目左.視線 = new Vector2D(0.0, -0.0021); - Cha.Bod.目左.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.目左.視線 = new Vector2D(0.0, -0.0021); + Cha.Body.目左.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; } - public static void 目_上転右(this Cha Cha) + public static void 目_上転右(this Character Cha) { - Cha.Bod.目右.視線 = new Vector2D(0.0, -0.002); - Cha.Bod.目右.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.目右.視線 = new Vector2D(0.0, -0.002); + Cha.Body.目右.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; } - public static void 両目_見つめ(this Cha Cha) + public static void 両目_見つめ(this Character Cha) { Cha.目_見つめ左(); Cha.目_見つめ右(); } - public static void 両目_0(this Cha Cha, int i1, int i2) + public static void 両目_0(this Character Cha, int i1, int i2) { Cha.目左_0(i1); Cha.目右_0(i2); } - public static void 目左_0(this Cha c, int i) + public static void 目左_0(this Character c, int i) { switch (i) { @@ -3277,7 +3277,7 @@ namespace SlaveMatrix } } - public static void 目右_0(this Cha c, int i) + public static void 目右_0(this Character c, int i) { switch (i) { @@ -3296,73 +3296,73 @@ namespace SlaveMatrix } } - public static void 頬目_見つめ左(this Cha Cha) + public static void 頬目_見つめ左(this Character Cha) { - Cha.Bod.頬目左.視線 = new Vector2D(0.0, -0.00023); - Cha.Bod.頬目左.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.頬目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; - Cha.Bod.頬目左.X0Y0_黒目_黒目.SizeYCont = 1.0; - Cha.Bod.頬目左.X0Y0_黒目_瞳孔.SizeYCont = 1.0; + Cha.Body.頬目左.視線 = new Vector2D(0.0, -0.00023); + Cha.Body.頬目左.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.頬目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.頬目左.X0Y0_黒目_黒目.SizeYCont = 1.0; + Cha.Body.頬目左.X0Y0_黒目_瞳孔.SizeYCont = 1.0; } - public static void 頬目_見つめ右(this Cha Cha) + public static void 頬目_見つめ右(this Character Cha) { - Cha.Bod.頬目右.視線 = new Vector2D(0.0, -0.00023); - Cha.Bod.頬目右.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.頬目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; - Cha.Bod.頬目右.X0Y0_黒目_黒目.SizeYCont = 1.0; - Cha.Bod.頬目右.X0Y0_黒目_瞳孔.SizeYCont = 1.0; + Cha.Body.頬目右.視線 = new Vector2D(0.0, -0.00023); + Cha.Body.頬目右.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.頬目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.頬目右.X0Y0_黒目_黒目.SizeYCont = 1.0; + Cha.Body.頬目右.X0Y0_黒目_瞳孔.SizeYCont = 1.0; } - public static void 頬目_逸らし左(this Cha Cha, bool b) + public static void 頬目_逸らし左(this Character Cha, bool b) { - Cha.Bod.頬目左.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); - Cha.Bod.頬目左.X0Y0_黒目_黒目.SizeXCont = 0.95; - Cha.Bod.頬目左.X0Y0_黒目_瞳孔.SizeXCont = 0.95; - Cha.Bod.頬目左.X0Y0_黒目_黒目.SizeYCont = 1.0; - Cha.Bod.頬目左.X0Y0_黒目_瞳孔.SizeYCont = 1.0; + Cha.Body.頬目左.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); + Cha.Body.頬目左.X0Y0_黒目_黒目.SizeXCont = 0.95; + Cha.Body.頬目左.X0Y0_黒目_瞳孔.SizeXCont = 0.95; + Cha.Body.頬目左.X0Y0_黒目_黒目.SizeYCont = 1.0; + Cha.Body.頬目左.X0Y0_黒目_瞳孔.SizeYCont = 1.0; } - public static void 頬目_逸らし右(this Cha Cha, bool b) + public static void 頬目_逸らし右(this Character Cha, bool b) { - Cha.Bod.頬目右.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); - Cha.Bod.頬目右.X0Y0_黒目_黒目.SizeXCont = 0.95; - Cha.Bod.頬目右.X0Y0_黒目_瞳孔.SizeXCont = 0.95; - Cha.Bod.頬目右.X0Y0_黒目_黒目.SizeYCont = 1.0; - Cha.Bod.頬目右.X0Y0_黒目_瞳孔.SizeYCont = 1.0; + Cha.Body.頬目右.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0015, 0.0); + Cha.Body.頬目右.X0Y0_黒目_黒目.SizeXCont = 0.95; + Cha.Body.頬目右.X0Y0_黒目_瞳孔.SizeXCont = 0.95; + Cha.Body.頬目右.X0Y0_黒目_黒目.SizeYCont = 1.0; + Cha.Body.頬目右.X0Y0_黒目_瞳孔.SizeYCont = 1.0; } - public static void 頬目_上転左(this Cha Cha) + public static void 頬目_上転左(this Character Cha) { - Cha.Bod.頬目左.視線 = new Vector2D(0.0, -0.0016); - Cha.Bod.頬目左.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.頬目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; - Cha.Bod.頬目左.X0Y0_黒目_黒目.SizeYCont = 0.75; - Cha.Bod.頬目左.X0Y0_黒目_瞳孔.SizeYCont = 0.75; + Cha.Body.頬目左.視線 = new Vector2D(0.0, -0.0016); + Cha.Body.頬目左.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.頬目左.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.頬目左.X0Y0_黒目_黒目.SizeYCont = 0.75; + Cha.Body.頬目左.X0Y0_黒目_瞳孔.SizeYCont = 0.75; } - public static void 頬目_上転右(this Cha Cha) + public static void 頬目_上転右(this Character Cha) { - Cha.Bod.頬目右.視線 = new Vector2D(0.0, -0.0016); - Cha.Bod.頬目右.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.頬目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; - Cha.Bod.頬目右.X0Y0_黒目_黒目.SizeYCont = 0.75; - Cha.Bod.頬目右.X0Y0_黒目_瞳孔.SizeYCont = 0.75; + Cha.Body.頬目右.視線 = new Vector2D(0.0, -0.0016); + Cha.Body.頬目右.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.頬目右.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.頬目右.X0Y0_黒目_黒目.SizeYCont = 0.75; + Cha.Body.頬目右.X0Y0_黒目_瞳孔.SizeYCont = 0.75; } - public static void 両頬目_見つめ(this Cha Cha) + public static void 両頬目_見つめ(this Character Cha) { Cha.頬目_見つめ左(); Cha.頬目_見つめ右(); } - public static void 両頬目_0(this Cha Cha, int i1, int i2) + public static void 両頬目_0(this Character Cha, int i1, int i2) { Cha.頬目左_0(i1); Cha.頬目右_0(i2); } - public static void 頬目左_0(this Cha c, int i) + public static void 頬目左_0(this Character c, int i) { switch (i) { @@ -3381,7 +3381,7 @@ namespace SlaveMatrix } } - public static void 頬目右_0(this Cha c, int i) + public static void 頬目右_0(this Character c, int i) { switch (i) { @@ -3400,34 +3400,34 @@ namespace SlaveMatrix } } - public static void 額目_見つめ(this Cha Cha) + public static void 額目_見つめ(this Character Cha) { - Cha.Bod.額目.視線 = new Vector2D(0.0, 0.0); - Cha.Bod.額目.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.額目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; - Cha.Bod.額目.X0Y0_黒目_黒目.SizeYCont = 1.0; - Cha.Bod.額目.X0Y0_黒目_瞳孔.SizeYCont = 1.0; + Cha.Body.額目.視線 = new Vector2D(0.0, 0.0); + Cha.Body.額目.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.額目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.額目.X0Y0_黒目_黒目.SizeYCont = 1.0; + Cha.Body.額目.X0Y0_黒目_瞳孔.SizeYCont = 1.0; } - public static void 額目_逸らし(this Cha Cha, bool b) + public static void 額目_逸らし(this Character Cha, bool b) { - Cha.Bod.額目.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0014, 0.0); - Cha.Bod.額目.X0Y0_黒目_黒目.SizeXCont = 0.9; - Cha.Bod.額目.X0Y0_黒目_瞳孔.SizeXCont = 0.9; - Cha.Bod.額目.X0Y0_黒目_黒目.SizeYCont = 1.0; - Cha.Bod.額目.X0Y0_黒目_瞳孔.SizeYCont = 1.0; + Cha.Body.額目.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0014, 0.0); + Cha.Body.額目.X0Y0_黒目_黒目.SizeXCont = 0.9; + Cha.Body.額目.X0Y0_黒目_瞳孔.SizeXCont = 0.9; + Cha.Body.額目.X0Y0_黒目_黒目.SizeYCont = 1.0; + Cha.Body.額目.X0Y0_黒目_瞳孔.SizeYCont = 1.0; } - public static void 額目_上転(this Cha Cha) + public static void 額目_上転(this Character Cha) { - Cha.Bod.額目.視線 = new Vector2D(0.0, -0.0025); - Cha.Bod.額目.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.額目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; - Cha.Bod.額目.X0Y0_黒目_黒目.SizeYCont = 0.95; - Cha.Bod.額目.X0Y0_黒目_瞳孔.SizeYCont = 0.95; + Cha.Body.額目.視線 = new Vector2D(0.0, -0.0025); + Cha.Body.額目.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.額目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.額目.X0Y0_黒目_黒目.SizeYCont = 0.95; + Cha.Body.額目.X0Y0_黒目_瞳孔.SizeYCont = 0.95; } - public static void 額目_0(this Cha c, int i) + public static void 額目_0(this Character c, int i) { switch (i) { @@ -3446,28 +3446,28 @@ namespace SlaveMatrix } } - public static void 単目_見つめ(this Cha Cha) + public static void 単目_見つめ(this Character Cha) { - Cha.Bod.単眼目.視線 = new Vector2D(0.0, -0.00023); - Cha.Bod.単眼目.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.単眼目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.単眼目.視線 = new Vector2D(0.0, -0.00023); + Cha.Body.単眼目.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.単眼目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; } - public static void 単目_逸らし(this Cha Cha, bool b) + public static void 単目_逸らし(this Character Cha, bool b) { - Cha.Bod.単眼目.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0025, 0.0); - Cha.Bod.単眼目.X0Y0_黒目_黒目.SizeXCont = 0.95; - Cha.Bod.単眼目.X0Y0_黒目_瞳孔.SizeXCont = 0.95; + Cha.Body.単眼目.視線 = new Vector2D((b ? 1.0 : (-1.0)) * 0.0025, 0.0); + Cha.Body.単眼目.X0Y0_黒目_黒目.SizeXCont = 0.95; + Cha.Body.単眼目.X0Y0_黒目_瞳孔.SizeXCont = 0.95; } - public static void 単目_上転(this Cha Cha) + public static void 単目_上転(this Character Cha) { - Cha.Bod.単眼目.視線 = new Vector2D(0.0, -0.0035); - Cha.Bod.単眼目.X0Y0_黒目_黒目.SizeXCont = 1.0; - Cha.Bod.単眼目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; + Cha.Body.単眼目.視線 = new Vector2D(0.0, -0.0035); + Cha.Body.単眼目.X0Y0_黒目_黒目.SizeXCont = 1.0; + Cha.Body.単眼目.X0Y0_黒目_瞳孔.SizeXCont = 1.0; } - public static void 単目_0(this Cha c, int i) + public static void 単目_0(this Character c, int i) { switch (i) { @@ -3486,39 +3486,39 @@ namespace SlaveMatrix } } - public static void 瞼_普左(this Cha Cha) + public static void 瞼_普左(this Character Cha) { - Cha.Bod.瞼左.Xi = 0; + Cha.Body.瞼左.Xi = 0; } - public static void 瞼_普右(this Cha Cha) + public static void 瞼_普右(this Character Cha) { - Cha.Bod.瞼右.Xi = 0; + Cha.Body.瞼右.Xi = 0; } - public static void 瞼_卑左(this Cha Cha) + public static void 瞼_卑左(this Character Cha) { - Cha.Bod.瞼左.Xi = 1; + Cha.Body.瞼左.Xi = 1; } - public static void 瞼_卑右(this Cha Cha) + public static void 瞼_卑右(this Character Cha) { - Cha.Bod.瞼右.Xi = 1; + Cha.Body.瞼右.Xi = 1; } - public static void 両瞼_卑(this Cha Cha) + public static void 両瞼_卑(this Character Cha) { Cha.瞼_卑左(); Cha.瞼_卑右(); } - public static void 両瞼_0(this Cha Cha, int i1, int i2) + public static void 両瞼_0(this Character Cha, int i1, int i2) { Cha.瞼左_0(i1); Cha.瞼右_0(i2); } - public static void 瞼左_0(this Cha c, int i) + public static void 瞼左_0(this Character c, int i) { switch (i) { @@ -3531,7 +3531,7 @@ namespace SlaveMatrix } } - public static void 瞼右_0(this Cha c, int i) + public static void 瞼右_0(this Character c, int i) { switch (i) { @@ -3544,33 +3544,33 @@ namespace SlaveMatrix } } - public static void 頬瞼_普左(this Cha Cha) + public static void 頬瞼_普左(this Character Cha) { - Cha.Bod.頬瞼左.Xi = 0; + Cha.Body.頬瞼左.Xi = 0; } - public static void 頬瞼_普右(this Cha Cha) + public static void 頬瞼_普右(this Character Cha) { - Cha.Bod.頬瞼右.Xi = 0; + Cha.Body.頬瞼右.Xi = 0; } - public static void 頬瞼_卑左(this Cha Cha) + public static void 頬瞼_卑左(this Character Cha) { - Cha.Bod.頬瞼左.Xi = 1; + Cha.Body.頬瞼左.Xi = 1; } - public static void 頬瞼_卑右(this Cha Cha) + public static void 頬瞼_卑右(this Character Cha) { - Cha.Bod.頬瞼右.Xi = 1; + Cha.Body.頬瞼右.Xi = 1; } - public static void 両頬瞼_0(this Cha Cha, int i1, int i2) + public static void 両頬瞼_0(this Character Cha, int i1, int i2) { Cha.頬瞼左_0(i1); Cha.頬瞼右_0(i2); } - public static void 頬瞼左_0(this Cha c, int i) + public static void 頬瞼左_0(this Character c, int i) { switch (i) { @@ -3583,7 +3583,7 @@ namespace SlaveMatrix } } - public static void 頬瞼右_0(this Cha c, int i) + public static void 頬瞼右_0(this Character c, int i) { switch (i) { @@ -3596,17 +3596,17 @@ namespace SlaveMatrix } } - public static void 額瞼_普(this Cha Cha) + public static void 額瞼_普(this Character Cha) { - Cha.Bod.額瞼.Xi = 0; + Cha.Body.額瞼.Xi = 0; } - public static void 額瞼_卑(this Cha Cha) + public static void 額瞼_卑(this Character Cha) { - Cha.Bod.額瞼.Xi = 1; + Cha.Body.額瞼.Xi = 1; } - public static void 額瞼_0(this Cha c, int i) + public static void 額瞼_0(this Character c, int i) { switch (i) { @@ -3619,17 +3619,17 @@ namespace SlaveMatrix } } - public static void 単瞼_普(this Cha Cha) + public static void 単瞼_普(this Character Cha) { - Cha.Bod.単眼瞼.Xi = 0; + Cha.Body.単眼瞼.Xi = 0; } - public static void 単瞼_卑(this Cha Cha) + public static void 単瞼_卑(this Character Cha) { - Cha.Bod.単眼瞼.Xi = 1; + Cha.Body.単眼瞼.Xi = 1; } - public static void 単瞼_0(this Cha c, int i) + public static void 単瞼_0(this Character c, int i) { switch (i) { @@ -3642,65 +3642,65 @@ namespace SlaveMatrix } } - public static void 瞼_基左(this Cha Cha) + public static void 瞼_基左(this Character Cha) { Cha.瞼基準左 = 0.0; } - public static void 瞼_基右(this Cha Cha) + public static void 瞼_基右(this Character Cha) { Cha.瞼基準右 = 0.0; } - public static void 瞼_半1左(this Cha Cha) + public static void 瞼_半1左(this Character Cha) { Cha.瞼基準左 = 0.2; } - public static void 瞼_半1右(this Cha Cha) + public static void 瞼_半1右(this Character Cha) { Cha.瞼基準右 = 0.2; } - public static void 瞼_半2左(this Cha Cha) + public static void 瞼_半2左(this Character Cha) { Cha.瞼基準左 = 0.4; } - public static void 瞼_半2右(this Cha Cha) + public static void 瞼_半2右(this Character Cha) { Cha.瞼基準右 = 0.4; } - public static void 瞼_瞑左(this Cha Cha) + public static void 瞼_瞑左(this Character Cha) { Cha.瞼基準左 = 1.0; } - public static void 瞼_瞑右(this Cha Cha) + public static void 瞼_瞑右(this Character Cha) { Cha.瞼基準右 = 1.0; } - public static void 両瞼_半1(this Cha Cha) + public static void 両瞼_半1(this Character Cha) { Cha.瞼_半1左(); Cha.瞼_半1右(); } - public static void 両瞼_半2(this Cha Cha) + public static void 両瞼_半2(this Character Cha) { Cha.瞼_半2左(); Cha.瞼_半2右(); } - public static void 両瞼_1(this Cha Cha, int i1, int i2) + public static void 両瞼_1(this Character Cha, int i1, int i2) { Cha.瞼左_1(i1); Cha.瞼右_1(i2); } - public static void 瞼左_1(this Cha c, int i) + public static void 瞼左_1(this Character c, int i) { switch (i) { @@ -3719,7 +3719,7 @@ namespace SlaveMatrix } } - public static void 瞼右_1(this Cha c, int i) + public static void 瞼右_1(this Character c, int i) { switch (i) { @@ -3738,53 +3738,53 @@ namespace SlaveMatrix } } - public static void 頬瞼_基左(this Cha Cha) + public static void 頬瞼_基左(this Character Cha) { Cha.瞼基準頬左 = 0.0; } - public static void 頬瞼_基右(this Cha Cha) + public static void 頬瞼_基右(this Character Cha) { Cha.瞼基準頬右 = 0.0; } - public static void 頬瞼_半1左(this Cha Cha) + public static void 頬瞼_半1左(this Character Cha) { Cha.瞼基準頬左 = 0.2; } - public static void 頬瞼_半1右(this Cha Cha) + public static void 頬瞼_半1右(this Character Cha) { Cha.瞼基準頬右 = 0.2; } - public static void 頬瞼_半2左(this Cha Cha) + public static void 頬瞼_半2左(this Character Cha) { Cha.瞼基準頬左 = 0.4; } - public static void 頬瞼_半2右(this Cha Cha) + public static void 頬瞼_半2右(this Character Cha) { Cha.瞼基準頬右 = 0.4; } - public static void 頬瞼_瞑左(this Cha Cha) + public static void 頬瞼_瞑左(this Character Cha) { Cha.瞼基準頬左 = 1.0; } - public static void 頬瞼_瞑右(this Cha Cha) + public static void 頬瞼_瞑右(this Character Cha) { Cha.瞼基準頬右 = 1.0; } - public static void 両頬瞼_1(this Cha Cha, int i1, int i2) + public static void 両頬瞼_1(this Character Cha, int i1, int i2) { Cha.頬瞼左_1(i1); Cha.頬瞼右_1(i2); } - public static void 頬瞼左_1(this Cha c, int i) + public static void 頬瞼左_1(this Character c, int i) { switch (i) { @@ -3803,7 +3803,7 @@ namespace SlaveMatrix } } - public static void 頬瞼右_1(this Cha c, int i) + public static void 頬瞼右_1(this Character c, int i) { switch (i) { @@ -3822,27 +3822,27 @@ namespace SlaveMatrix } } - public static void 額瞼_基(this Cha Cha) + public static void 額瞼_基(this Character Cha) { Cha.瞼基準額 = 0.0; } - public static void 額瞼_半1(this Cha Cha) + public static void 額瞼_半1(this Character Cha) { Cha.瞼基準額 = 0.2; } - public static void 額瞼_半2(this Cha Cha) + public static void 額瞼_半2(this Character Cha) { Cha.瞼基準額 = 0.4; } - public static void 額瞼_瞑(this Cha Cha) + public static void 額瞼_瞑(this Character Cha) { Cha.瞼基準額 = 1.0; } - public static void 額瞼_1(this Cha c, int i) + public static void 額瞼_1(this Character c, int i) { switch (i) { @@ -3861,27 +3861,27 @@ namespace SlaveMatrix } } - public static void 単瞼_基(this Cha Cha) + public static void 単瞼_基(this Character Cha) { Cha.瞼基準単 = 0.0; } - public static void 単瞼_半1(this Cha Cha) + public static void 単瞼_半1(this Character Cha) { Cha.瞼基準単 = 0.2; } - public static void 単瞼_半2(this Cha Cha) + public static void 単瞼_半2(this Character Cha) { Cha.瞼基準単 = 0.4; } - public static void 単瞼_瞑(this Cha Cha) + public static void 単瞼_瞑(this Character Cha) { Cha.瞼基準単 = 1.0; } - public static void 単瞼_1(this Cha c, int i) + public static void 単瞼_1(this Character c, int i) { switch (i) { @@ -3900,77 +3900,77 @@ namespace SlaveMatrix } } - public static void 口_閉じ(this Cha Cha) + public static void 口_閉じ(this Character Cha) { - Cha.Bod.口i = 10; + Cha.Body.口i = 10; } - public static void 口_半開1(this Cha Cha) + public static void 口_半開1(this Character Cha) { - Cha.Bod.口i = 5; + Cha.Body.口i = 5; } - public static void 口_半開2(this Cha Cha) + public static void 口_半開2(this Character Cha) { - Cha.Bod.口i = 6; + Cha.Body.口i = 6; } - public static void 口_開き(this Cha Cha) + public static void 口_開き(this Character Cha) { - Cha.Bod.口i = 9; + Cha.Body.口i = 9; } - public static void 口_閉笑(this Cha Cha) + public static void 口_閉笑(this Character Cha) { - Cha.Bod.口i = 4; + Cha.Body.口i = 4; } - public static void 口_薄笑(this Cha Cha) + public static void 口_薄笑(this Character Cha) { - Cha.Bod.口i = 0; + Cha.Body.口i = 0; } - public static void 口_笑い(this Cha Cha) + public static void 口_笑い(this Character Cha) { - Cha.Bod.口i = 1; + Cha.Body.口i = 1; } - public static void 口_薄笑食縛(this Cha Cha) + public static void 口_薄笑食縛(this Character Cha) { - Cha.Bod.口i = 2; + Cha.Body.口i = 2; } - public static void 口_笑い食縛(this Cha Cha) + public static void 口_笑い食縛(this Character Cha) { - Cha.Bod.口i = 3; + Cha.Body.口i = 3; } - public static void 口_紡ぎ(this Cha Cha) + public static void 口_紡ぎ(this Character Cha) { - Cha.Bod.口i = 11; + Cha.Body.口i = 11; } - public static void 口_食縛1(this Cha Cha) + public static void 口_食縛1(this Character Cha) { - Cha.Bod.口i = 7; + Cha.Body.口i = 7; } - public static void 口_食縛2(this Cha Cha) + public static void 口_食縛2(this Character Cha) { - Cha.Bod.口i = 8; + Cha.Body.口i = 8; } - public static void 口_咥え(this Cha Cha) + public static void 口_咥え(this Character Cha) { - Cha.Bod.口i = 12; + Cha.Body.口i = 12; } - public static void 口_しゃぶり(this Cha Cha) + public static void 口_しゃぶり(this Character Cha) { - Cha.Bod.口i = 13; + Cha.Body.口i = 13; } - public static void 口_0(this Cha c, int i) + public static void 口_0(this Character c, int i) { switch (i) { @@ -4019,13 +4019,13 @@ namespace SlaveMatrix } } - public static void 口修正(this Cha c) + public static void 口修正(this Character c) { - if (c.Bod.口i != 5 && c.Bod.口i != 6 && c.Bod.口i != 7 && c.Bod.口i != 8 && c.Bod.口i != 9 && c.Bod.口i != 12 && c.Bod.口i != 13) + if (c.Body.口i != 5 && c.Body.口i != 6 && c.Body.口i != 7 && c.Body.口i != 8 && c.Body.口i != 9 && c.Body.口i != 12 && c.Body.口i != 13) { return; } - if (c.ChaD.Emotion < EmotionType.Acceptance) + if (c.CharacterData.Emotion < EmotionType.Acceptance) { switch (RNG.XS.Next(2)) { @@ -4052,18 +4052,18 @@ namespace SlaveMatrix } } - public static void 舌_無し(this Cha Cha) + public static void 舌_無し(this Character Cha) { - Cha.Bod.舌_表示 = false; + Cha.Body.舌_表示 = false; } - public static void 舌_出し(this Cha Cha) + public static void 舌_出し(this Character Cha) { - Cha.Bod.舌_表示 = true; - Cha.Bod.舌.尺度YC = 0.2 + 0.8 * RNG.XS.NextDouble(); + Cha.Body.舌_表示 = true; + Cha.Body.舌.尺度YC = 0.2 + 0.8 * RNG.XS.NextDouble(); } - public static void 舌_0(this Cha c, int i) + public static void 舌_0(this Character c, int i) { switch (i) { @@ -4076,43 +4076,43 @@ namespace SlaveMatrix } } - public static void 耳_人_基左(this Cha Cha) + public static void 耳_人_基左(this Character Cha) { - Cha.Bod.耳左.Yi = 0; + Cha.Body.耳左.Yi = 0; } - public static void 耳_人_基右(this Cha Cha) + public static void 耳_人_基右(this Character Cha) { - Cha.Bod.耳右.Yi = 0; + Cha.Body.耳右.Yi = 0; } - public static void 耳_人_半左(this Cha Cha) + public static void 耳_人_半左(this Character Cha) { - Cha.Bod.耳左.Yi = 1; + Cha.Body.耳左.Yi = 1; } - public static void 耳_人_半右(this Cha Cha) + public static void 耳_人_半右(this Character Cha) { - Cha.Bod.耳右.Yi = 1; + Cha.Body.耳右.Yi = 1; } - public static void 耳_人_伏左(this Cha Cha) + public static void 耳_人_伏左(this Character Cha) { - Cha.Bod.耳左.Yi = 2; + Cha.Body.耳左.Yi = 2; } - public static void 耳_人_伏右(this Cha Cha) + public static void 耳_人_伏右(this Character Cha) { - Cha.Bod.耳右.Yi = 2; + Cha.Body.耳右.Yi = 2; } - public static void 両耳_0(this Cha Cha, int i1, int i2) + public static void 両耳_0(this Character Cha, int i1, int i2) { Cha.耳左_0(i1); Cha.耳右_0(i2); } - public static void 耳左_0(this Cha c, int i) + public static void 耳左_0(this Character c, int i) { switch (i) { @@ -4128,7 +4128,7 @@ namespace SlaveMatrix } } - public static void 耳右_0(this Cha c, int i) + public static void 耳右_0(this Character c, int i) { switch (i) { @@ -4144,43 +4144,43 @@ namespace SlaveMatrix } } - public static void 耳_獣_基左(this Cha Cha) + public static void 耳_獣_基左(this Character Cha) { - Cha.Bod.獣耳左.Yi = 0; + Cha.Body.獣耳左.Yi = 0; } - public static void 耳_獣_基右(this Cha Cha) + public static void 耳_獣_基右(this Character Cha) { - Cha.Bod.獣耳右.Yi = 0; + Cha.Body.獣耳右.Yi = 0; } - public static void 耳_獣_半左(this Cha Cha) + public static void 耳_獣_半左(this Character Cha) { - Cha.Bod.獣耳左.Yi = 1; + Cha.Body.獣耳左.Yi = 1; } - public static void 耳_獣_半右(this Cha Cha) + public static void 耳_獣_半右(this Character Cha) { - Cha.Bod.獣耳右.Yi = 1; + Cha.Body.獣耳右.Yi = 1; } - public static void 耳_獣_伏左(this Cha Cha) + public static void 耳_獣_伏左(this Character Cha) { - Cha.Bod.獣耳左.Yi = 2; + Cha.Body.獣耳左.Yi = 2; } - public static void 耳_獣_伏右(this Cha Cha) + public static void 耳_獣_伏右(this Character Cha) { - Cha.Bod.獣耳右.Yi = 2; + Cha.Body.獣耳右.Yi = 2; } - public static void 両獣耳_0(this Cha Cha, int i1, int i2) + public static void 両獣耳_0(this Character Cha, int i1, int i2) { Cha.獣耳左_0(i1); Cha.獣耳右_0(i2); } - public static void 獣耳左_0(this Cha c, int i) + public static void 獣耳左_0(this Character c, int i) { switch (i) { @@ -4196,7 +4196,7 @@ namespace SlaveMatrix } } - public static void 獣耳右_0(this Cha c, int i) + public static void 獣耳右_0(this Character c, int i) { switch (i) { @@ -4212,63 +4212,63 @@ namespace SlaveMatrix } } - public static void 触覚絶頂(this Cha Cha, double a) + public static void 触覚絶頂(this Character Cha, double a) { - Cha.Bod.触覚左.角度C = a * RNG.XS.NextDouble(); - Cha.Bod.触覚右.角度C = (0.0 - a) * RNG.XS.NextDouble(); + Cha.Body.触覚左.角度C = a * RNG.XS.NextDouble(); + Cha.Body.触覚右.角度C = (0.0 - a) * RNG.XS.NextDouble(); } - public static void 触覚甲絶頂(this Cha Cha, double a) + public static void 触覚甲絶頂(this Character Cha, double a) { - Cha.Bod.触覚甲左.角度C = a * RNG.XS.NextDouble(); - Cha.Bod.触覚甲右.角度C = (0.0 - a) * RNG.XS.NextDouble(); + Cha.Body.触覚甲左.角度C = a * RNG.XS.NextDouble(); + Cha.Body.触覚甲右.角度C = (0.0 - a) * RNG.XS.NextDouble(); } - public static void 大顎左(this Cha Cha, int n, double u1, double 根本角度) + public static void 大顎左(this Character Cha, int n, double u1, double 根本角度) { - 大顎 obj = Cha.Bod.大顎左[n]; + 大顎 obj = Cha.Body.大顎左[n]; obj.SetAngle0(); obj.Body.CurJoinRoot.AngleBase += 根本角度 + u1; } - public static void 大顎右(this Cha Cha, int n, double u1, double 根本角度) + public static void 大顎右(this Character Cha, int n, double u1, double 根本角度) { - 大顎 obj = Cha.Bod.大顎右[n]; + 大顎 obj = Cha.Body.大顎右[n]; obj.SetAngle0(); obj.Body.CurJoinRoot.AngleBase += 0.0 - 根本角度 + (0.0 - u1); } - public static void 大顎_基本左(this Cha Cha, int n, double u1) + public static void 大顎_基本左(this Character Cha, int n, double u1) { Cha.大顎左(n, u1, 0.0); } - public static void 大顎_基本右(this Cha Cha, int n, double u1) + public static void 大顎_基本右(this Character Cha, int n, double u1) { Cha.大顎右(n, u1, 0.0); } - public static void 大顎_開き左(this Cha Cha, int n, double u1) + public static void 大顎_開き左(this Character Cha, int n, double u1) { Cha.大顎左(n, u1, 25.0); } - public static void 大顎_開き右(this Cha Cha, int n, double u1) + public static void 大顎_開き右(this Character Cha, int n, double u1) { Cha.大顎右(n, u1, 25.0); } - public static void 大顎_閉じ左(this Cha Cha, int n, double u1) + public static void 大顎_閉じ左(this Character Cha, int n, double u1) { Cha.大顎左(n, u1, -15.0); } - public static void 大顎_閉じ右(this Cha Cha, int n, double u1) + public static void 大顎_閉じ右(this Character Cha, int n, double u1) { Cha.大顎右(n, u1, -15.0); } - public static void 両大顎_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両大顎_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = 0.0; @@ -4277,7 +4277,7 @@ namespace SlaveMatrix Cha.大顎右_0(i2, n, num2); } - public static void 大顎左_0(this Cha c, int i, int n, double u1) + public static void 大顎左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -4293,7 +4293,7 @@ namespace SlaveMatrix } } - public static void 大顎右_0(this Cha c, int i, int n, double u1) + public static void 大顎右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -4309,63 +4309,63 @@ namespace SlaveMatrix } } - public static void 大顎絶頂(this Cha Cha, double a) + public static void 大顎絶頂(this Character Cha, double a) { - foreach (大顎 item in Cha.Bod.大顎左) + foreach (大顎 item in Cha.Body.大顎左) { item.角度C = a * RNG.XS.NextDouble(); } - foreach (大顎 item2 in Cha.Bod.大顎右) + foreach (大顎 item2 in Cha.Body.大顎右) { item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 虫顎左(this Cha Cha, int n, double u1, double 根本角度) + public static void 虫顎左(this Character Cha, int n, double u1, double 根本角度) { - 虫顎 obj = Cha.Bod.虫顎左[n]; + 虫顎 obj = Cha.Body.虫顎左[n]; obj.SetAngle0(); obj.X0Y0_顎.AngleBase += 根本角度 + u1; } - public static void 虫顎右(this Cha Cha, int n, double u1, double 根本角度) + public static void 虫顎右(this Character Cha, int n, double u1, double 根本角度) { - 虫顎 obj = Cha.Bod.虫顎右[n]; + 虫顎 obj = Cha.Body.虫顎右[n]; obj.SetAngle0(); obj.X0Y0_顎.AngleBase += 0.0 - 根本角度 + (0.0 - u1); } - public static void 虫顎_基本左(this Cha Cha, int n, double u1) + public static void 虫顎_基本左(this Character Cha, int n, double u1) { Cha.虫顎左(n, u1, 0.0); } - public static void 虫顎_基本右(this Cha Cha, int n, double u1) + public static void 虫顎_基本右(this Character Cha, int n, double u1) { Cha.虫顎右(n, u1, 0.0); } - public static void 虫顎_開き左(this Cha Cha, int n, double u1) + public static void 虫顎_開き左(this Character Cha, int n, double u1) { Cha.虫顎左(n, u1, 25.0); } - public static void 虫顎_開き右(this Cha Cha, int n, double u1) + public static void 虫顎_開き右(this Character Cha, int n, double u1) { Cha.虫顎右(n, u1, 25.0); } - public static void 虫顎_閉じ左(this Cha Cha, int n, double u1) + public static void 虫顎_閉じ左(this Character Cha, int n, double u1) { Cha.虫顎左(n, u1, -10.0); } - public static void 虫顎_閉じ右(this Cha Cha, int n, double u1) + public static void 虫顎_閉じ右(this Character Cha, int n, double u1) { Cha.虫顎右(n, u1, -10.0); } - public static void 両虫顎_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両虫顎_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = 0.0; @@ -4374,7 +4374,7 @@ namespace SlaveMatrix Cha.虫顎右_0(i2, n, num2); } - public static void 虫顎左_0(this Cha c, int i, int n, double u1) + public static void 虫顎左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -4390,7 +4390,7 @@ namespace SlaveMatrix } } - public static void 虫顎右_0(this Cha c, int i, int n, double u1) + public static void 虫顎右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -4406,21 +4406,21 @@ namespace SlaveMatrix } } - public static void 虫顎絶頂(this Cha Cha, double a) + public static void 虫顎絶頂(this Character Cha, double a) { - foreach (虫顎 item in Cha.Bod.虫顎左) + foreach (虫顎 item in Cha.Body.虫顎左) { item.角度C = a * RNG.XS.NextDouble(); } - foreach (虫顎 item2 in Cha.Bod.虫顎右) + foreach (虫顎 item2 in Cha.Body.虫顎右) { item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 腕_人左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC, double LowerArm尺度C, double 手尺度C, bool UpperArm外線, bool LowerArm外線, bool LowerArm反転Y, int 手Yi, bool 前後) + public static void 腕_人左(this Character Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC, double LowerArm尺度C, double 手尺度C, bool UpperArm外線, bool LowerArm外線, bool LowerArm反転Y, int 手Yi, bool 前後) { - Arm人 腕人2 = Cha.Bod.Arm人左[n]; + Arm人 腕人2 = Cha.Body.Arm人左[n]; 腕人2.Shoulder.SetAngle0(); 腕人2.Shoulder.角度B = 肩角度B + u1; if (腕人2.UpperArm != null) @@ -4430,7 +4430,7 @@ namespace SlaveMatrix 腕人2.UpperArm.角度B = UpperArm角度B + u2; if (腕人2.LowerArm != null) { - Cha.Bod.腕前後(右: false, n, 前後); + Cha.Body.腕前後(右: false, n, 前後); 腕人2.LowerArm.反転Y = false; 腕人2.LowerArm.肘部_外線 = LowerArm外線; 腕人2.LowerArm.尺度XC = LowerArm尺度XC; @@ -4507,9 +4507,9 @@ namespace SlaveMatrix 腕人2.Shoulder.重複角度処理(); } - public static void 腕_人右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC, double LowerArm尺度C, double 手尺度C, bool UpperArm外線, bool LowerArm外線, bool LowerArm反転Y, int 手Yi, bool 前後) + public static void 腕_人右(this Character Cha, int n, double u1, double u2, double u3, double u4, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC, double LowerArm尺度C, double 手尺度C, bool UpperArm外線, bool LowerArm外線, bool LowerArm反転Y, int 手Yi, bool 前後) { - Arm人 腕人2 = Cha.Bod.Arm人右[n]; + Arm人 腕人2 = Cha.Body.Arm人右[n]; 腕人2.Shoulder.SetAngle0(); 腕人2.Shoulder.角度B = 0.0 - 肩角度B + (0.0 - u1); if (腕人2.UpperArm != null) @@ -4519,7 +4519,7 @@ namespace SlaveMatrix 腕人2.UpperArm.角度B = 0.0 - UpperArm角度B + (0.0 - u2); if (腕人2.LowerArm != null) { - Cha.Bod.腕前後(右: true, n, 前後); + Cha.Body.腕前後(右: true, n, 前後); 腕人2.LowerArm.反転Y = false; 腕人2.LowerArm.肘部_外線 = LowerArm外線; 腕人2.LowerArm.尺度XC = LowerArm尺度XC; @@ -4596,207 +4596,207 @@ namespace SlaveMatrix 腕人2.Shoulder.重複角度処理(); } - public static void 腕_人_腕置き左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腕置き左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } - public static void 腕_人_腕置き右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腕置き右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -30.0, 130.0, 0.0, 0.95, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } - public static void 腕_人_胸庇い左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_胸庇い左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 1, 前後: false); } - public static void 腕_人_胸庇い右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_胸庇い右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -80.0, -230.0, 35.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 1, 前後: false); } - public static void 腕_人_体支え左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_体支え左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 2, 前後: true); } - public static void 腕_人_体支え右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_体支え右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -60.0, 360.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 2, 前後: true); } - public static void 腕_人_胸乗せ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_胸乗せ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 3, 前後: false); } - public static void 腕_人_胸乗せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_胸乗せ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 5.0, -80.0, 185.0, 45.0, 1.0, 0.85, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 3, 前後: false); } - public static void 腕_人_顔隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_顔隠し左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_顔隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_顔隠し右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -13.0, 0.8, 0.95, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_チラ見左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_チラ見左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 10, 前後: false); } - public static void 腕_人_チラ見右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_チラ見右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -109.0, -202.0, -6.0, 1.0, 0.9, 1.0, 1.1, 1.0, UpperArm外線: true, LowerArm外線: true, LowerArm反転Y: true, 10, 前後: false); } - public static void 腕_人_指咥え左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_指咥え左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 5, 前後: false); } - public static void 腕_人_指咥え右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_指咥え右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 5, 前後: false); } - public static void 腕_人_腕下げ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腕下げ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 6, 前後: true); } - public static void 腕_人_腕下げ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腕下げ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, -5.0, -75.0, 350.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: false, LowerArm外線: false, LowerArm反転Y: true, 6, 前後: true); } - public static void 腕_人_股隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_股隠し左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_股隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_股隠し右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -91.0, -331.0, 23.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_開帳左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_開帳左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 10, 前後: false); } - public static void 腕_人_開帳右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_開帳右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -101.0, -330.0, 33.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 10, 前後: false); } - public static void 腕_人_口押さえ1左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_口押さえ1左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_口押さえ1右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_口押さえ1右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_口押さえ2左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_口押さえ2左(this Character Cha, int n, double u1, double u2, double u3, double u4) { - Cha.Bod.腕左右前後 = false; + Cha.Body.腕左右前後 = false; Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_口押さえ2右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_口押さえ2右(this Character Cha, int n, double u1, double u2, double u3, double u4) { - Cha.Bod.腕左右前後 = true; + Cha.Body.腕左右前後 = true; Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -194.0, 39.0, 0.9, 0.9, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_口押さえ3左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_口押さえ3左(this Character Cha, int n, double u1, double u2, double u3, double u4) { - Cha.Bod.腕左右前後 = false; + Cha.Body.腕左右前後 = false; Cha.腕_人左(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_口押さえ3右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_口押さえ3右(this Character Cha, int n, double u1, double u2, double u3, double u4) { - Cha.Bod.腕左右前後 = true; + Cha.Body.腕左右前後 = true; Cha.腕_人右(n, u1, u2, u3, u4, 10.0, -102.0, -204.0, -19.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 4, 前後: false); } - public static void 腕_人_脇見せ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_脇見せ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: true); } - public static void 腕_人_脇見せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_脇見せ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 20.0, 25.0, 135.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: true); } - public static void 腕_人_腰手当左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腰手当左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 7, 前後: false); } - public static void 腕_人_腰手当右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腰手当右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -43.0, 90.0, -30.0, 1.0, 0.85, 0.8, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 7, 前後: false); } - public static void 腕_人_ピース左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_ピース左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 9, 前後: false); } - public static void 腕_人_ピース右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_ピース右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -35.0, 160.0, -50.0, 0.9, 0.9, 1.0, 1.0, 1.05, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 9, 前後: false); } - public static void Arm_人_手コキ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Arm_人_手コキ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 11, 前後: false); } - public static void Arm_人_手コキ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Arm_人_手コキ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -60.0, -160.0, 30.0, 0.8, 0.84, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 11, 前後: false); } - public static void 腕_人_パイズリ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_パイズリ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 8, 前後: false); } - public static void 腕_人_パイズリ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_パイズリ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -45.0, 155.0, 15.0, 1.0, 0.55, 0.6, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: true, 8, 前後: false); } - public static void 腕_人_腕上げ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腕上げ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人左(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } - public static void 腕_人_腕上げ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_人_腕上げ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_人右(n, u1, u2, u3, u4, 0.0, -20.0, 120.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, UpperArm外線: true, LowerArm外線: false, LowerArm反転Y: false, 0, 前後: false); } - public static void 両腕_人_腕下げ(this Cha Cha, int n, bool 左右, bool 前後) + public static void 両腕_人_腕下げ(this Character Cha, int n, bool 左右, bool 前後) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.Bod.腕左右前後 = 前後; + Cha.Body.腕左右前後 = 前後; if (左右) { Cha.腕_人_腕下げ右(n, u, u2, u3, u4); @@ -4809,13 +4809,13 @@ namespace SlaveMatrix } } - public static void 両腕_人_パイズリ(this Cha Cha, int n, bool 左右, bool 前後) + public static void 両腕_人_パイズリ(this Character Cha, int n, bool 左右, bool 前後) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.Bod.腕左右前後 = 前後; + Cha.Body.腕左右前後 = 前後; if (左右) { Cha.腕_人_パイズリ右(n, u, u2, u3, u4); @@ -4828,9 +4828,9 @@ namespace SlaveMatrix } } - public static void 両腕人_0(this Cha Cha, int n, bool 前後, bool 同角, bool 左右, int i1, int i2) + public static void 両腕人_0(this Character Cha, int n, bool 前後, bool 同角, bool 左右, int i1, int i2) { - Cha.Bod.腕左右前後 = 前後; + Cha.Body.腕左右前後 = 前後; double num = Cha.角度ムラ(RNG.XS.NextSign(), 0.25, RNG.XS.NextSign(), 0.125); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 0.25, RNG.XS.NextSign(), 0.125); double num3 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); @@ -4865,7 +4865,7 @@ namespace SlaveMatrix } } - public static void 腕人左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕人左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -4929,7 +4929,7 @@ namespace SlaveMatrix } } - public static void 腕人右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕人右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -4993,9 +4993,9 @@ namespace SlaveMatrix } } - public static void 腕人絶頂(this Cha Cha, double a) + public static void 腕人絶頂(this Character Cha, double a) { - foreach (Arm人 item in Cha.Bod.Arm人左) + foreach (Arm人 item in Cha.Body.Arm人左) { item.Shoulder.角度C = a * RNG.XS.NextDouble(); if (item.UpperArm == null) @@ -5012,7 +5012,7 @@ namespace SlaveMatrix } } } - foreach (Arm人 item2 in Cha.Bod.Arm人右) + foreach (Arm人 item2 in Cha.Body.Arm人右) { item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); if (item2.UpperArm == null) @@ -5031,9 +5031,9 @@ namespace SlaveMatrix } } - public static void 腕_翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 腕_翼鳥左(this Character Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - Arm翼鳥 腕翼鳥2 = Cha.Bod.腕翼鳥左[n]; + Arm翼鳥 腕翼鳥2 = Cha.Body.腕翼鳥左[n]; 腕翼鳥2.Shoulder.SetAngle0(); if (n == 0) { @@ -5060,9 +5060,9 @@ namespace SlaveMatrix 腕翼鳥2.Shoulder.重複角度処理(); } - public static void 腕_翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 腕_翼鳥右(this Character Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - Arm翼鳥 腕翼鳥2 = Cha.Bod.腕翼鳥右[n]; + Arm翼鳥 腕翼鳥2 = Cha.Body.腕翼鳥右[n]; 腕翼鳥2.Shoulder.SetAngle0(); if (n == 0) { @@ -5089,77 +5089,77 @@ namespace SlaveMatrix 腕翼鳥2.Shoulder.重複角度処理(); } - public static void 腕_翼鳥_脱力左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_脱力左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 0.0, 0.25, 0.25, 0.0, -1.0, 0.0, 0.0); } - public static void 腕_翼鳥_脱力右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_脱力右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 0.0, 0.25, 0.25, 0.0, -1.0, 0.0, 0.0); } - public static void 腕_翼鳥_強張り左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_強張り左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, -5.0, 10.0, 0.0); } - public static void 腕_翼鳥_強張り右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_強張り右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, -5.0, 10.0, 0.0); } - public static void 腕_翼鳥_恥じらい左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_恥じらい左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 8.0, -13.0, 13.0, 0.0); } - public static void 腕_翼鳥_恥じらい右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_恥じらい右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 8.0, -13.0, 13.0, 0.0); } - public static void 腕_翼鳥_顔隠し左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_顔隠し左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 5.0, -10.0, 15.0, 0.0); } - public static void 腕_翼鳥_顔隠し右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_顔隠し右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 5.0, -10.0, 15.0, 0.0); } - public static void 腕_翼鳥_閉じ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_閉じ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 腕_翼鳥_閉じ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_閉じ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 腕_翼鳥_半開き左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_半開き左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 0.25, 0.25, 0.25, -3.0, 0.0, 0.0, 0.0); } - public static void 腕_翼鳥_半開き右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_半開き右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 0.25, 0.25, 0.25, -3.0, 0.0, 0.0, 0.0); } - public static void 腕_翼鳥_全開左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_全開左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥左(n, u1, u2, u3, u4, 1.0, 1.0, 1.0, 6.0, 3.0, 0.0, 0.0); } - public static void 腕_翼鳥_全開右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼鳥_全開右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼鳥右(n, u1, u2, u3, u4, 1.0, 1.0, 1.0, 6.0, 3.0, 0.0, 0.0); } - public static void 両腕翼鳥_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両腕翼鳥_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.25); @@ -5187,7 +5187,7 @@ namespace SlaveMatrix Cha.腕翼鳥右_0(i2, n, u, u2, u3, u4); } - public static void 腕翼鳥左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕翼鳥左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -5215,7 +5215,7 @@ namespace SlaveMatrix } } - public static void 腕翼鳥右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕翼鳥右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -5243,21 +5243,21 @@ namespace SlaveMatrix } } - public static void 腕翼鳥絶頂(this Cha Cha, double a) + public static void 腕翼鳥絶頂(this Character Cha, double a) { - foreach (Arm翼鳥 item in Cha.Bod.腕翼鳥左) + foreach (Arm翼鳥 item in Cha.Body.腕翼鳥左) { item.Shoulder.角度C = a * RNG.XS.NextDouble(); } - foreach (Arm翼鳥 item2 in Cha.Bod.腕翼鳥右) + foreach (Arm翼鳥 item2 in Cha.Body.腕翼鳥右) { item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 腕_翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 腕_翼獣左(this Character Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - Arm翼獣 腕翼獣2 = Cha.Bod.腕翼獣左[n]; + Arm翼獣 腕翼獣2 = Cha.Body.腕翼獣左[n]; 腕翼獣2.Shoulder.SetAngle0(); if (n == 0) { @@ -5284,9 +5284,9 @@ namespace SlaveMatrix 腕翼獣2.Shoulder.重複角度処理(); } - public static void 腕_翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 腕_翼獣右(this Character Cha, int n, double u1, double u2, double u3, double u4, double UpperArm展開, double LowerArm展開, double 手展開, double 肩角度B, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - Arm翼獣 腕翼獣2 = Cha.Bod.腕翼獣右[n]; + Arm翼獣 腕翼獣2 = Cha.Body.腕翼獣右[n]; 腕翼獣2.Shoulder.SetAngle0(); if (n == 0) { @@ -5313,57 +5313,57 @@ namespace SlaveMatrix 腕翼獣2.Shoulder.重複角度処理(); } - public static void 腕_翼獣_脱力左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_脱力左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣左(n, u1, u2, u3, u4, 0.0, 0.25, 0.25, 0.0, -1.0, 0.0, 0.0); } - public static void 腕_翼獣_脱力右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_脱力右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣右(n, u1, u2, u3, u4, 0.0, 0.25, 0.25, 0.0, -1.0, 0.0, 0.0); } - public static void 腕_翼獣_強張り左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_強張り左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, -10.0, 10.0, 0.0); } - public static void 腕_翼獣_強張り右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_強張り右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, -10.0, 10.0, 0.0); } - public static void 腕_翼獣_閉じ左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_閉じ左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 腕_翼獣_閉じ右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_閉じ右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 腕_翼獣_半開き左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_半開き左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣左(n, u1, u2, u3, u4, 0.25, 0.25, 0.25, -3.0, 0.0, 0.0, 0.0); } - public static void 腕_翼獣_半開き右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_半開き右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣右(n, u1, u2, u3, u4, 0.25, 0.25, 0.25, -3.0, 0.0, 0.0, 0.0); } - public static void 腕_翼獣_全開左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_全開左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣左(n, u1, u2, u3, u4, 1.0, 1.0, 1.0, 6.0, 3.0, 0.0, 0.0); } - public static void 腕_翼獣_全開右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_翼獣_全開右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_翼獣右(n, u1, u2, u3, u4, 1.0, 1.0, 1.0, 6.0, 3.0, 0.0, 0.0); } - public static void 両腕翼獣_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両腕翼獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); @@ -5391,7 +5391,7 @@ namespace SlaveMatrix Cha.腕翼獣右_0(i2, n, u, u2, u3, u4); } - public static void 腕翼獣左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕翼獣左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -5413,7 +5413,7 @@ namespace SlaveMatrix } } - public static void 腕翼獣右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕翼獣右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -5435,21 +5435,21 @@ namespace SlaveMatrix } } - public static void 腕翼獣絶頂(this Cha Cha, double a) + public static void 腕翼獣絶頂(this Character Cha, double a) { - foreach (Arm翼獣 item in Cha.Bod.腕翼獣左) + foreach (Arm翼獣 item in Cha.Body.腕翼獣左) { item.Shoulder.角度C = a * RNG.XS.NextDouble(); } - foreach (Arm翼獣 item2 in Cha.Bod.腕翼獣右) + foreach (Arm翼獣 item2 in Cha.Body.腕翼獣右) { item2.Shoulder.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 腕_獣左(this Cha Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC) + public static void 腕_獣左(this Character Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC) { - Arm獣 腕獣2 = Cha.Bod.腕獣左[n]; + Arm獣 腕獣2 = Cha.Body.腕獣左[n]; 腕獣2.Shoulder.SetAngle0(); if (腕獣2.UpperArm != null) { @@ -5472,9 +5472,9 @@ namespace SlaveMatrix 腕獣2.Shoulder.重複角度処理(); } - public static void 腕_獣右(this Cha Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC) + public static void 腕_獣右(this Character Cha, int n, double u2, double u3, double u4, double UpperArm角度B, double LowerArm角度B, double 手角度B, double UpperArm尺度XC, double LowerArm尺度XC, double 手尺度XC) { - Arm獣 腕獣2 = Cha.Bod.腕獣右[n]; + Arm獣 腕獣2 = Cha.Body.腕獣右[n]; 腕獣2.Shoulder.SetAngle0(); if (腕獣2.UpperArm != null) { @@ -5497,37 +5497,37 @@ namespace SlaveMatrix 腕獣2.Shoulder.重複角度処理(); } - public static void 腕_獣_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_獣_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_獣左(n, u2, u3, u4, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void 腕_獣_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_獣_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_獣右(n, u2, u3, u4, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void 腕_獣_脱力左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_獣_脱力左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_獣左(n, u2, u3, u4, 0.0, -25.0, 30.0, 0.9, 0.8, 1.0); } - public static void 腕_獣_脱力右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_獣_脱力右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_獣右(n, u2, u3, u4, 0.0, -25.0, 30.0, 0.9, 0.8, 1.0); } - public static void 腕_獣_媚び左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_獣_媚び左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_獣左(n, u2, u3, u4, -25.0, 33.0, 0.0, 1.0, 1.0, 1.0); } - public static void 腕_獣_媚び右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void 腕_獣_媚び右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.腕_獣右(n, u2, u3, u4, -25.0, 33.0, 0.0, 1.0, 1.0, 1.0); } - public static void 両腕獣_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両腕獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -5555,7 +5555,7 @@ namespace SlaveMatrix Cha.腕獣右_0(i2, n, u, u2, u3, u4); } - public static void 腕獣左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕獣左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -5571,7 +5571,7 @@ namespace SlaveMatrix } } - public static void 腕獣右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 腕獣右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -5587,9 +5587,9 @@ namespace SlaveMatrix } } - public static void 腕獣絶頂(this Cha Cha, double a) + public static void 腕獣絶頂(this Character Cha, double a) { - foreach (Arm獣 item in Cha.Bod.腕獣左) + foreach (Arm獣 item in Cha.Body.腕獣左) { if (item.UpperArm == null) { @@ -5605,7 +5605,7 @@ namespace SlaveMatrix } } } - foreach (Arm獣 item2 in Cha.Bod.腕獣右) + foreach (Arm獣 item2 in Cha.Body.腕獣右) { if (item2.UpperArm == null) { @@ -5623,9 +5623,9 @@ namespace SlaveMatrix } } - public static void 脚_人左(this Cha Cha, int n, double u1, double u2, double u3, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) + public static void 脚_人左(this Character Cha, int n, double u1, double u2, double u3, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) { - 脚人 脚人2 = Cha.Bod.脚人左[n]; + 脚人 脚人2 = Cha.Body.脚人左[n]; 脚人2.腿.SetAngle0(); 脚人2.腿.尺度YC = 腿尺度YC; 脚人2.腿.角度B += 腿角度B + u1; @@ -5645,9 +5645,9 @@ namespace SlaveMatrix } } - public static void 脚_人右(this Cha Cha, int n, double u1, double u2, double u3, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) + public static void 脚_人右(this Character Cha, int n, double u1, double u2, double u3, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) { - 脚人 脚人2 = Cha.Bod.脚人右[n]; + 脚人 脚人2 = Cha.Body.脚人右[n]; 脚人2.腿.SetAngle0(); 脚人2.腿.尺度YC = 腿尺度YC; 脚人2.腿.角度B += 0.0 - 腿角度B + (0.0 - u1); @@ -5667,137 +5667,137 @@ namespace SlaveMatrix } } - public static void Leg_人_上開き左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_上開き左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 3; + Cha.Body.左腿開きi = 3; Cha.脚_人左(n, u1, u2, u3, 0.0, 5.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_上開き右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_上開き右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 3; + Cha.Body.右腿開きi = 3; Cha.脚_人右(n, u1, u2, u3, 0.0, 5.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_上閉じ左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_上閉じ左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 4; + Cha.Body.左腿開きi = 4; Cha.脚_人左(n, u1, u2, u3, 3.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_上閉じ右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_上閉じ右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 4; + Cha.Body.右腿開きi = 4; Cha.脚_人右(n, u1, u2, u3, 3.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_上閉じ内左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_上閉じ内左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 4; + Cha.Body.左腿開きi = 4; Cha.脚_人左(n, u1, u2, u3, 3.0, 10.0, -15.0, 1.0, 1.0, 1.0); } - public static void Leg_人_上閉じ内右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_上閉じ内右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 4; + Cha.Body.右腿開きi = 4; Cha.脚_人右(n, u1, u2, u3, 3.0, 10.0, -15.0, 1.0, 1.0, 1.0); } - public static void Leg_人_脱力左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_脱力左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 1; + Cha.Body.左腿開きi = 1; Cha.脚_人左(n, u1, u2, u3, 0.0, -5.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_脱力右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_脱力右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 1; + Cha.Body.右腿開きi = 1; Cha.脚_人右(n, u1, u2, u3, 0.0, -5.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_内股左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_内股左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 0; + Cha.Body.左腿開きi = 0; Cha.脚_人左(n, u1, u2, u3, -5.0, 15.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_内股右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_内股右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 0; + Cha.Body.右腿開きi = 0; Cha.脚_人右(n, u1, u2, u3, -5.0, 15.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_直立左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_直立左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 0; + Cha.Body.左腿開きi = 0; Cha.脚_人左(n, u1, u2, u3, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_直立右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_直立右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 0; + Cha.Body.右腿開きi = 0; Cha.脚_人右(n, u1, u2, u3, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_がに股左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_がに股左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 2; + Cha.Body.左腿開きi = 2; Cha.脚_人左(n, u1, u2, u3, 0.0, -10.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_がに股右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_がに股右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 2; + Cha.Body.右腿開きi = 2; Cha.脚_人右(n, u1, u2, u3, 0.0, -10.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_おっぴろげ左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_おっぴろげ左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 2; + Cha.Body.左腿開きi = 2; Cha.脚_人左(n, u1, u2, u3, 10.0, 10.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_おっぴろげ右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_おっぴろげ右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 2; + Cha.Body.右腿開きi = 2; Cha.脚_人右(n, u1, u2, u3, 10.0, 10.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_M字開脚左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_M字開脚左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 3; + Cha.Body.左腿開きi = 3; Cha.脚_人左(n, u1, u2, u3, -10.0, 10.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_M字開脚右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_M字開脚右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 3; + Cha.Body.右腿開きi = 3; Cha.脚_人右(n, u1, u2, u3, -10.0, 10.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_人_足コキ左(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_足コキ左(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.左腿開きi = 2; + Cha.Body.左腿開きi = 2; Cha.脚_人左(n, u1, u2, u3, -23.0, -68.0, 47.0, 1.0, 1.0, 1.0); } - public static void Leg_人_足コキ右(this Cha Cha, int n, double u1, double u2, double u3) + public static void Leg_人_足コキ右(this Character Cha, int n, double u1, double u2, double u3) { - Cha.Bod.右腿開きi = 2; + Cha.Body.右腿開きi = 2; Cha.脚_人右(n, u1, u2, u3, -23.0, -68.0, 47.0, 1.0, 1.0, 1.0); } - public static void 両脚_人_足コキ(this Cha Cha, int n) + public static void 両脚_人_足コキ(this Character Cha, int n) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u3 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - Cha.Bod.腿開きi = 2; + Cha.Body.腿開きi = 2; Cha.Leg_人_足コキ左(n, u, u2, u3); Cha.Leg_人_足コキ右(n, u, u2, u3); } - public static void 両脚人_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両脚人_0(this Character Cha, int n, bool 同角, int i1, int i2) { double ba; double ba2; @@ -5843,7 +5843,7 @@ namespace SlaveMatrix Cha.脚人右_0(i2, n, u, u2, u3); } - public static void 脚人左_0(this Cha c, int i, int n, double u1, double u2, double u3) + public static void 脚人左_0(this Character c, int i, int n, double u1, double u2, double u3) { switch (i) { @@ -5880,7 +5880,7 @@ namespace SlaveMatrix } } - public static void 脚人右_0(this Cha c, int i, int n, double u1, double u2, double u3) + public static void 脚人右_0(this Character c, int i, int n, double u1, double u2, double u3) { switch (i) { @@ -5917,9 +5917,9 @@ namespace SlaveMatrix } } - public static void 脚人絶頂(this Cha Cha, double a) + public static void 脚人絶頂(this Character Cha, double a) { - foreach (脚人 item in Cha.Bod.脚人左) + foreach (脚人 item in Cha.Body.脚人左) { item.腿.角度C = a * RNG.XS.NextDouble(); if (item.Leg != null) @@ -5931,7 +5931,7 @@ namespace SlaveMatrix } } } - foreach (脚人 item2 in Cha.Bod.脚人右) + foreach (脚人 item2 in Cha.Body.脚人右) { item2.腿.角度C = (0.0 - a) * RNG.XS.NextDouble(); if (item2.Leg != null) @@ -5945,9 +5945,9 @@ namespace SlaveMatrix } } - public static void Leg_獣左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) + public static void Leg_獣左(this Character Cha, int n, double u1, double u2, double u3, double u4, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) { - 脚獣 脚獣2 = Cha.Bod.脚獣左[n]; + 脚獣 脚獣2 = Cha.Body.脚獣左[n]; if (脚獣2.腿 != null) { 脚獣2.腿.SetAngle0(); @@ -5987,9 +5987,9 @@ namespace SlaveMatrix } } - public static void Leg_獣右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) + public static void Leg_獣右(this Character Cha, int n, double u1, double u2, double u3, double u4, double 腿角度B, double 脚角度B, double 足角度B, double 腿尺度YC, double 脚尺度YC, double 足尺度YC) { - 脚獣 脚獣2 = Cha.Bod.脚獣右[n]; + 脚獣 脚獣2 = Cha.Body.脚獣右[n]; if (脚獣2.腿 != null) { 脚獣2.腿.SetAngle0(); @@ -6029,37 +6029,37 @@ namespace SlaveMatrix } } - public static void Leg_獣_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Leg_獣_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.Leg_獣左(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_獣_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Leg_獣_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.Leg_獣右(n, u1, u2, u3, u4, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0); } - public static void Leg_獣_萎縮左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Leg_獣_萎縮左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.Leg_獣左(n, u1, u2, u3, u4, 12.0, -12.0, 12.0, 1.0, 1.0, 1.0); } - public static void Leg_獣_萎縮右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Leg_獣_萎縮右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.Leg_獣右(n, u1, u2, u3, u4, 12.0, -12.0, 12.0, 1.0, 1.0, 1.0); } - public static void Leg_獣_脱力左(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Leg_獣_脱力左(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.Leg_獣左(n, u1, u2, u3, u4, -10.0, 10.0, -10.0, 1.0, 1.0, 1.0); } - public static void Leg_獣_脱力右(this Cha Cha, int n, double u1, double u2, double u3, double u4) + public static void Leg_獣_脱力右(this Character Cha, int n, double u1, double u2, double u3, double u4) { Cha.Leg_獣右(n, u1, u2, u3, u4, -10.0, 10.0, -10.0, 1.0, 1.0, 1.0); } - public static void 両脚獣_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両脚獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -6087,7 +6087,7 @@ namespace SlaveMatrix Cha.脚獣右_0(i2, n, u, u2, u3, u4); } - public static void 脚獣左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 脚獣左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -6103,7 +6103,7 @@ namespace SlaveMatrix } } - public static void 脚獣右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4) + public static void 脚獣右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4) { switch (i) { @@ -6119,9 +6119,9 @@ namespace SlaveMatrix } } - public static void 脚獣絶頂(this Cha Cha, double a) + public static void 脚獣絶頂(this Character Cha, double a) { - foreach (脚獣 item in Cha.Bod.脚獣左) + foreach (脚獣 item in Cha.Body.脚獣左) { if (item.腿 != null) { @@ -6136,7 +6136,7 @@ namespace SlaveMatrix } } } - foreach (脚獣 item2 in Cha.Bod.脚獣右) + foreach (脚獣 item2 in Cha.Body.脚獣右) { if (item2.腿 != null) { @@ -6153,9 +6153,9 @@ namespace SlaveMatrix } } - public static void 翼鳥左(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 翼鳥左(this Character Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 翼鳥 翼鳥2 = Cha.Bod.翼鳥左[n]; + 翼鳥 翼鳥2 = Cha.Body.翼鳥左[n]; 翼鳥2.UpperArm.SetAngle0(); 翼鳥2.UpperArm.展開 = UpperArm展開; 翼鳥2.UpperArm.角度B += UpperArm角度B + u1; @@ -6174,9 +6174,9 @@ namespace SlaveMatrix 翼鳥2.UpperArm.重複角度処理(); } - public static void 翼鳥右(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 翼鳥右(this Character Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 翼鳥 翼鳥2 = Cha.Bod.翼鳥右[n]; + 翼鳥 翼鳥2 = Cha.Body.翼鳥右[n]; 翼鳥2.UpperArm.SetAngle0(); 翼鳥2.UpperArm.展開 = UpperArm展開; 翼鳥2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u1); @@ -6195,77 +6195,77 @@ namespace SlaveMatrix 翼鳥2.UpperArm.重複角度処理(); } - public static void 翼鳥_脱力左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_脱力左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 0.0, 0.25, 0.25, -1.0, 5.0, 0.0); } - public static void 翼鳥_脱力右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_脱力右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 0.0, 0.25, 0.25, -1.0, 5.0, 0.0); } - public static void 翼鳥_強張り左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_強張り左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 0.0, 0.0, 0.0, -10.0, 10.0, 0.0); } - public static void 翼鳥_強張り右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_強張り右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 0.0, 0.0, 0.0, -10.0, 10.0, 0.0); } - public static void 翼鳥_恥じらい左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_恥じらい左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 15.0, 0.0); } - public static void 翼鳥_恥じらい右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_恥じらい右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 15.0, 0.0); } - public static void 翼鳥_顔隠し左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_顔隠し左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 20.0, 0.0); } - public static void 翼鳥_顔隠し右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_顔隠し右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 20.0, 0.0); } - public static void 翼鳥_閉じ左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_閉じ左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 翼鳥_閉じ右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_閉じ右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 翼鳥_半開き左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_半開き左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 0.25, 0.25, 0.25, 0.0, 0.0, 0.0); } - public static void 翼鳥_半開き右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_半開き右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 0.25, 0.25, 0.25, 0.0, 0.0, 0.0); } - public static void 翼鳥_全開左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_全開左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥左(n, u1, u2, u3, 1.0, 1.0, 1.0, 3.0, 0.0, 0.0); } - public static void 翼鳥_全開右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼鳥_全開右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼鳥右(n, u1, u2, u3, 1.0, 1.0, 1.0, 3.0, 0.0, 0.0); } - public static void 両翼鳥_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両翼鳥_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -6289,7 +6289,7 @@ namespace SlaveMatrix Cha.翼鳥右_0(i2, n, u, u2, u3); } - public static void 翼鳥左_0(this Cha c, int i, int n, double u1, double u2, double u3) + public static void 翼鳥左_0(this Character c, int i, int n, double u1, double u2, double u3) { switch (i) { @@ -6317,7 +6317,7 @@ namespace SlaveMatrix } } - public static void 翼鳥右_0(this Cha c, int i, int n, double u1, double u2, double u3) + public static void 翼鳥右_0(this Character c, int i, int n, double u1, double u2, double u3) { switch (i) { @@ -6345,9 +6345,9 @@ namespace SlaveMatrix } } - public static void 翼獣左(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 翼獣左(this Character Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 翼獣 翼獣2 = Cha.Bod.翼獣左[n]; + 翼獣 翼獣2 = Cha.Body.翼獣左[n]; 翼獣2.UpperArm.SetAngle0(); 翼獣2.UpperArm.展開 = UpperArm展開; 翼獣2.UpperArm.角度B += UpperArm角度B + u1; @@ -6366,9 +6366,9 @@ namespace SlaveMatrix 翼獣2.UpperArm.重複角度処理(); } - public static void 翼獣右(this Cha Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) + public static void 翼獣右(this Character Cha, int n, double u1, double u2, double u3, double UpperArm展開, double LowerArm展開, double 手展開, double UpperArm角度B, double LowerArm角度B, double 手角度B) { - 翼獣 翼獣2 = Cha.Bod.翼獣右[n]; + 翼獣 翼獣2 = Cha.Body.翼獣右[n]; 翼獣2.UpperArm.SetAngle0(); 翼獣2.UpperArm.展開 = UpperArm展開; 翼獣2.UpperArm.角度B += 0.0 - UpperArm角度B + (0.0 - u1); @@ -6387,77 +6387,77 @@ namespace SlaveMatrix 翼獣2.UpperArm.重複角度処理(); } - public static void 翼獣_脱力左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_脱力左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 0.0, 0.25, 0.25, -1.0, 5.0, 0.0); } - public static void 翼獣_脱力右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_脱力右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 0.0, 0.25, 0.25, -1.0, 5.0, 0.0); } - public static void 翼獣_強張り左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_強張り左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 0.0, 0.0, 0.0, -10.0, 10.0, 0.0); } - public static void 翼獣_強張り右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_強張り右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 0.0, 0.0, 0.0, -10.0, 10.0, 0.0); } - public static void 翼獣_恥じらい左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_恥じらい左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 15.0, 0.0); } - public static void 翼獣_恥じらい右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_恥じらい右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 15.0, 0.0); } - public static void 翼獣_顔隠し左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_顔隠し左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 20.0, 0.0); } - public static void 翼獣_顔隠し右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_顔隠し右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 0.0, 0.0, 0.0, -20.0, 20.0, 0.0); } - public static void 翼獣_閉じ左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_閉じ左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 翼獣_閉じ右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_閉じ右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 翼獣_半開き左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_半開き左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 0.25, 0.25, 0.25, 0.0, 0.0, 0.0); } - public static void 翼獣_半開き右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_半開き右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 0.25, 0.25, 0.25, 0.0, 0.0, 0.0); } - public static void 翼獣_全開左(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_全開左(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣左(n, u1, u2, u3, 1.0, 1.0, 1.0, 3.0, 0.0, 0.0); } - public static void 翼獣_全開右(this Cha Cha, int n, double u1, double u2, double u3) + public static void 翼獣_全開右(this Character Cha, int n, double u1, double u2, double u3) { Cha.翼獣右(n, u1, u2, u3, 1.0, 1.0, 1.0, 3.0, 0.0, 0.0); } - public static void 両翼獣_閉じ(this Cha Cha, int n) + public static void 両翼獣_閉じ(this Character Cha, int n) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); @@ -6466,7 +6466,7 @@ namespace SlaveMatrix Cha.翼獣_閉じ右(n, u, u2, u3); } - public static void 両翼獣_半開き(this Cha Cha, int n) + public static void 両翼獣_半開き(this Character Cha, int n) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); @@ -6475,7 +6475,7 @@ namespace SlaveMatrix Cha.翼獣_半開き右(n, u, u2, u3); } - public static void 両翼獣_全開(this Cha Cha, int n) + public static void 両翼獣_全開(this Character Cha, int n) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); @@ -6484,7 +6484,7 @@ namespace SlaveMatrix Cha.翼獣_全開右(n, u, u2, u3); } - public static void 両翼獣_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両翼獣_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 2.0, RNG.XS.NextSign(), 1.0); @@ -6508,7 +6508,7 @@ namespace SlaveMatrix Cha.翼獣右_0(i2, n, u, u2, u3); } - public static void 翼獣左_0(this Cha c, int i, int n, double u1, double u2, double u3) + public static void 翼獣左_0(this Character c, int i, int n, double u1, double u2, double u3) { switch (i) { @@ -6536,7 +6536,7 @@ namespace SlaveMatrix } } - public static void 翼獣右_0(this Cha c, int i, int n, double u1, double u2, double u3) + public static void 翼獣右_0(this Character c, int i, int n, double u1, double u2, double u3) { switch (i) { @@ -6564,9 +6564,9 @@ namespace SlaveMatrix } } - public static void 鰭左(this Cha Cha, int n, double u1, double 根本角度) + public static void 鰭左(this Character Cha, int n, double u1, double 根本角度) { - 鰭 鰭2 = Cha.Bod.鰭左[n]; + 鰭 鰭2 = Cha.Body.鰭左[n]; 鰭2.SetAngle0(); 鰭2.角度B += 根本角度 + u1; if (鰭2 is 鰭_魚 && 根本角度 < 0.0) @@ -6575,9 +6575,9 @@ namespace SlaveMatrix } } - public static void 鰭右(this Cha Cha, int n, double u1, double 根本角度) + public static void 鰭右(this Character Cha, int n, double u1, double 根本角度) { - 鰭 鰭2 = Cha.Bod.鰭右[n]; + 鰭 鰭2 = Cha.Body.鰭右[n]; 鰭2.SetAngle0(); 鰭2.角度B += 0.0 - 根本角度 + (0.0 - u1); if (鰭2 is 鰭_魚 && 根本角度 < 0.0) @@ -6586,37 +6586,37 @@ namespace SlaveMatrix } } - public static void 鰭_基本左(this Cha Cha, int n, double u1) + public static void 鰭_基本左(this Character Cha, int n, double u1) { Cha.鰭左(n, 0.0, u1); } - public static void 鰭_基本右(this Cha Cha, int n, double u1) + public static void 鰭_基本右(this Character Cha, int n, double u1) { Cha.鰭右(n, 0.0, u1); } - public static void 鰭_上げ左(this Cha Cha, int n, double u1) + public static void 鰭_上げ左(this Character Cha, int n, double u1) { Cha.鰭左(n, 25.0, u1); } - public static void 鰭_上げ右(this Cha Cha, int n, double u1) + public static void 鰭_上げ右(this Character Cha, int n, double u1) { Cha.鰭右(n, 25.0, u1); } - public static void 鰭_下げ左(this Cha Cha, int n, double u1) + public static void 鰭_下げ左(this Character Cha, int n, double u1) { Cha.鰭左(n, -25.0, u1); } - public static void 鰭_下げ右(this Cha Cha, int n, double u1) + public static void 鰭_下げ右(this Character Cha, int n, double u1) { Cha.鰭右(n, -25.0, u1); } - public static void 両鰭_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両鰭_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); @@ -6624,7 +6624,7 @@ namespace SlaveMatrix Cha.鰭右_0(i2, n, u); } - public static void 鰭左_0(this Cha c, int i, int n, double u1) + public static void 鰭左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -6640,7 +6640,7 @@ namespace SlaveMatrix } } - public static void 鰭右_0(this Cha c, int i, int n, double u1) + public static void 鰭右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -6656,63 +6656,63 @@ namespace SlaveMatrix } } - public static void 鰭絶頂(this Cha Cha, double a) + public static void 鰭絶頂(this Character Cha, double a) { - foreach (鰭 item in Cha.Bod.鰭左) + foreach (鰭 item in Cha.Body.鰭左) { item.角度C = a * RNG.XS.NextDouble(); } - foreach (鰭 item2 in Cha.Bod.鰭右) + foreach (鰭 item2 in Cha.Body.鰭右) { item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 葉左(this Cha Cha, int n, double u1, double 根本角度) + public static void 葉左(this Character Cha, int n, double u1, double 根本角度) { - 葉 obj = Cha.Bod.葉左[n]; + 葉 obj = Cha.Body.葉左[n]; obj.SetAngle0(); obj.角度B += 根本角度 + u1; } - public static void 葉右(this Cha Cha, int n, double u1, double 根本角度) + public static void 葉右(this Character Cha, int n, double u1, double 根本角度) { - 葉 obj = Cha.Bod.葉右[n]; + 葉 obj = Cha.Body.葉右[n]; obj.SetAngle0(); obj.角度B += 0.0 - 根本角度 + (0.0 - u1); } - public static void 葉_基本左(this Cha Cha, int n, double u1) + public static void 葉_基本左(this Character Cha, int n, double u1) { Cha.葉左(n, 0.0, u1); } - public static void 葉_基本右(this Cha Cha, int n, double u1) + public static void 葉_基本右(this Character Cha, int n, double u1) { Cha.葉右(n, 0.0, u1); } - public static void 葉_上げ左(this Cha Cha, int n, double u1) + public static void 葉_上げ左(this Character Cha, int n, double u1) { Cha.葉左(n, 25.0, u1); } - public static void 葉_上げ右(this Cha Cha, int n, double u1) + public static void 葉_上げ右(this Character Cha, int n, double u1) { Cha.葉右(n, 25.0, u1); } - public static void 葉_下げ左(this Cha Cha, int n, double u1) + public static void 葉_下げ左(this Character Cha, int n, double u1) { Cha.葉左(n, -25.0, u1); } - public static void 葉_下げ右(this Cha Cha, int n, double u1) + public static void 葉_下げ右(this Character Cha, int n, double u1) { Cha.葉右(n, -25.0, u1); } - public static void 両葉_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両葉_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); @@ -6720,7 +6720,7 @@ namespace SlaveMatrix Cha.葉右_0(i2, n, u); } - public static void 葉左_0(this Cha c, int i, int n, double u1) + public static void 葉左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -6736,7 +6736,7 @@ namespace SlaveMatrix } } - public static void 葉右_0(this Cha c, int i, int n, double u1) + public static void 葉右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -6752,63 +6752,63 @@ namespace SlaveMatrix } } - public static void 葉絶頂(this Cha Cha, double a) + public static void 葉絶頂(this Character Cha, double a) { - foreach (葉 item in Cha.Bod.葉左) + foreach (葉 item in Cha.Body.葉左) { item.角度C = a * RNG.XS.NextDouble(); } - foreach (葉 item2 in Cha.Bod.葉右) + foreach (葉 item2 in Cha.Body.葉右) { item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 前翅1左(this Cha Cha, int n, double u1, double 根本角度) + public static void 前翅1左(this Character Cha, int n, double u1, double 根本角度) { - 前翅 obj = Cha.Bod.前翅1左[n]; + 前翅 obj = Cha.Body.前翅1左[n]; obj.SetAngle0(); obj.角度B += 根本角度 + u1; } - public static void 前翅1右(this Cha Cha, int n, double u1, double 根本角度) + public static void 前翅1右(this Character Cha, int n, double u1, double 根本角度) { - 前翅 obj = Cha.Bod.前翅1右[n]; + 前翅 obj = Cha.Body.前翅1右[n]; obj.SetAngle0(); obj.角度B += 0.0 - 根本角度 + (0.0 - u1); } - public static void 前翅1_基本左(this Cha Cha, int n, double u1) + public static void 前翅1_基本左(this Character Cha, int n, double u1) { Cha.前翅1左(n, 0.0, u1); } - public static void 前翅1_基本右(this Cha Cha, int n, double u1) + public static void 前翅1_基本右(this Character Cha, int n, double u1) { Cha.前翅1右(n, 0.0, u1); } - public static void 前翅1_上げ左(this Cha Cha, int n, double u1) + public static void 前翅1_上げ左(this Character Cha, int n, double u1) { Cha.前翅1左(n, 15.0, u1); } - public static void 前翅1_上げ右(this Cha Cha, int n, double u1) + public static void 前翅1_上げ右(this Character Cha, int n, double u1) { Cha.前翅1右(n, 15.0, u1); } - public static void 前翅1_下げ左(this Cha Cha, int n, double u1) + public static void 前翅1_下げ左(this Character Cha, int n, double u1) { Cha.前翅1左(n, -15.0, u1); } - public static void 前翅1_下げ右(this Cha Cha, int n, double u1) + public static void 前翅1_下げ右(this Character Cha, int n, double u1) { Cha.前翅1右(n, -15.0, u1); } - public static void 両前翅_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両前翅_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); @@ -6816,7 +6816,7 @@ namespace SlaveMatrix Cha.前翅右_0(i2, n, u); } - public static void 前翅左_0(this Cha c, int i, int n, double u1) + public static void 前翅左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -6832,7 +6832,7 @@ namespace SlaveMatrix } } - public static void 前翅右_0(this Cha c, int i, int n, double u1) + public static void 前翅右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -6848,21 +6848,21 @@ namespace SlaveMatrix } } - public static void 前翅絶頂(this Cha Cha, double a) + public static void 前翅絶頂(this Character Cha, double a) { - foreach (前翅 item in Cha.Bod.前翅1左) + foreach (前翅 item in Cha.Body.前翅1左) { item.角度C = a * RNG.XS.NextDouble(); } - foreach (前翅 item2 in Cha.Bod.前翅1右) + foreach (前翅 item2 in Cha.Body.前翅1右) { item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 前翅2左(this Cha Cha, int n, double 展開) + public static void 前翅2左(this Character Cha, int n, double 展開) { - 前翅 前翅2 = Cha.Bod.前翅2左[n]; + 前翅 前翅2 = Cha.Body.前翅2左[n]; if (前翅2 is 前翅_甲) { if (展開 != 0.5) @@ -6878,9 +6878,9 @@ namespace SlaveMatrix } } - public static void 前翅2右(this Cha Cha, int n, double 展開) + public static void 前翅2右(this Character Cha, int n, double 展開) { - 前翅 前翅2 = Cha.Bod.前翅2右[n]; + 前翅 前翅2 = Cha.Body.前翅2右[n]; if (前翅2 is 前翅_甲) { if (展開 != 0.5) @@ -6896,43 +6896,43 @@ namespace SlaveMatrix } } - public static void 前翅2_基本左(this Cha Cha, int n) + public static void 前翅2_基本左(this Character Cha, int n) { Cha.前翅2左(n, 0.0); } - public static void 前翅2_基本右(this Cha Cha, int n) + public static void 前翅2_基本右(this Character Cha, int n) { Cha.前翅2右(n, 0.0); } - public static void 前翅2_半開左(this Cha Cha, int n) + public static void 前翅2_半開左(this Character Cha, int n) { Cha.前翅2左(n, 0.5); } - public static void 前翅2_半開右(this Cha Cha, int n) + public static void 前翅2_半開右(this Character Cha, int n) { Cha.前翅2右(n, 0.5); } - public static void 前翅2_全開左(this Cha Cha, int n) + public static void 前翅2_全開左(this Character Cha, int n) { Cha.前翅2左(n, 1.0); } - public static void 前翅2_全開右(this Cha Cha, int n) + public static void 前翅2_全開右(this Character Cha, int n) { Cha.前翅2右(n, 1.0); } - public static void 両前翅_1(this Cha Cha, int n, int i1, int i2) + public static void 両前翅_1(this Character Cha, int n, int i1, int i2) { Cha.前翅左_1(i1, n); Cha.前翅右_1(i2, n); } - public static void 前翅左_1(this Cha c, int i, int n) + public static void 前翅左_1(this Character c, int i, int n) { switch (i) { @@ -6948,7 +6948,7 @@ namespace SlaveMatrix } } - public static void 前翅右_1(this Cha c, int i, int n) + public static void 前翅右_1(this Character c, int i, int n) { switch (i) { @@ -6964,51 +6964,51 @@ namespace SlaveMatrix } } - public static void 後翅1左(this Cha Cha, int n, double u1, double 根本角度) + public static void 後翅1左(this Character Cha, int n, double u1, double 根本角度) { - 後翅 obj = Cha.Bod.後翅1左[n]; + 後翅 obj = Cha.Body.後翅1左[n]; obj.SetAngle0(); obj.角度B += 根本角度 + u1; } - public static void 後翅1右(this Cha Cha, int n, double u1, double 根本角度) + public static void 後翅1右(this Character Cha, int n, double u1, double 根本角度) { - 後翅 obj = Cha.Bod.後翅1右[n]; + 後翅 obj = Cha.Body.後翅1右[n]; obj.SetAngle0(); obj.角度B += 0.0 - 根本角度 + (0.0 - u1); } - public static void 後翅1_基本左(this Cha Cha, int n, double u1) + public static void 後翅1_基本左(this Character Cha, int n, double u1) { Cha.後翅1左(n, 0.0, u1); } - public static void 後翅1_基本右(this Cha Cha, int n, double u1) + public static void 後翅1_基本右(this Character Cha, int n, double u1) { Cha.後翅1右(n, 0.0, u1); } - public static void 後翅1_上げ左(this Cha Cha, int n, double u1) + public static void 後翅1_上げ左(this Character Cha, int n, double u1) { Cha.後翅1左(n, 15.0, u1); } - public static void 後翅1_上げ右(this Cha Cha, int n, double u1) + public static void 後翅1_上げ右(this Character Cha, int n, double u1) { Cha.後翅1右(n, 15.0, u1); } - public static void 後翅1_下げ左(this Cha Cha, int n, double u1) + public static void 後翅1_下げ左(this Character Cha, int n, double u1) { Cha.後翅1左(n, -15.0, u1); } - public static void 後翅1_下げ右(this Cha Cha, int n, double u1) + public static void 後翅1_下げ右(this Character Cha, int n, double u1) { Cha.後翅1右(n, -15.0, u1); } - public static void 両後翅_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両後翅_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); @@ -7016,7 +7016,7 @@ namespace SlaveMatrix Cha.後翅右_0(i2, n, u); } - public static void 後翅左_0(this Cha c, int i, int n, double u1) + public static void 後翅左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -7032,7 +7032,7 @@ namespace SlaveMatrix } } - public static void 後翅右_0(this Cha c, int i, int n, double u1) + public static void 後翅右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -7048,21 +7048,21 @@ namespace SlaveMatrix } } - public static void 後翅絶頂(this Cha Cha, double a) + public static void 後翅絶頂(this Character Cha, double a) { - foreach (後翅 item in Cha.Bod.後翅1左) + foreach (後翅 item in Cha.Body.後翅1左) { item.角度C = a * RNG.XS.NextDouble(); } - foreach (後翅 item2 in Cha.Bod.後翅1右) + foreach (後翅 item2 in Cha.Body.後翅1右) { item2.角度C = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 後翅2左(this Cha Cha, int n, double 展開) + public static void 後翅2左(this Character Cha, int n, double 展開) { - 後翅 後翅2 = Cha.Bod.後翅2左[n]; + 後翅 後翅2 = Cha.Body.後翅2左[n]; if (後翅2 is 後翅_甲) { if (展開 != 0.5) @@ -7078,9 +7078,9 @@ namespace SlaveMatrix } } - public static void 後翅2右(this Cha Cha, int n, double 展開) + public static void 後翅2右(this Character Cha, int n, double 展開) { - 後翅 後翅2 = Cha.Bod.後翅2右[n]; + 後翅 後翅2 = Cha.Body.後翅2右[n]; if (後翅2 is 後翅_甲) { if (展開 != 0.5) @@ -7096,43 +7096,43 @@ namespace SlaveMatrix } } - public static void 後翅2_基本左(this Cha Cha, int n) + public static void 後翅2_基本左(this Character Cha, int n) { Cha.後翅2左(n, 0.0); } - public static void 後翅2_基本右(this Cha Cha, int n) + public static void 後翅2_基本右(this Character Cha, int n) { Cha.後翅2右(n, 0.0); } - public static void 後翅2_半開左(this Cha Cha, int n) + public static void 後翅2_半開左(this Character Cha, int n) { Cha.後翅2左(n, 0.5); } - public static void 後翅2_半開右(this Cha Cha, int n) + public static void 後翅2_半開右(this Character Cha, int n) { Cha.後翅2右(n, 0.5); } - public static void 後翅2_全開左(this Cha Cha, int n) + public static void 後翅2_全開左(this Character Cha, int n) { Cha.後翅2左(n, 1.0); } - public static void 後翅2_全開右(this Cha Cha, int n) + public static void 後翅2_全開右(this Character Cha, int n) { Cha.後翅2右(n, 1.0); } - public static void 両後翅_1(this Cha Cha, int n, int i1, int i2) + public static void 両後翅_1(this Character Cha, int n, int i1, int i2) { Cha.後翅左_1(i1, n); Cha.後翅右_1(i2, n); } - public static void 後翅左_1(this Cha c, int i, int n) + public static void 後翅左_1(this Character c, int i, int n) { switch (i) { @@ -7148,7 +7148,7 @@ namespace SlaveMatrix } } - public static void 後翅右_1(this Cha c, int i, int n) + public static void 後翅右_1(this Character c, int i, int n) { switch (i) { @@ -7164,9 +7164,9 @@ namespace SlaveMatrix } } - public static void 触肢蜘左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度) + public static void 触肢蜘左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度) { - 触肢_肢蜘 obj = Cha.Bod.触肢蜘左[n]; + 触肢_肢蜘 obj = Cha.Body.触肢蜘左[n]; obj.SetAngle0(); obj.X0Y0_基節.AngleBase += 基節角度 + u1; obj.X0Y0_転節.AngleBase += 転節角度 + u2; @@ -7176,9 +7176,9 @@ namespace SlaveMatrix obj.X0Y0_蹠節.AngleBase += 蹠節角度 + u6; } - public static void 触肢蜘右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度) + public static void 触肢蜘右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度) { - 触肢_肢蜘 obj = Cha.Bod.触肢蜘右[n]; + 触肢_肢蜘 obj = Cha.Body.触肢蜘右[n]; obj.SetAngle0(); obj.X0Y0_基節.AngleBase += 0.0 - 基節角度 + (0.0 - u1); obj.X0Y0_転節.AngleBase += 0.0 - 転節角度 + (0.0 - u2); @@ -7188,37 +7188,37 @@ namespace SlaveMatrix obj.X0Y0_蹠節.AngleBase += 0.0 - 蹠節角度 + (0.0 - u6); } - public static void 触肢蜘_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蜘左(n, u1, u2, u3, u4, u5, u6, -30.0, 0.0, 0.0, -45.0, 0.0, 30.0); } - public static void 触肢蜘_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蜘右(n, u1, u2, u3, u4, u5, u6, -30.0, 0.0, 0.0, -45.0, 0.0, 30.0); } - public static void 触肢蜘_萎縮左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘_萎縮左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蜘左(n, u1, u2, u3, u4, u5, u6, -10.0, 0.0, 0.0, -8.0, 0.0, 25.0); } - public static void 触肢蜘_萎縮右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘_萎縮右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蜘右(n, u1, u2, u3, u4, u5, u6, -10.0, 0.0, 0.0, -8.0, 0.0, 25.0); } - public static void 触肢蜘_開く左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘_開く左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蜘左(n, u1, u2, u3, u4, u5, u6, -40.0, 0.0, 0.0, -100.0, 0.0, -30.0); } - public static void 触肢蜘_開く右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘_開く右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蜘右(n, u1, u2, u3, u4, u5, u6, -40.0, 0.0, 0.0, -100.0, 0.0, -30.0); } - public static void 両触肢蜘_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両触肢蜘_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -7250,7 +7250,7 @@ namespace SlaveMatrix Cha.触肢蜘右_0(i2, n, u3, u4, u5, u6, u, u2); } - public static void 触肢蜘左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) { switch (i) { @@ -7266,7 +7266,7 @@ namespace SlaveMatrix } } - public static void 触肢蜘右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蜘右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) { switch (i) { @@ -7282,9 +7282,9 @@ namespace SlaveMatrix } } - public static void 触肢蜘絶頂(this Cha Cha, double a) + public static void 触肢蜘絶頂(this Character Cha, double a) { - foreach (触肢_肢蜘 item in Cha.Bod.触肢蜘左) + foreach (触肢_肢蜘 item in Cha.Body.触肢蜘左) { item.X0Y0_基節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); @@ -7293,7 +7293,7 @@ namespace SlaveMatrix item.X0Y0_脛節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_蹠節.AngleCont = a * RNG.XS.NextDouble(); } - foreach (触肢_肢蜘 item2 in Cha.Bod.触肢蜘右) + foreach (触肢_肢蜘 item2 in Cha.Body.触肢蜘右) { item2.X0Y0_基節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -7304,9 +7304,9 @@ namespace SlaveMatrix } } - public static void 触肢蠍左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double 転節角度, double 腿節角度, double 膝節角度, double 爪1角度, double 爪2角度) + public static void 触肢蠍左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double 転節角度, double 腿節角度, double 膝節角度, double 爪1角度, double 爪2角度) { - 触肢_肢蠍 触肢_肢蠍2 = Cha.Bod.触肢蠍左[n]; + 触肢_肢蠍 触肢_肢蠍2 = Cha.Body.触肢蠍左[n]; 触肢_肢蠍2.SetAngle0(); 触肢_肢蠍2.X0Y0_転節.AngleBase += 転節角度 + u1; 触肢_肢蠍2.X0Y0_腿節.AngleBase += 腿節角度 + u2; @@ -7322,9 +7322,9 @@ namespace SlaveMatrix } } - public static void 触肢蠍右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double 転節角度, double 腿節角度, double 膝節角度, double 爪1角度, double 爪2角度) + public static void 触肢蠍右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double 転節角度, double 腿節角度, double 膝節角度, double 爪1角度, double 爪2角度) { - 触肢_肢蠍 触肢_肢蠍2 = Cha.Bod.触肢蠍右[n]; + 触肢_肢蠍 触肢_肢蠍2 = Cha.Body.触肢蠍右[n]; 触肢_肢蠍2.SetAngle0(); 触肢_肢蠍2.X0Y0_転節.AngleBase += 0.0 - 転節角度 + (0.0 - u1); 触肢_肢蠍2.X0Y0_腿節.AngleBase += 0.0 - 腿節角度 + (0.0 - u2); @@ -7340,37 +7340,37 @@ namespace SlaveMatrix } } - public static void 触肢蠍_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蠍左(n, u1, u2, u3, u4, u5, 0.0, 0.0, -5.0, 20.0, 10.0); } - public static void 触肢蠍_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蠍右(n, u1, u2, u3, u4, u5, 0.0, 0.0, -5.0, 20.0, 10.0); } - public static void 触肢蠍_萎縮左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍_萎縮左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蠍左(n, u1, u2, u3, u4, u5, -25.0, 5.0, 5.0, 35.0, 15.0); } - public static void 触肢蠍_萎縮右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍_萎縮右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蠍右(n, u1, u2, u3, u4, u5, -25.0, 5.0, 5.0, 35.0, 15.0); } - public static void 触肢蠍_開く左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍_開く左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蠍左(n, u1, u2, u3, u4, u5, 10.0, -5.0, -20.0, -5.0, -10.0); } - public static void 触肢蠍_開く右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍_開く右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6) { Cha.触肢蠍右(n, u1, u2, u3, u4, u5, 10.0, -5.0, -20.0, -5.0, -10.0); } - public static void 両触肢蠍_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両触肢蠍_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -7402,7 +7402,7 @@ namespace SlaveMatrix Cha.触肢蠍右_0(i2, n, u3, u4, u5, u6, u, u2); } - public static void 触肢蠍左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) { switch (i) { @@ -7418,7 +7418,7 @@ namespace SlaveMatrix } } - public static void 触肢蠍右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) + public static void 触肢蠍右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6) { switch (i) { @@ -7434,9 +7434,9 @@ namespace SlaveMatrix } } - public static void 触肢蠍絶頂(this Cha Cha, double a) + public static void 触肢蠍絶頂(this Character Cha, double a) { - foreach (触肢_肢蠍 item in Cha.Bod.触肢蠍左) + foreach (触肢_肢蠍 item in Cha.Body.触肢蠍左) { item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); @@ -7447,7 +7447,7 @@ namespace SlaveMatrix item.X0Y0_爪2.AngleCont = a * RNG.XS.NextDouble(); } } - foreach (触肢_肢蠍 item2 in Cha.Bod.触肢蠍右) + foreach (触肢_肢蠍 item2 in Cha.Body.触肢蠍右) { item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -7460,9 +7460,9 @@ namespace SlaveMatrix } } - public static void 節足蜘左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) + public static void 節足蜘左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) { - 節足_足蜘 節足_足蜘2 = Cha.Bod.節足蜘左[n]; + 節足_足蜘 節足_足蜘2 = Cha.Body.節足蜘左[n]; 節足_足蜘2.SetAngle0(); switch (節足_足蜘2.ConnectionType) { @@ -7503,9 +7503,9 @@ namespace SlaveMatrix } } - public static void 節足蜘右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) + public static void 節足蜘右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8, double 基節角度, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) { - 節足_足蜘 節足_足蜘2 = Cha.Bod.節足蜘右[n]; + 節足_足蜘 節足_足蜘2 = Cha.Body.節足蜘右[n]; 節足_足蜘2.SetAngle0(); switch (節足_足蜘2.ConnectionType) { @@ -7546,37 +7546,37 @@ namespace SlaveMatrix } } - public static void 節足蜘_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蜘左(n, u1, u2, u3, u4, u5, u6, u7, u8, 0.0, 0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節足蜘_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蜘右(n, u1, u2, u3, u4, u5, u6, u7, u8, 0.0, 0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節足蜘_萎縮左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘_萎縮左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蜘左(n, u1, u2, u3, u4, u5, u6, u7, u8, 0.0, 0.0, 0.0, 45.0, -15.0, 45.0, 0.0, 0.0); } - public static void 節足蜘_萎縮右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘_萎縮右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蜘右(n, u1, u2, u3, u4, u5, u6, u7, u8, 0.0, 0.0, 0.0, 45.0, -15.0, 45.0, 0.0, 0.0); } - public static void 節足蜘_開く左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘_開く左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蜘左(n, u1, u2, u3, u4, u5, u6, u7, u8, 20.0, 0.0, 0.0, -25.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節足蜘_開く右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘_開く右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蜘右(n, u1, u2, u3, u4, u5, u6, u7, u8, 20.0, 0.0, 0.0, -25.0, 0.0, 0.0, 0.0, 0.0); } - public static void 両節足蜘_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両節足蜘_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -7612,7 +7612,7 @@ namespace SlaveMatrix Cha.節足蜘右_0(i2, n, u5, u6, u7, u8, u, u2, u3, u4); } - public static void 節足蜘左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { switch (i) { @@ -7628,7 +7628,7 @@ namespace SlaveMatrix } } - public static void 節足蜘右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蜘右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { switch (i) { @@ -7644,9 +7644,9 @@ namespace SlaveMatrix } } - public static void 節足蜘絶頂(this Cha Cha, double a) + public static void 節足蜘絶頂(this Character Cha, double a) { - foreach (節足_足蜘 item in Cha.Bod.節足蜘左) + foreach (節足_足蜘 item in Cha.Body.節足蜘左) { item.X0Y0_基節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); @@ -7657,7 +7657,7 @@ namespace SlaveMatrix item.X0Y0_跗節1.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_跗節2.AngleCont = a * RNG.XS.NextDouble(); } - foreach (節足_足蜘 item2 in Cha.Bod.節足蜘右) + foreach (節足_足蜘 item2 in Cha.Body.節足蜘右) { item2.X0Y0_基節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -7670,9 +7670,9 @@ namespace SlaveMatrix } } - public static void 節足蠍_蠍左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) + public static void 節足蠍_蠍左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) { - 節足_足蠍 節足_足蠍2 = Cha.Bod.節足蠍左[n]; + 節足_足蠍 節足_足蠍2 = Cha.Body.節足蠍左[n]; 節足_足蠍2.SetAngle0(); switch (節足_足蠍2.ConnectionType) { @@ -7711,9 +7711,9 @@ namespace SlaveMatrix } } - public static void 節足蠍_蠍右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) + public static void 節足蠍_蠍右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 転節角度, double 腿節角度, double 膝節角度, double 脛節角度, double 蹠節角度, double 跗節1角度, double 跗節2角度) { - 節足_足蠍 節足_足蠍2 = Cha.Bod.節足蠍右[n]; + 節足_足蠍 節足_足蠍2 = Cha.Body.節足蠍右[n]; 節足_足蠍2.SetAngle0(); switch (節足_足蠍2.ConnectionType) { @@ -7752,37 +7752,37 @@ namespace SlaveMatrix } } - public static void 節足蠍_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蠍_蠍左(n, u1, u2, u3, u4, u5, u6, u7, -15.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節足蠍_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蠍_蠍右(n, u1, u2, u3, u4, u5, u6, u7, -15.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節足蠍_萎縮左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍_萎縮左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蠍_蠍左(n, u1, u2, u3, u4, u5, u6, u7, -20.0, 0.0, 45.0, 25.0, 0.0, 0.0, 0.0); } - public static void 節足蠍_萎縮右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍_萎縮右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蠍_蠍右(n, u1, u2, u3, u4, u5, u6, u7, -20.0, 0.0, 45.0, 25.0, 0.0, 0.0, 0.0); } - public static void 節足蠍_開く左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍_開く左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蠍_蠍左(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, -15.0, -25.0, 0.0, 0.0, 0.0); } - public static void 節足蠍_開く右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍_開く右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足蠍_蠍右(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, -15.0, -25.0, 0.0, 0.0, 0.0); } - public static void 両節足蠍_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両節足蠍_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -7818,7 +7818,7 @@ namespace SlaveMatrix Cha.節足蠍右_0(i2, n, u5, u6, u7, u8, u, u2, u3, u4); } - public static void 節足蠍左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { switch (i) { @@ -7834,7 +7834,7 @@ namespace SlaveMatrix } } - public static void 節足蠍右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足蠍右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { switch (i) { @@ -7850,9 +7850,9 @@ namespace SlaveMatrix } } - public static void 節足蠍絶頂(this Cha Cha, double a) + public static void 節足蠍絶頂(this Character Cha, double a) { - foreach (節足_足蠍 item in Cha.Bod.節足蠍左) + foreach (節足_足蠍 item in Cha.Body.節足蠍左) { item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); @@ -7862,7 +7862,7 @@ namespace SlaveMatrix item.X0Y0_跗節1.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_跗節2.AngleCont = a * RNG.XS.NextDouble(); } - foreach (節足_足蠍 item2 in Cha.Bod.節足蠍右) + foreach (節足_足蠍 item2 in Cha.Body.節足蠍右) { item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -7874,9 +7874,9 @@ namespace SlaveMatrix } } - public static void 節足百左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 基節角度, double 転節角度, double 前腿節角度, double 腿節角度, double 脛節角度, double 跗節1角度, double 跗節2角度) + public static void 節足百左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 基節角度, double 転節角度, double 前腿節角度, double 腿節角度, double 脛節角度, double 跗節1角度, double 跗節2角度) { - 節足_足百 節足_足百2 = Cha.Bod.節足百左[n]; + 節足_足百 節足_足百2 = Cha.Body.節足百左[n]; 節足_足百2.SetAngle0(); if (節足_足百2.反転Y) { @@ -7900,9 +7900,9 @@ namespace SlaveMatrix } } - public static void 節足百右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 基節角度, double 転節角度, double 前腿節角度, double 腿節角度, double 脛節角度, double 跗節1角度, double 跗節2角度) + public static void 節足百右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 基節角度, double 転節角度, double 前腿節角度, double 腿節角度, double 脛節角度, double 跗節1角度, double 跗節2角度) { - 節足_足百 節足_足百2 = Cha.Bod.節足百右[n]; + 節足_足百 節足_足百2 = Cha.Body.節足百右[n]; 節足_足百2.SetAngle0(); if (節足_足百2.反転Y) { @@ -7926,37 +7926,37 @@ namespace SlaveMatrix } } - public static void 節足百_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足百左(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, 15.0, 0.0, -15.0, 0.0, 0.0); } - public static void 節足百_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足百右(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, 15.0, 0.0, -15.0, 0.0, 0.0); } - public static void 節足百_萎縮左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百_萎縮左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足百左(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, 5.0, -25.0, -35.0, -25.0, 0.0); } - public static void 節足百_萎縮右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百_萎縮右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足百右(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, 5.0, -25.0, -35.0, -25.0, 0.0); } - public static void 節足百_開く左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百_開く左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足百左(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, 15.0, 5.0, 5.0, 5.0, 0.0); } - public static void 節足百_開く右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百_開く右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { Cha.節足百右(n, u1, u2, u3, u4, u5, u6, u7, 0.0, 0.0, 15.0, 5.0, 5.0, 5.0, 0.0); } - public static void 両節足百_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両節足百_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -7992,7 +7992,7 @@ namespace SlaveMatrix Cha.節足百右_0(i2, n, u5, u6, u7, u8, u, u2, u3, u4); } - public static void 節足百左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { switch (i) { @@ -8008,7 +8008,7 @@ namespace SlaveMatrix } } - public static void 節足百右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) + public static void 節足百右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double u8) { switch (i) { @@ -8024,9 +8024,9 @@ namespace SlaveMatrix } } - public static void 節足百絶頂(this Cha Cha, double a) + public static void 節足百絶頂(this Character Cha, double a) { - foreach (節足_足百 item in Cha.Bod.節足百左) + foreach (節足_足百 item in Cha.Body.節足百左) { item.X0Y0_基節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_転節.AngleCont = a * RNG.XS.NextDouble(); @@ -8036,7 +8036,7 @@ namespace SlaveMatrix item.X0Y0_跗節1.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_跗節2.AngleCont = a * RNG.XS.NextDouble(); } - foreach (節足_足百 item2 in Cha.Bod.節足百右) + foreach (節足_足百 item2 in Cha.Body.節足百右) { item2.X0Y0_基節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item2.X0Y0_転節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -8048,9 +8048,9 @@ namespace SlaveMatrix } } - public static void 節尾曳左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double 根本角度, double 節角度1, double 節角度2, double 節角度3, double 節角度4) + public static void 節尾曳左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double 根本角度, double 節角度1, double 節角度2, double 節角度3, double 節角度4) { - 節尾_曳航 obj = Cha.Bod.節尾曳左[n]; + 節尾_曳航 obj = Cha.Body.節尾曳左[n]; obj.SetAngle0(); obj.X0Y0_前腿節.AngleBase += 根本角度 + u1; obj.X0Y0_腿節.AngleBase += 節角度1 + u2; @@ -8059,9 +8059,9 @@ namespace SlaveMatrix obj.X0Y0_付節2.AngleBase += 節角度4 + u5; } - public static void 節尾曳右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double 根本角度, double 節角度1, double 節角度2, double 節角度3, double 節角度4) + public static void 節尾曳右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double 根本角度, double 節角度1, double 節角度2, double 節角度3, double 節角度4) { - 節尾_曳航 obj = Cha.Bod.節尾曳右[n]; + 節尾_曳航 obj = Cha.Body.節尾曳右[n]; obj.SetAngle0(); obj.X0Y0_前腿節.AngleBase += 0.0 - 根本角度 + (0.0 - u1); obj.X0Y0_腿節.AngleBase += 0.0 - 節角度1 + (0.0 - u2); @@ -8070,37 +8070,37 @@ namespace SlaveMatrix obj.X0Y0_付節2.AngleBase += 0.0 - 節角度4 + (0.0 - u5); } - public static void 節尾曳_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾曳左(n, u1, u2, u3, u4, u5, 10.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節尾曳_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾曳右(n, u1, u2, u3, u4, u5, 10.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節尾曳_閉じ左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳_閉じ左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾曳左(n, u1, u2, u3, u4, u5, 45.0, -25.0, -45.0, -45.0, 0.0); } - public static void 節尾曳_閉じ右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳_閉じ右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾曳右(n, u1, u2, u3, u4, u5, 45.0, -25.0, -45.0, -45.0, 0.0); } - public static void 節尾曳_開き左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳_開き左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾曳左(n, u1, u2, u3, u4, u5, 25.0, 0.0, 0.0, 0.0, 0.0); } - public static void 節尾曳_開き右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳_開き右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾曳右(n, u1, u2, u3, u4, u5, 25.0, 0.0, 0.0, 0.0, 0.0); } - public static void 両節尾曳_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両節尾曳_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -8132,7 +8132,7 @@ namespace SlaveMatrix Cha.節尾曳右_0(i2, n, u, u2, u3, u4, u5); } - public static void 節尾曳左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5) { switch (i) { @@ -8148,7 +8148,7 @@ namespace SlaveMatrix } } - public static void 節尾曳右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾曳右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5) { switch (i) { @@ -8164,9 +8164,9 @@ namespace SlaveMatrix } } - public static void 節尾曳絶頂(this Cha Cha, double a) + public static void 節尾曳絶頂(this Character Cha, double a) { - foreach (節尾_曳航 item in Cha.Bod.節尾曳左) + foreach (節尾_曳航 item in Cha.Body.節尾曳左) { item.X0Y0_前腿節.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_腿節.AngleCont = a * RNG.XS.NextDouble(); @@ -8174,7 +8174,7 @@ namespace SlaveMatrix item.X0Y0_付節1.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_付節2.AngleCont = a * RNG.XS.NextDouble(); } - foreach (節尾_曳航 item2 in Cha.Bod.節尾曳右) + foreach (節尾_曳航 item2 in Cha.Body.節尾曳右) { item2.X0Y0_前腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item2.X0Y0_腿節.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -8184,51 +8184,51 @@ namespace SlaveMatrix } } - public static void 節尾鋏左(this Cha Cha, int n, double u1, double 根本角度) + public static void 節尾鋏左(this Character Cha, int n, double u1, double 根本角度) { - 節尾_鋏 obj = Cha.Bod.節尾鋏左[n]; + 節尾_鋏 obj = Cha.Body.節尾鋏左[n]; obj.SetAngle0(); obj.X0Y0_牙.AngleBase += 根本角度 + u1; } - public static void 節尾鋏右(this Cha Cha, int n, double u1, double 根本角度) + public static void 節尾鋏右(this Character Cha, int n, double u1, double 根本角度) { - 節尾_鋏 obj = Cha.Bod.節尾鋏右[n]; + 節尾_鋏 obj = Cha.Body.節尾鋏右[n]; obj.SetAngle0(); obj.X0Y0_牙.AngleBase += 0.0 - 根本角度 + (0.0 - u1); } - public static void 節尾鋏_基本左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏_基本左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾鋏左(n, u1, 0.0); } - public static void 節尾鋏_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾鋏右(n, u1, 0.0); } - public static void 節尾鋏_閉じ左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏_閉じ左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾鋏左(n, u1, -15.0); } - public static void 節尾鋏_閉じ右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏_閉じ右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾鋏右(n, u1, -15.0); } - public static void 節尾鋏_開き左(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏_開き左(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾鋏左(n, u1, 25.0); } - public static void 節尾鋏_開き右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏_開き右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5) { Cha.節尾鋏右(n, u1, 25.0); } - public static void 両節尾鋏_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両節尾鋏_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double num2 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); @@ -8260,7 +8260,7 @@ namespace SlaveMatrix Cha.節尾鋏右_0(i2, n, u, u2, u3, u4, u5); } - public static void 節尾鋏左_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏左_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5) { switch (i) { @@ -8276,7 +8276,7 @@ namespace SlaveMatrix } } - public static void 節尾鋏右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5) + public static void 節尾鋏右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5) { switch (i) { @@ -8292,21 +8292,21 @@ namespace SlaveMatrix } } - public static void 節尾鋏絶頂(this Cha Cha, double a) + public static void 節尾鋏絶頂(this Character Cha, double a) { - foreach (節尾_鋏 item in Cha.Bod.節尾鋏左) + foreach (節尾_鋏 item in Cha.Body.節尾鋏左) { item.X0Y0_牙.AngleCont = a * RNG.XS.NextDouble(); } - foreach (節尾_鋏 item2 in Cha.Bod.節尾鋏右) + foreach (節尾_鋏 item2 in Cha.Body.節尾鋏右) { item2.X0Y0_牙.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); } } - public static void 虫鎌左(this Cha Cha, int n, double u1, double 根本角度) + public static void 虫鎌左(this Character Cha, int n, double u1, double 根本角度) { - 虫鎌 虫鎌2 = Cha.Bod.虫鎌左[n]; + 虫鎌 虫鎌2 = Cha.Body.虫鎌左[n]; if (虫鎌2.拘束) { 虫鎌2.SetAngle0(); @@ -8323,9 +8323,9 @@ namespace SlaveMatrix } } - public static void 虫鎌右(this Cha Cha, int n, double u1, double 根本角度) + public static void 虫鎌右(this Character Cha, int n, double u1, double 根本角度) { - 虫鎌 虫鎌2 = Cha.Bod.虫鎌右[n]; + 虫鎌 虫鎌2 = Cha.Body.虫鎌右[n]; if (虫鎌2.拘束) { 虫鎌2.SetAngle0(); @@ -8342,37 +8342,37 @@ namespace SlaveMatrix } } - public static void 虫鎌_基本左(this Cha Cha, int n, double u1) + public static void 虫鎌_基本左(this Character Cha, int n, double u1) { Cha.虫鎌左(n, u1, 0.0); } - public static void 虫鎌_基本右(this Cha Cha, int n, double u1) + public static void 虫鎌_基本右(this Character Cha, int n, double u1) { Cha.虫鎌右(n, u1, 0.0); } - public static void 虫鎌_半開左(this Cha Cha, int n, double u1) + public static void 虫鎌_半開左(this Character Cha, int n, double u1) { Cha.虫鎌左(n, u1, 45.0); } - public static void 虫鎌_半開右(this Cha Cha, int n, double u1) + public static void 虫鎌_半開右(this Character Cha, int n, double u1) { Cha.虫鎌右(n, u1, 45.0); } - public static void 虫鎌_全開左(this Cha Cha, int n, double u1) + public static void 虫鎌_全開左(this Character Cha, int n, double u1) { Cha.虫鎌左(n, u1, 90.0); } - public static void 虫鎌_全開右(this Cha Cha, int n, double u1) + public static void 虫鎌_全開右(this Character Cha, int n, double u1) { Cha.虫鎌右(n, u1, 90.0); } - public static void 両虫鎌_0(this Cha Cha, int n, bool 同角, int i1, int i2) + public static void 両虫鎌_0(this Character Cha, int n, bool 同角, int i1, int i2) { double num = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); double u = ((!同角) ? Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5) : num); @@ -8380,7 +8380,7 @@ namespace SlaveMatrix Cha.虫鎌右_0(i2, n, u); } - public static void 虫鎌左_0(this Cha c, int i, int n, double u1) + public static void 虫鎌左_0(this Character c, int i, int n, double u1) { switch (i) { @@ -8396,7 +8396,7 @@ namespace SlaveMatrix } } - public static void 虫鎌右_0(this Cha c, int i, int n, double u1) + public static void 虫鎌右_0(this Character c, int i, int n, double u1) { switch (i) { @@ -8412,16 +8412,16 @@ namespace SlaveMatrix } } - public static void 虫鎌絶頂(this Cha Cha, double a) + public static void 虫鎌絶頂(this Character Cha, double a) { - foreach (虫鎌 item in Cha.Bod.虫鎌左) + foreach (虫鎌 item in Cha.Body.虫鎌左) { if (!item.拘束) { item.角度C = a * RNG.XS.NextDouble(); } } - foreach (虫鎌 item2 in Cha.Bod.虫鎌右) + foreach (虫鎌 item2 in Cha.Body.虫鎌右) { if (!item2.拘束) { @@ -8430,9 +8430,9 @@ namespace SlaveMatrix } } - public static void 触手左(this Cha Cha, int n, int si, double u1, double u2, double u3, double 根本角度, double 開口, params Func[] angs) + public static void 触手左(this Character Cha, int n, int si, double u1, double u2, double u3, double 根本角度, double 開口, params Func[] angs) { - 触手 触手2 = Cha.Bod.触手左[n]; + 触手 触手2 = Cha.Body.触手左[n]; 触手2.SetAngle0(); if (angs.Length != 0) { @@ -8480,9 +8480,9 @@ namespace SlaveMatrix 触手2.重複角度処理(); } - public static void 触手右(this Cha Cha, int n, int si, double u1, double u2, double u3, double 根本角度, double 開口, params Func[] angs) + public static void 触手右(this Character Cha, int n, int si, double u1, double u2, double u3, double 根本角度, double 開口, params Func[] angs) { - 触手 触手2 = Cha.Bod.触手右[n]; + 触手 触手2 = Cha.Body.触手右[n]; 触手2.SetAngle0(); if (angs.Length != 0) { @@ -8530,32 +8530,32 @@ namespace SlaveMatrix 触手2.重複角度処理(); } - public static void 触手_基本右(this Cha Cha, int n, int s, double u1, double u2, double u3) + public static void 触手_基本右(this Character Cha, int n, int s, double u1, double u2, double u3) { Cha.触手右(n, s, u1, u2, u3, 20.0.GetRanAngle(), 0.0); } - public static void 触手_S字左(this Cha Cha, int n, int s, double u1, double u2, double u3) + public static void 触手_S字左(this Character Cha, int n, int s, double u1, double u2, double u3) { Cha.触手左(n, s, u1, u2, u3, 20.0.GetRanAngle(), 0.25, (int i) => 35.0, (int i) => -35.0); } - public static void 触手_S字右(this Cha Cha, int n, int s, double u1, double u2, double u3) + public static void 触手_S字右(this Character Cha, int n, int s, double u1, double u2, double u3) { Cha.触手右(n, s, u1, u2, u3, 20.0.GetRanAngle(), 0.25, (int i) => 35.0, (int i) => -35.0); } - public static void 触手_波右(this Cha Cha, int n, int s, double u1, double u2, double u3) + public static void 触手_波右(this Character Cha, int n, int s, double u1, double u2, double u3) { Cha.触手右(n, s, u1, u2, u3, 20.0.GetRanAngle(), 0.25, (int i) => System.Math.Sin(i) * 80.0); } - public static void 触手_ピーン右(this Cha Cha, int n, int s, double u1, double u2, double u3) + public static void 触手_ピーン右(this Character Cha, int n, int s, double u1, double u2, double u3) { Cha.触手右(n, s, u1, u2, u3, 20.0.GetRanAngle(), 0.0, (int i) => 0.0, (int i) => 25.0.GetRanAngle()); } - public static void 両触手_S字(this Cha Cha, int n) + public static void 両触手_S字(this Character Cha, int n) { double u = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); double u2 = Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.75); @@ -8565,12 +8565,12 @@ namespace SlaveMatrix Cha.触手_S字右(n, s, u, u2, u3); } - public static void 両触手_0(this Cha Cha, int n, int i2) + public static void 両触手_0(this Character Cha, int n, int i2) { Cha.触手右_0(i2, n, RNG.XS.NextSign(), Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.25), Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.25), Cha.角度ムラ(RNG.XS.NextSign(), 1.5, RNG.XS.NextSign(), 0.25)); } - public static void 触手右_0(this Cha c, int i, int n, int s, double u1, double u2, double u3) + public static void 触手右_0(this Character c, int i, int n, int s, double u1, double u2, double u3) { switch (i) { @@ -8589,9 +8589,9 @@ namespace SlaveMatrix } } - public static void 触手絶頂(this Cha Cha, double a) + public static void 触手絶頂(this Character Cha, double a) { - foreach (触手 item in Cha.Bod.触手左) + foreach (触手 item in Cha.Body.触手左) { foreach (Par item2 in item.Enum軸()) { @@ -8610,7 +8610,7 @@ namespace SlaveMatrix } } } - foreach (触手 item3 in Cha.Bod.触手右) + foreach (触手 item3 in Cha.Body.触手右) { foreach (Par item4 in item3.Enum軸()) { @@ -8631,9 +8631,9 @@ namespace SlaveMatrix } } - public static void 触手犬右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 根本角度, double UpperArm角度, double LowerArm角度, double 手角度, double 開口, double 開指, params Func[] angs) + public static void 触手犬右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7, double 根本角度, double UpperArm角度, double LowerArm角度, double 手角度, double 開口, double 開指, params Func[] angs) { - 触手_犬 触手_犬2 = Cha.Bod.触手犬右[n]; + 触手_犬 触手_犬2 = Cha.Body.触手犬右[n]; 触手_犬2.SetAngle0(); 触手_犬2.X0Y0_脚後_UpperArm.AngleBase -= 触手_犬2.X0Y0_Torso_節9_Torso.Angle; 触手_犬2.X0Y0_脚前_UpperArm.AngleBase -= 触手_犬2.X0Y0_Torso_節9_Torso.Angle; @@ -8683,32 +8683,32 @@ namespace SlaveMatrix 触手_犬2.重複角度処理(); } - public static void 触手犬_基本右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) + public static void 触手犬_基本右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) { Cha.触手犬右(n, u1, u2, u3, u4, u5, u6, u7, 5.0.GetRanAngle(), 10.0, 0.0, 0.0, 0.0, 0.0); } - public static void 触手犬_伏せ右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) + public static void 触手犬_伏せ右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) { Cha.触手犬右(n, u1, u2, u3, u4, u5, u6, u7, 5.0.GetRanAngle(), -35.0, 130.0, -80.0, 0.0, 0.0, (int i) => 8.0, (int i) => -10.0); } - public static void 触手犬_威嚇右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) + public static void 触手犬_威嚇右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) { Cha.触手犬右(n, u1, u2, u3, u4, u5, u6, u7, 5.0.GetRanAngle(), -20.0, 65.0, -40.0, 1.0, 1.0, (int i) => 2.5); } - public static void 触手犬_竦み右(this Cha Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) + public static void 触手犬_竦み右(this Character Cha, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) { Cha.触手犬右(n, u1, u2, u3, u4, u5, u6, u7, 2.0.GetRanAngle(), -40.0, 130.0, -80.0, 0.0, 0.0, (int i) => 8.0); } - public static void 両触手犬_0(this Cha Cha, int n, int i2) + public static void 両触手犬_0(this Character Cha, int n, int i2) { Cha.触手犬右_0(i2, n, Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 0.5, RNG.XS.NextSign(), 0.5), Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5), Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5), Cha.角度ムラ(RNG.XS.NextSign(), 1.0, RNG.XS.NextSign(), 0.5)); } - public static void 触手犬右_0(this Cha c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) + public static void 触手犬右_0(this Character c, int i, int n, double u1, double u2, double u3, double u4, double u5, double u6, double u7) { switch (i) { @@ -8727,9 +8727,9 @@ namespace SlaveMatrix } } - public static void 触手犬絶頂(this Cha Cha, double a) + public static void 触手犬絶頂(this Character Cha, double a) { - foreach (触手_犬 item in Cha.Bod.触手犬左) + foreach (触手_犬 item in Cha.Body.触手犬左) { item.X0Y0_脚後_UpperArm.AngleCont = a * RNG.XS.NextDouble(); item.X0Y0_脚前_UpperArm.AngleCont = a * RNG.XS.NextDouble(); @@ -8760,7 +8760,7 @@ namespace SlaveMatrix item2.AngleCont = a * RNG.XS.NextDouble(); } } - foreach (触手_犬 item3 in Cha.Bod.触手犬右) + foreach (触手_犬 item3 in Cha.Body.触手犬右) { item3.X0Y0_脚後_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); item3.X0Y0_脚前_UpperArm.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); @@ -8793,9 +8793,9 @@ namespace SlaveMatrix } } - public static void 尾(this Cha Cha, int n, int s, double 展開, double 根本角度, params Func[] angs) + public static void 尾(this Character Cha, int n, int s, double 展開, double 根本角度, params Func[] angs) { - 尾 尾2 = Cha.Bod.尾[n]; + 尾 尾2 = Cha.Body.尾[n]; string text = 尾2.ConnectionType.ToString(); if (text.Contains("左")) { @@ -8841,11 +8841,11 @@ namespace SlaveMatrix 尾鰭_魚 ele = 尾2.EnumEle().GetEle<尾鰭_魚>(); if (ele != null) { - ele.展開 = 展開 * Cha.ChaD.固有値 * RNG.XS.NextDouble(); + ele.展開 = 展開 * Cha.CharacterData.固有値 * RNG.XS.NextDouble(); } else if (尾2 is 尾_鳥) { - ((尾_鳥)尾2).展開 = 展開 * Cha.ChaD.固有値 * RNG.XS.NextDouble(); + ((尾_鳥)尾2).展開 = 展開 * Cha.CharacterData.固有値 * RNG.XS.NextDouble(); } if (尾2.EnumEle().IsEle<尾鰭>()) { @@ -8853,27 +8853,27 @@ namespace SlaveMatrix } } - public static void 尾_基本(this Cha Cha, int n) + public static void 尾_基本(this Character Cha, int n) { Cha.尾(n, RNG.XS.NextSign(), RNG.XS.NextDouble(), 0.0); } - public static void 尾_S字(this Cha Cha, int n) + public static void 尾_S字(this Character Cha, int n) { Cha.尾(n, RNG.XS.NextSign(), 0.5, 10.0.GetRanAngle(), (int i) => 25.0, (int i) => -25.0); } - public static void 尾_波(this Cha Cha, int n) + public static void 尾_波(this Character Cha, int n) { Cha.尾(n, RNG.XS.NextSign(), 0.5, 10.0.GetRanAngle(), (int i) => System.Math.Sin(i) * 40.0); } - public static void 尾_ピーン(this Cha Cha, int n) + public static void 尾_ピーン(this Character Cha, int n) { Cha.尾(n, RNG.XS.NextSign(), 1.0, 10.0.GetRanAngle(), (int i) => 0.0, (int i) => 25.0.GetRanAngle()); } - public static void 尾_0(this Cha c, int n, int i) + public static void 尾_0(this Character c, int n, int i) { switch (i) { @@ -8892,10 +8892,10 @@ namespace SlaveMatrix } } - public static void 尾絶頂(this Cha Cha, double a) + public static void 尾絶頂(this Character Cha, double a) { double 展開 = a * 0.015 * RNG.XS.NextDouble(); - foreach (尾 item in Cha.Bod.尾) + foreach (尾 item in Cha.Body.尾) { if (item.右) { @@ -8930,35 +8930,35 @@ namespace SlaveMatrix } } - public static void 長胴(this Cha Cha, int si, params Func[] angs) + public static void 長胴(this Character Cha, int si, params Func[] angs) { if (angs.Length == 0) { return; } int num = 0; - int num2 = Cha.Bod.長胴n / angs.Length; + int num2 = Cha.Body.長胴n / angs.Length; if (num2 == 0) { num2 = 1; } - double num3 = (double)Cha.Bod.長胴n * 0.1; + double num3 = (double)Cha.Body.長胴n * 0.1; double num4 = Cha.角度ムラ(RNG.XS.NextSign(), 3.0, RNG.XS.NextSign(), 1.5); - foreach (長胴 item in Cha.Bod.長胴.Skip(1)) + foreach (長胴 item in Cha.Body.長胴.Skip(1)) { item.角度B = (double)si * angs[(num / num2).Limit(0, angs.Length)](num) / num3 + num4; num++; } } - public static void 長胴_基本(this Cha Cha) + public static void 長胴_基本(this Character Cha) { Cha.長胴(RNG.XS.NextSign(), (int i) => 4.0.GetRanAngle()); } - public static void 魚(this Cha Cha, int s, params Func[] angs) + public static void 魚(this Character Cha, int s, params Func[] angs) { - Par[] array = Cha.Bod.魚.軸列挙().ToArray(); + Par[] array = Cha.Body.魚.軸列挙().ToArray(); if (angs.Length != 0) { int num = 0; @@ -8974,27 +8974,27 @@ namespace SlaveMatrix } } - public static void 魚_基本(this Cha Cha) + public static void 魚_基本(this Character Cha) { Cha.魚(RNG.XS.NextSign(), (int i) => 5.0.GetRanAngle()); } - public static void 魚_S字(this Cha Cha) + public static void 魚_S字(this Character Cha) { Cha.魚(RNG.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); } - public static void 魚_波(this Cha Cha) + public static void 魚_波(this Character Cha) { Cha.魚(RNG.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); } - public static void 魚_ピーン(this Cha Cha) + public static void 魚_ピーン(this Character Cha) { Cha.魚(RNG.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); } - public static void 魚_0(this Cha c, int i) + public static void 魚_0(this Character c, int i) { switch (i) { @@ -9013,9 +9013,9 @@ namespace SlaveMatrix } } - public static void 鯨(this Cha Cha, int s, params Func[] angs) + public static void 鯨(this Character Cha, int s, params Func[] angs) { - Par[] array = Cha.Bod.鯨.軸列挙().ToArray(); + Par[] array = Cha.Body.鯨.軸列挙().ToArray(); if (angs.Length != 0) { int num = 0; @@ -9031,27 +9031,27 @@ namespace SlaveMatrix } } - public static void 鯨_基本(this Cha Cha) + public static void 鯨_基本(this Character Cha) { Cha.鯨(RNG.XS.NextSign(), (int i) => 5.0.GetRanAngle()); } - public static void 鯨_S字(this Cha Cha) + public static void 鯨_S字(this Character Cha) { Cha.鯨(RNG.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); } - public static void 鯨_波(this Cha Cha) + public static void 鯨_波(this Character Cha) { Cha.鯨(RNG.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); } - public static void 鯨_ピーン(this Cha Cha) + public static void 鯨_ピーン(this Character Cha) { Cha.鯨(RNG.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); } - public static void 鯨_0(this Cha c, int i) + public static void 鯨_0(this Character c, int i) { switch (i) { @@ -9070,9 +9070,9 @@ namespace SlaveMatrix } } - public static void 蠍(this Cha Cha, int s, params Func[] angs) + public static void 蠍(this Character Cha, int s, params Func[] angs) { - Par[] array = Cha.Bod.蠍.軸列挙().ToArray(); + Par[] array = Cha.Body.蠍.軸列挙().ToArray(); if (angs.Length != 0) { int num = 0; @@ -9088,27 +9088,27 @@ namespace SlaveMatrix } } - public static void 蠍_基本(this Cha Cha) + public static void 蠍_基本(this Character Cha) { Cha.蠍(RNG.XS.NextSign(), (int i) => 5.0.GetRanAngle()); } - public static void 蠍_S字(this Cha Cha) + public static void 蠍_S字(this Character Cha) { Cha.蠍(RNG.XS.NextSign(), (int i) => 5.0, (int i) => -5.0); } - public static void 蠍_波(this Cha Cha) + public static void 蠍_波(this Character Cha) { Cha.蠍(RNG.XS.NextSign(), (int i) => System.Math.Sin(i) * 5.0); } - public static void 蠍_ピーン(this Cha Cha) + public static void 蠍_ピーン(this Character Cha) { Cha.蠍(RNG.XS.NextSign(), (int i) => 0.0, (int i) => 5.0.GetRanAngle()); } - public static void 蠍_0(this Cha c, int i) + public static void 蠍_0(this Character c, int i) { switch (i) { @@ -9127,29 +9127,29 @@ namespace SlaveMatrix } } - public static void 植(this Cha Cha, int si, double 角度) + public static void 植(this Character Cha, int si, double 角度) { - Cha.Bod.植.X0Y0_幹下.AngleBase = (double)si * 角度 + Cha.角度ムラ(RNG.XS.NextSign(), 10.0, RNG.XS.NextSign(), 5.0); + Cha.Body.植.X0Y0_幹下.AngleBase = (double)si * 角度 + Cha.角度ムラ(RNG.XS.NextSign(), 10.0, RNG.XS.NextSign(), 5.0); } - public static void 植_基本(this Cha Cha) + public static void 植_基本(this Character Cha) { Cha.植(RNG.XS.NextSign(), 5.0.GetRanAngle()); } - public static void 植絶頂(this Cha Cha, double a) + public static void 植絶頂(this Character Cha, double a) { - if (Cha.Bod.植.右) + if (Cha.Body.植.右) { - Cha.Bod.植.X0Y0_幹下.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); + Cha.Body.植.X0Y0_幹下.AngleCont = (0.0 - a) * RNG.XS.NextDouble(); } else { - Cha.Bod.植.X0Y0_幹下.AngleCont = a * RNG.XS.NextDouble(); + Cha.Body.植.X0Y0_幹下.AngleCont = a * RNG.XS.NextDouble(); } } - public static void 表情_基本0(this Cha c) + public static void 表情_基本0(this Character c) { c.両眉_無(); c.両眉_下(); @@ -9158,7 +9158,7 @@ namespace SlaveMatrix c.口_閉笑(); } - public static void 表情_基本1(this Cha c) + public static void 表情_基本1(this Character c) { c.両眉_無(); c.両眉_下(); @@ -9167,7 +9167,7 @@ namespace SlaveMatrix c.口_薄笑(); } - public static void 表情_基本1眉上(this Cha c) + public static void 表情_基本1眉上(this Character c) { c.両眉_無(); c.両眉_上(); @@ -9176,7 +9176,7 @@ namespace SlaveMatrix c.口_薄笑(); } - public static void 表情_不敵0(this Cha c) + public static void 表情_不敵0(this Character c) { c.両眉_無(); c.両眉_下(); @@ -9185,7 +9185,7 @@ namespace SlaveMatrix c.口_閉笑(); } - public static void 表情_不敵0眉上(this Cha c) + public static void 表情_不敵0眉上(this Character c) { c.両眉_無(); c.両眉_上(); @@ -9194,7 +9194,7 @@ namespace SlaveMatrix c.口_閉笑(); } - public static void 表情_不敵1(this Cha c) + public static void 表情_不敵1(this Character c) { c.両眉_無(); c.両眉_下(); @@ -9203,7 +9203,7 @@ namespace SlaveMatrix c.口_薄笑(); } - public static void 表情_不敵1眉上(this Cha c) + public static void 表情_不敵1眉上(this Character c) { c.両眉_無(); c.両眉_上(); @@ -9212,7 +9212,7 @@ namespace SlaveMatrix c.口_薄笑(); } - public static void 表情_困り顔0(this Cha c) + public static void 表情_困り顔0(this Character c) { c.両眉_顰(); c.両眉_下(); @@ -9221,7 +9221,7 @@ namespace SlaveMatrix c.口_閉笑(); } - public static void 表情_困り顔1(this Cha c) + public static void 表情_困り顔1(this Character c) { c.両眉_顰(); c.両眉_下(); @@ -9230,7 +9230,7 @@ namespace SlaveMatrix c.口_薄笑(); } - public static void 表情_卑屈(this Cha c) + public static void 表情_卑屈(this Character c) { c.両眉_顰(); c.両眉_下(); @@ -9239,7 +9239,7 @@ namespace SlaveMatrix c.口_薄笑(); } - public static void 表情_素0(this Cha c) + public static void 表情_素0(this Character c) { c.両眉_無(); c.両眉_下(); @@ -9248,7 +9248,7 @@ namespace SlaveMatrix c.口_閉じ(); } - public static void 表情_素0眉上(this Cha c) + public static void 表情_素0眉上(this Character c) { c.両眉_無(); c.両眉_上(); @@ -9257,7 +9257,7 @@ namespace SlaveMatrix c.口_閉じ(); } - public static void 表情_素1(this Cha c) + public static void 表情_素1(this Character c) { c.両眉_無(); c.両眉_下(); @@ -9266,7 +9266,7 @@ namespace SlaveMatrix c.口_半開1(); } - public static void SetInitialExpression(this Cha c) + public static void SetInitialExpression(this Character c) { c.眉(); c.目(); @@ -9276,7 +9276,7 @@ namespace SlaveMatrix c.顎(); } - public static void UpdateExpression(this Cha c) + public static void UpdateExpression(this Character c) { switch (RNG.XS.Next(6)) { @@ -9301,10 +9301,10 @@ namespace SlaveMatrix } } - public static void 眉(this Cha c) + public static void 眉(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.Is双眉) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.Is双眉) { if (状態 == EmotionType.Acceptance || 状態 == EmotionType.Desire || 状態 == EmotionType.Excitement || 状態 == EmotionType.余裕 || 状態 == EmotionType.Happiness || 状態 == EmotionType.Joy || 状態 == EmotionType.Lewd || 状態 == EmotionType.Other) { @@ -9326,130 +9326,130 @@ namespace SlaveMatrix c.両眉_1(眉_1感情対応[状態][RNG.XS.Next(眉_1感情対応[状態].Count)], 眉_1感情対応[状態][RNG.XS.Next(眉_1感情対応[状態].Count)]); } } - else if (c.Bod.Is単眉) + else if (c.Body.Is単眉) { c.単眉_0(単眉_0感情対応[状態][RNG.XS.Next(単眉_0感情対応[状態].Count)]); c.単眉_1(単眉_1感情対応[状態][RNG.XS.Next(単眉_1感情対応[状態].Count)]); } } - public static void 目(this Cha c) + public static void 目(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.Is双眼 || c.Bod.Is単眼 || c.Bod.Is頬眼 || c.Bod.Is額眼) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.IsDualEyes || c.Body.IsSingleEye || c.Body.IsCheekEyes || c.Body.IsForeheadEye) { int num = 目_0感情対応[状態][RNG.XS.Next(目_0感情対応[状態].Count)]; - if (c.ChaD.Stamina < 0.3 && c.ChaD.Sensitivity > 0.8 && c.ChaD.Excitement > 0.8 && c.ChaD.Taming > 0.8 && 0.5.Lot()) + if (c.CharacterData.Stamina < 0.3 && c.CharacterData.Sensitivity > 0.8 && c.CharacterData.Excitement > 0.8 && c.CharacterData.Taming > 0.8 && 0.5.Lot()) { num = 3; } - if (c.Bod.Is双眼) + if (c.Body.IsDualEyes) { c.両目_0(num, num); } - else if (c.Bod.Is単眼) + else if (c.Body.IsSingleEye) { c.単目_0(num); } - if (c.Bod.Is頬眼) + if (c.Body.IsCheekEyes) { c.両頬目_0(num, num); } - if (c.Bod.Is額眼) + if (c.Body.IsForeheadEye) { c.額目_0(num); } } } - public static void 瞼(this Cha c) + public static void 瞼(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.Is双眼) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.IsDualEyes) { int num = 瞼_0感情対応[状態][RNG.XS.Next(瞼_0感情対応[状態].Count)]; c.両瞼_0(num, num); - int num2 = (c.Bod.目隠帯_表示 ? 3 : 瞼_1感情対応[状態][RNG.XS.Next(瞼_1感情対応[状態].Count)]); + int num2 = (c.Body.目隠帯_表示 ? 3 : 瞼_1感情対応[状態][RNG.XS.Next(瞼_1感情対応[状態].Count)]); c.両瞼_1(num2, num2); } - else if (c.Bod.Is単眼) + else if (c.Body.IsSingleEye) { c.単瞼_0(単瞼_0感情対応[状態][RNG.XS.Next(単瞼_0感情対応[状態].Count)]); - c.単瞼_1(c.Bod.目隠帯_表示 ? 3 : 単瞼_1感情対応[状態][RNG.XS.Next(単瞼_1感情対応[状態].Count)]); + c.単瞼_1(c.Body.目隠帯_表示 ? 3 : 単瞼_1感情対応[状態][RNG.XS.Next(単瞼_1感情対応[状態].Count)]); } - if (c.Bod.Is頬眼) + if (c.Body.IsCheekEyes) { int num = 頬瞼_0感情対応[状態][RNG.XS.Next(頬瞼_0感情対応[状態].Count)]; c.両頬瞼_0(num, num); - int num2 = (c.Bod.目隠帯_表示 ? 3 : 頬瞼_1感情対応[状態][RNG.XS.Next(頬瞼_1感情対応[状態].Count)]); + int num2 = (c.Body.目隠帯_表示 ? 3 : 頬瞼_1感情対応[状態][RNG.XS.Next(頬瞼_1感情対応[状態].Count)]); c.両頬瞼_1(num2, num2); } - if (c.Bod.Is額眼) + if (c.Body.IsForeheadEye) { c.額瞼_0(額瞼_0感情対応[状態][RNG.XS.Next(額瞼_0感情対応[状態].Count)]); - c.額瞼_1(c.Bod.目隠帯_表示 ? 3 : 額瞼_1感情対応[状態][RNG.XS.Next(額瞼_1感情対応[状態].Count)]); + c.額瞼_1(c.Body.目隠帯_表示 ? 3 : 額瞼_1感情対応[状態][RNG.XS.Next(額瞼_1感情対応[状態].Count)]); } } - public static void 口(this Cha c) + public static void 口(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (!Player.UI.Is口挿入 && !c.Bod.玉口枷_表示) + EmotionType 状態 = c.CharacterData.Emotion; + if (!Player.UI.Is口挿入 && !c.Body.玉口枷_表示) { int num = 口_0感情対応[状態][RNG.XS.Next(口_0感情対応[状態].Count)]; c.口_0(num); - num = ((c.Med.Mode == "Training" && Tongue.Contains(num) && c.ChaD.Sesnsitivities[ContactType.Mouth] > 0.6 && c.ChaD.Sensitivity > 0.6 && c.ChaD.Excitement > 0.6 && c.ChaD.Tension < 0.5 && c.ChaD.Pride == 0.0 && c.ChaD.Lust > 0.6 && c.ChaD.Taming > 0.5 && 0.5.Lot()) ? 1 : 0); + num = ((c.ModeEventDispatcher.Mode == "Training" && Tongue.Contains(num) && c.CharacterData.Sesnsitivities[ContactType.Mouth] > 0.6 && c.CharacterData.Sensitivity > 0.6 && c.CharacterData.Excitement > 0.6 && c.CharacterData.Tension < 0.5 && c.CharacterData.Pride == 0.0 && c.CharacterData.Lust > 0.6 && c.CharacterData.Taming > 0.5 && 0.5.Lot()) ? 1 : 0); c.舌_0(num); } } - public static void 耳(this Cha c) + public static void 耳(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.Is人耳) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.Is人耳) { int num = 耳_0感情対応[状態][RNG.XS.Next(耳_0感情対応[状態].Count)]; c.両耳_0(num, num); } - else if (c.Bod.Is獣耳) + else if (c.Body.Is獣耳) { c.両獣耳_0(獣耳_0感情対応[状態][RNG.XS.Next(獣耳_0感情対応[状態].Count)], 獣耳_0感情対応[状態][RNG.XS.Next(獣耳_0感情対応[状態].Count)]); } } - public static void 顎(this Cha c) + public static void 顎(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.虫顎n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.虫顎n > 0) { int num = 虫顎_0感情対応[状態][RNG.XS.Next(虫顎_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.虫顎n; i++) + for (int i = 0; i < c.Body.虫顎n; i++) { c.両虫顎_0(i, 同角: true, num, num); } } - if (c.Bod.大顎n > 0) + if (c.Body.大顎n > 0) { int num = 大顎_0感情対応[状態][RNG.XS.Next(大顎_0感情対応[状態].Count)]; - if (Player.UI.Is口挿入 || c.Bod.Is拘束) + if (Player.UI.Is口挿入 || c.Body.Is拘束) { num = 1; } - for (int i = 0; i < c.Bod.大顎n; i++) + for (int i = 0; i < c.Body.大顎n; i++) { c.両大顎_0(i, 同角: true, num, num); } } } - public static void SetInitialPosture(this Cha c) + public static void SetInitialPosture(this Character c) { if (Sta.GameData.拘束具) { c.Set調教拘束姿勢(b: true); return; } - c.Bod.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = RNG.XS.NextBool(); c.腕(); c.Leg(); c.翼(); @@ -9464,10 +9464,10 @@ namespace SlaveMatrix c.尾(); c.半身(); c.SetSymmetry(); - c.Bod.Update(); + c.Body.Update(); } - public static void UpdatePosture(this Cha c) + public static void UpdatePosture(this Character c) { if (Sta.GameData.拘束具) { @@ -9476,7 +9476,7 @@ namespace SlaveMatrix } if (0.35.Lot()) { - c.Bod.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = RNG.XS.NextBool(); } switch (RNG.XS.Next(13)) { @@ -9525,23 +9525,23 @@ namespace SlaveMatrix c.半身(); break; } - c.Bod.Update(); + c.Body.Update(); } - public static void 腕(this Cha c) + public static void 腕(this Character c) { if (Player.UI.ペニス処理.手コキ.Run || Player.UI.ペニス処理.Isパイズリ他動) { return; } - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.Arm人n > 0 && !Player.UI.ペニス処理.手固定) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.Arm人n > 0 && !Player.UI.ペニス処理.手固定) { int[] array = null; - if (c.ChaD.撮影ピース経験) + if (c.CharacterData.撮影ピース経験) { IEnumerable source; - if (!c.Bod.Is獣 && !c.Is放尿() && !Player.Is性器接触) + if (!c.Body.Is獣 && !c.IsUrinating() && !Player.Is性器接触) { IEnumerable enumerable = 腕人_0感情対応[状態]; source = enumerable; @@ -9555,7 +9555,7 @@ namespace SlaveMatrix else { IEnumerable source2; - if (!c.Bod.Is獣 && !c.Is放尿() && !Player.Is性器接触) + if (!c.Body.Is獣 && !c.IsUrinating() && !Player.Is性器接触) { IEnumerable enumerable = 腕人_0感情対応[状態]; source2 = enumerable; @@ -9580,46 +9580,46 @@ namespace SlaveMatrix array = (flag ? new int[5] { 0, 2, 7, 13, 18 } : new int[7] { 0, 1, 2, 3, 7, 13, 18 }); } } - for (int i = 0; i < c.Bod.Arm人n; i++) + for (int i = 0; i < c.Body.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), array[RNG.XS.Next(array.Length)], array[RNG.XS.Next(array.Length)]); } } - if (c.Bod.腕翼鳥n > 0) + if (c.Body.腕翼鳥n > 0) { int num = 腕翼鳥_0感情対応[状態][RNG.XS.Next(腕翼鳥_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.腕翼鳥n; i++) + for (int i = 0; i < c.Body.腕翼鳥n; i++) { c.両腕翼鳥_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕翼獣n > 0) + if (c.Body.腕翼獣n > 0) { int num = 腕翼獣_0感情対応[状態][RNG.XS.Next(腕翼獣_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.腕翼獣n; i++) + for (int i = 0; i < c.Body.腕翼獣n; i++) { c.両腕翼獣_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕獣n > 0) + if (c.Body.腕獣n > 0) { int num = 腕獣_0感情対応[状態][RNG.XS.Next(腕獣_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.腕獣n; i++) + for (int i = 0; i < c.Body.腕獣n; i++) { c.両腕獣_0(i, RNG.XS.NextBool(), num, num); } } } - public static void Leg(this Cha c) + public static void Leg(this Character c) { if (Player.UI.ペニス処理.足コキ.Run) { return; } - EmotionType 状態 = c.ChaD.Emotion; + EmotionType 状態 = c.CharacterData.Emotion; int num = 0; - if (c.Bod.脚人n > 0 && !Player.UI.ペニス処理.足固定 && !c.Bod.Is粘 && !c.Bod.Is植) + if (c.Body.脚人n > 0 && !Player.UI.ペニス処理.足固定 && !c.Body.Is粘 && !c.Body.Is植) { if (Player.UI.Is脚修正1) { @@ -9695,968 +9695,968 @@ namespace SlaveMatrix { num = 脚人_0感情対応[状態][RNG.XS.Next(脚人_0感情対応[状態].Count)]; } - for (int i = 0; i < c.Bod.脚人n; i++) + for (int i = 0; i < c.Body.脚人n; i++) { c.両脚人_0(0, RNG.XS.NextBool(), num, num); } } - if (c.Bod.脚獣n > 0) + if (c.Body.脚獣n > 0) { num = 脚獣_0感情対応[状態][RNG.XS.Next(脚獣_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.脚獣n; i++) + for (int i = 0; i < c.Body.脚獣n; i++) { c.両脚獣_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 翼(this Cha c) + public static void 翼(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.翼鳥n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.翼鳥n > 0) { int num = 翼_0感情対応[状態][RNG.XS.Next(翼_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.翼鳥n; i++) + for (int i = 0; i < c.Body.翼鳥n; i++) { c.両翼鳥_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.翼獣n > 0) + if (c.Body.翼獣n > 0) { int num2 = 翼_0感情対応[状態][RNG.XS.Next(翼_0感情対応[状態].Count)]; - for (int j = 0; j < c.Bod.翼獣n; j++) + for (int j = 0; j < c.Body.翼獣n; j++) { c.両翼獣_0(j, RNG.XS.NextBool(), num2, num2); } } } - public static void 鰭(this Cha c) + public static void 鰭(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.鰭n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.鰭n > 0) { int num = 鰭_0感情対応[状態][RNG.XS.Next(鰭_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.鰭n; i++) + for (int i = 0; i < c.Body.鰭n; i++) { c.両鰭_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 葉(this Cha c) + public static void 葉(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.葉n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.葉n > 0) { int num = 葉_0感情対応[状態][RNG.XS.Next(葉_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.葉n; i++) + for (int i = 0; i < c.Body.葉n; i++) { c.両葉_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 翅(this Cha c) + public static void 翅(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; + EmotionType 状態 = c.CharacterData.Emotion; int num; - if (c.Bod.前翅1n > 0 || c.Bod.後翅1n > 0) + if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { num = 前翅_0感情対応[状態][RNG.XS.Next(前翅_0感情対応[状態].Count)]; - if (c.Bod.前翅1n > 0) + if (c.Body.前翅1n > 0) { - for (int i = 0; i < c.Bod.前翅1n; i++) + for (int i = 0; i < c.Body.前翅1n; i++) { c.両前翅_0(i, 同角: true, num, num); } } - if (c.Bod.後翅1n > 0) + if (c.Body.後翅1n > 0) { - for (int i = 0; i < c.Bod.後翅1n; i++) + for (int i = 0; i < c.Body.後翅1n; i++) { c.両後翅_0(i, 同角: true, num, num); } } } - if (c.Bod.前翅2n <= 0 && c.Bod.後翅2n <= 0) + if (c.Body.前翅2n <= 0 && c.Body.後翅2n <= 0) { return; } num = 前翅_1感情対応[状態][RNG.XS.Next(前翅_1感情対応[状態].Count)]; - if (c.Bod.前翅2n > 0) + if (c.Body.前翅2n > 0) { - for (int i = 0; i < c.Bod.前翅2n; i++) + for (int i = 0; i < c.Body.前翅2n; i++) { c.両前翅_1(i, num, num); } } - if (c.Bod.後翅2n > 0) + if (c.Body.後翅2n > 0) { - for (int i = 0; i < c.Bod.後翅2n; i++) + for (int i = 0; i < c.Body.後翅2n; i++) { c.両後翅_1(i, num, num); } } } - public static void 触肢(this Cha c) + public static void 触肢(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.触肢蜘n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.触肢蜘n > 0) { int num = 触肢蜘_0感情対応[状態][RNG.XS.Next(触肢蜘_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.触肢蜘n; i++) + for (int i = 0; i < c.Body.触肢蜘n; i++) { c.両触肢蜘_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.触肢蠍n > 0) + if (c.Body.触肢蠍n > 0) { int num = 触肢蠍_0感情対応[状態][RNG.XS.Next(触肢蠍_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.触肢蠍n; i++) + for (int i = 0; i < c.Body.触肢蠍n; i++) { c.両触肢蠍_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 節足(this Cha c) + public static void 節足(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.節足蜘n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.節足蜘n > 0) { int num = 節足蜘_0感情対応[状態][RNG.XS.Next(節足蜘_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.節足蜘n; i++) + for (int i = 0; i < c.Body.節足蜘n; i++) { c.両節足蜘_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節足蠍n > 0) + if (c.Body.節足蠍n > 0) { int num = 節足蠍_0感情対応[状態][RNG.XS.Next(節足蠍_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.節足蠍n; i++) + for (int i = 0; i < c.Body.節足蠍n; i++) { c.両節足蠍_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節足百n > 0) + if (c.Body.節足百n > 0) { int num = 節足百_0感情対応[状態][RNG.XS.Next(節足百_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.節足百n; i++) + for (int i = 0; i < c.Body.節足百n; i++) { c.両節足百_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 節尾(this Cha c) + public static void 節尾(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.節尾曳n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.節尾曳n > 0) { int num = 節尾曳_0感情対応[状態][RNG.XS.Next(節尾曳_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.節尾曳n; i++) + for (int i = 0; i < c.Body.節尾曳n; i++) { c.両節尾曳_0(i, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節尾鋏n > 0) + if (c.Body.節尾鋏n > 0) { int num = 節尾鋏_0感情対応[状態][RNG.XS.Next(節尾鋏_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.節尾鋏n; i++) + for (int i = 0; i < c.Body.節尾鋏n; i++) { c.両節尾鋏_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 虫鎌(this Cha c) + public static void 虫鎌(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.虫鎌n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.虫鎌n > 0) { int num = 虫鎌_0感情対応[状態][RNG.XS.Next(虫鎌_0感情対応[状態].Count)]; - for (int i = 0; i < c.Bod.虫鎌n; i++) + for (int i = 0; i < c.Body.虫鎌n; i++) { c.両虫鎌_0(i, RNG.XS.NextBool(), num, num); } } } - public static void 触手(this Cha c) + public static void 触手(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.触手n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.触手n > 0) { - for (int i = 0; i < c.Bod.触手n; i++) + for (int i = 0; i < c.Body.触手n; i++) { c.両触手_0(i, 触手_0感情対応[状態][RNG.XS.Next(触手_0感情対応[状態].Count)]); } } - if (c.Bod.触手犬n > 0) + if (c.Body.触手犬n > 0) { - for (int i = 0; i < c.Bod.触手犬n; i++) + for (int i = 0; i < c.Body.触手犬n; i++) { c.両触手犬_0(i, 触手犬_0感情対応[状態][RNG.XS.Next(触手犬_0感情対応[状態].Count)]); } } } - public static void 尾(this Cha c) + public static void 尾(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.尾n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.尾n > 0) { int i = 尾_0感情対応[状態][RNG.XS.Next(尾_0感情対応[状態].Count)]; int num = 0; - for (num = 0; num < c.Bod.尾n; num++) + for (num = 0; num < c.Body.尾n; num++) { c.尾_0(num, i); } } } - public static void 半身(this Cha c) + public static void 半身(this Character c) { - EmotionType 状態 = c.ChaD.Emotion; - if (c.Bod.長胴n > 0) + EmotionType 状態 = c.CharacterData.Emotion; + if (c.Body.長胴n > 0) { c.長胴_基本(); } - if (c.Bod.Is魚) + if (c.Body.Is魚) { c.魚_0(魚_0感情対応[状態][RNG.XS.Next(魚_0感情対応[状態].Count)]); } - if (c.Bod.Is鯨) + if (c.Body.Is鯨) { c.鯨_0(鯨_0感情対応[状態][RNG.XS.Next(鯨_0感情対応[状態].Count)]); } - if (c.Bod.Is蠍) + if (c.Body.Is蠍) { c.蠍_0(蠍_0感情対応[状態][RNG.XS.Next(蠍_0感情対応[状態].Count)]); } - if (c.Bod.Is植) + if (c.Body.Is植) { c.植_基本(); } - if (c.Bod.Is粘) + if (c.Body.Is粘) { - c.Bod.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); + c.Body.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); } } - public static void Set基本姿勢(this Cha c) + public static void Set基本姿勢(this Character c) { if (0.35.Lot()) { - c.Bod.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = RNG.XS.NextBool(); } - if (c.Bod.Arm人n > 0) + if (c.Body.Arm人n > 0) { int num = 7; - for (int i = 0; i < c.Bod.Arm人n; i++) + for (int i = 0; i < c.Body.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), 同角: true, RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕翼鳥n > 0) + if (c.Body.腕翼鳥n > 0) { int num = 腕翼鳥_0基本[RNG.XS.Next(腕翼鳥_0基本.Length)]; - for (int j = 0; j < c.Bod.腕翼鳥n; j++) + for (int j = 0; j < c.Body.腕翼鳥n; j++) { c.両腕翼鳥_0(j, 同角: true, num, num); } } - if (c.Bod.腕翼獣n > 0) + if (c.Body.腕翼獣n > 0) { int num = 腕翼獣_0基本[RNG.XS.Next(腕翼獣_0基本.Length)]; - for (int k = 0; k < c.Bod.腕翼獣n; k++) + for (int k = 0; k < c.Body.腕翼獣n; k++) { c.両腕翼獣_0(k, 同角: true, num, num); } } - if (c.Bod.腕獣n > 0) + if (c.Body.腕獣n > 0) { int num = 腕獣_0基本[RNG.XS.Next(腕獣_0基本.Length)]; - for (int l = 0; l < c.Bod.腕獣n; l++) + for (int l = 0; l < c.Body.腕獣n; l++) { c.両腕獣_0(l, 同角: true, num, num); } } - if (!c.Bod.Is粘 && !c.Bod.Is植 && c.Bod.脚人n > 0) + if (!c.Body.Is粘 && !c.Body.Is植 && c.Body.脚人n > 0) { - for (int m = 0; m < c.Bod.脚人n; m++) + for (int m = 0; m < c.Body.脚人n; m++) { c.両脚人_0(0, 同角: true, 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)], 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)]); } } - if (c.Bod.脚獣n > 0) + if (c.Body.脚獣n > 0) { int num = 脚獣_0基本[RNG.XS.Next(脚獣_0基本.Length)]; - for (int n = 0; n < c.Bod.脚獣n; n++) + for (int n = 0; n < c.Body.脚獣n; n++) { c.両脚獣_0(n, 同角: true, num, num); } } - if (c.Bod.翼鳥n > 0) + if (c.Body.翼鳥n > 0) { int num = 翼_0基本[RNG.XS.Next(翼_0基本.Length)]; - for (int num2 = 0; num2 < c.Bod.翼鳥n; num2++) + for (int num2 = 0; num2 < c.Body.翼鳥n; num2++) { c.両翼鳥_0(num2, 同角: true, num, num); } } - if (c.Bod.翼獣n > 0) + if (c.Body.翼獣n > 0) { int num = 翼_0基本[RNG.XS.Next(翼_0基本.Length)]; - for (int num3 = 0; num3 < c.Bod.翼獣n; num3++) + for (int num3 = 0; num3 < c.Body.翼獣n; num3++) { c.両翼獣_0(num3, 同角: true, num, num); } } - if (c.Bod.鰭n > 0) + if (c.Body.鰭n > 0) { int num = 鰭_0基本[RNG.XS.Next(鰭_0基本.Length)]; - for (int num4 = 0; num4 < c.Bod.鰭n; num4++) + for (int num4 = 0; num4 < c.Body.鰭n; num4++) { c.両鰭_0(num4, 同角: true, num, num); } } - if (c.Bod.葉n > 0) + if (c.Body.葉n > 0) { int num = 葉_0基本[RNG.XS.Next(葉_0基本.Length)]; - for (int num5 = 0; num5 < c.Bod.葉n; num5++) + for (int num5 = 0; num5 < c.Body.葉n; num5++) { c.両葉_0(num5, 同角: true, num, num); } } - if (c.Bod.前翅1n > 0 || c.Bod.後翅1n > 0) + if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { int num = 前翅_0基本[RNG.XS.Next(前翅_0基本.Length)]; - if (c.Bod.前翅1n > 0) + if (c.Body.前翅1n > 0) { - for (int num6 = 0; num6 < c.Bod.前翅1n; num6++) + for (int num6 = 0; num6 < c.Body.前翅1n; num6++) { c.両前翅_0(num6, 同角: true, num, num); } } - if (c.Bod.後翅1n > 0) + if (c.Body.後翅1n > 0) { - for (int num7 = 0; num7 < c.Bod.後翅1n; num7++) + for (int num7 = 0; num7 < c.Body.後翅1n; num7++) { c.両後翅_0(num7, 同角: true, num, num); } } } - if (c.Bod.前翅2n > 0 || c.Bod.後翅2n > 0) + if (c.Body.前翅2n > 0 || c.Body.後翅2n > 0) { int num8 = 前翅_1基本[RNG.XS.Next(前翅_1基本.Length)]; - if (c.Bod.前翅2n > 0) + if (c.Body.前翅2n > 0) { - for (int num9 = 0; num9 < c.Bod.前翅2n; num9++) + for (int num9 = 0; num9 < c.Body.前翅2n; num9++) { c.両前翅_1(num9, num8, num8); } } - if (c.Bod.後翅2n > 0) + if (c.Body.後翅2n > 0) { - for (int num10 = 0; num10 < c.Bod.後翅2n; num10++) + for (int num10 = 0; num10 < c.Body.後翅2n; num10++) { c.両後翅_1(num10, num8, num8); } } } - if (c.Bod.触肢蜘n > 0) + if (c.Body.触肢蜘n > 0) { int num = 触肢蜘_0基本[RNG.XS.Next(触肢蜘_0基本.Length)]; - for (int num11 = 0; num11 < c.Bod.触肢蜘n; num11++) + for (int num11 = 0; num11 < c.Body.触肢蜘n; num11++) { c.両触肢蜘_0(num11, 同角: true, num, num); } } - if (c.Bod.触肢蠍n > 0) + if (c.Body.触肢蠍n > 0) { int num = 触肢蠍_0基本[RNG.XS.Next(触肢蠍_0基本.Length)]; - for (int num12 = 0; num12 < c.Bod.触肢蠍n; num12++) + for (int num12 = 0; num12 < c.Body.触肢蠍n; num12++) { c.両触肢蠍_0(num12, 同角: true, num, num); } } - if (c.Bod.節足蜘n > 0) + if (c.Body.節足蜘n > 0) { int num = 節足蜘_0基本[RNG.XS.Next(節足蜘_0基本.Length)]; - for (int num13 = 0; num13 < c.Bod.節足蜘n; num13++) + for (int num13 = 0; num13 < c.Body.節足蜘n; num13++) { c.両節足蜘_0(num13, 同角: true, num, num); } } - if (c.Bod.節足蠍n > 0) + if (c.Body.節足蠍n > 0) { int num = 節足蠍_0基本[RNG.XS.Next(節足蠍_0基本.Length)]; - for (int num14 = 0; num14 < c.Bod.節足蠍n; num14++) + for (int num14 = 0; num14 < c.Body.節足蠍n; num14++) { c.両節足蠍_0(num14, 同角: true, num, num); } } - if (c.Bod.節足百n > 0) + if (c.Body.節足百n > 0) { int num = 節足百_0基本[RNG.XS.Next(節足百_0基本.Length)]; - for (int num15 = 0; num15 < c.Bod.節足百n; num15++) + for (int num15 = 0; num15 < c.Body.節足百n; num15++) { c.両節足百_0(num15, 同角: true, num, num); } } - if (c.Bod.節尾曳n > 0) + if (c.Body.節尾曳n > 0) { int num = 節尾曳_0基本[RNG.XS.Next(節尾曳_0基本.Length)]; - for (int num16 = 0; num16 < c.Bod.節尾曳n; num16++) + for (int num16 = 0; num16 < c.Body.節尾曳n; num16++) { c.両節尾曳_0(num16, 同角: true, num, num); } } - if (c.Bod.節尾鋏n > 0) + if (c.Body.節尾鋏n > 0) { int num = 節尾鋏_0基本[RNG.XS.Next(節尾鋏_0基本.Length)]; - for (int num17 = 0; num17 < c.Bod.節尾鋏n; num17++) + for (int num17 = 0; num17 < c.Body.節尾鋏n; num17++) { c.両節尾鋏_0(num17, 同角: true, num, num); } } - if (c.Bod.虫鎌n > 0) + if (c.Body.虫鎌n > 0) { int num = 虫鎌_0基本[RNG.XS.Next(虫鎌_0基本.Length)]; - for (int num18 = 0; num18 < c.Bod.虫鎌n; num18++) + for (int num18 = 0; num18 < c.Body.虫鎌n; num18++) { c.両虫鎌_0(num18, 同角: true, num, num); } } - if (c.Bod.触手n > 0) + if (c.Body.触手n > 0) { - for (int num19 = 0; num19 < c.Bod.触手n; num19++) + for (int num19 = 0; num19 < c.Body.触手n; num19++) { c.両触手_0(num19, 触手_0基本[RNG.XS.Next(触手_0基本.Length)]); } } - if (c.Bod.触手犬n > 0) + if (c.Body.触手犬n > 0) { - for (int num20 = 0; num20 < c.Bod.触手犬n; num20++) + for (int num20 = 0; num20 < c.Body.触手犬n; num20++) { c.両触手犬_0(num20, 触手犬_0基本[RNG.XS.Next(触手犬_0基本.Length)]); } } - if (c.Bod.尾n > 0) + if (c.Body.尾n > 0) { int num = 尾_0基本[RNG.XS.Next(尾_0基本.Length)]; - for (int num21 = 0; num21 < c.Bod.尾n; num21++) + for (int num21 = 0; num21 < c.Body.尾n; num21++) { c.尾_0(num21, num); } } - if (c.Bod.触手n > 0 || c.Bod.触手犬n > 0 || c.Bod.尾n > 0) + if (c.Body.触手n > 0 || c.Body.触手犬n > 0 || c.Body.尾n > 0) { c.SetSymmetry(); } - if (c.Bod.長胴n > 0) + if (c.Body.長胴n > 0) { c.長胴_基本(); } - if (c.Bod.Is魚) + if (c.Body.Is魚) { c.魚_0(魚_0基本[RNG.XS.Next(魚_0基本.Length)]); } - if (c.Bod.Is鯨) + if (c.Body.Is鯨) { c.鯨_0(鯨_0基本[RNG.XS.Next(鯨_0基本.Length)]); } - if (c.Bod.Is蠍) + if (c.Body.Is蠍) { c.蠍_0(蠍_0基本[RNG.XS.Next(蠍_0基本.Length)]); } - if (c.Bod.Is植) + if (c.Body.Is植) { c.植_基本(); } - if (c.Bod.Is粘) + if (c.Body.Is粘) { - c.Bod.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); + c.Body.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); } - c.Bod.Update(); + c.Body.Update(); } - public static void Set拘束姿勢(this Cha c) + public static void Set拘束姿勢(this Character c) { if (0.35.Lot()) { - c.Bod.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = RNG.XS.NextBool(); } - if (c.Bod.Arm人n > 0) + if (c.Body.Arm人n > 0) { int num = 7; - for (int i = 0; i < c.Bod.Arm人n; i++) + for (int i = 0; i < c.Body.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), 同角: true, RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕翼鳥n > 0) + if (c.Body.腕翼鳥n > 0) { int num = 4; - for (int j = 0; j < c.Bod.腕翼鳥n; j++) + for (int j = 0; j < c.Body.腕翼鳥n; j++) { c.両腕翼鳥_0(j, 同角: true, num, num); } } - if (c.Bod.腕翼獣n > 0) + if (c.Body.腕翼獣n > 0) { int num = 2; - for (int k = 0; k < c.Bod.腕翼獣n; k++) + for (int k = 0; k < c.Body.腕翼獣n; k++) { c.両腕翼獣_0(k, 同角: true, num, num); } } - if (c.Bod.腕獣n > 0) + if (c.Body.腕獣n > 0) { int num = 腕獣_0基本[RNG.XS.Next(腕獣_0基本.Length)]; - for (int l = 0; l < c.Bod.腕獣n; l++) + for (int l = 0; l < c.Body.腕獣n; l++) { c.両腕獣_0(l, 同角: true, num, num); } } - if (!c.Bod.Is粘 && !c.Bod.Is植 && c.Bod.脚人n > 0) + if (!c.Body.Is粘 && !c.Body.Is植 && c.Body.脚人n > 0) { - for (int m = 0; m < c.Bod.脚人n; m++) + for (int m = 0; m < c.Body.脚人n; m++) { c.両脚人_0(0, 同角: true, 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)], 脚人_0基本[RNG.XS.Next(脚人_0基本.Length)]); } } - if (c.Bod.脚獣n > 0) + if (c.Body.脚獣n > 0) { int num = 脚獣_0基本[RNG.XS.Next(脚獣_0基本.Length)]; - for (int n = 0; n < c.Bod.脚獣n; n++) + for (int n = 0; n < c.Body.脚獣n; n++) { c.両脚獣_0(n, 同角: true, num, num); } } - if (c.Bod.翼鳥n > 0) + if (c.Body.翼鳥n > 0) { int num = 4; - for (int num2 = 0; num2 < c.Bod.翼鳥n; num2++) + for (int num2 = 0; num2 < c.Body.翼鳥n; num2++) { c.両翼鳥_0(num2, 同角: true, num, num); } } - if (c.Bod.翼獣n > 0) + if (c.Body.翼獣n > 0) { int num = 4; - for (int num3 = 0; num3 < c.Bod.翼獣n; num3++) + for (int num3 = 0; num3 < c.Body.翼獣n; num3++) { c.両翼獣_0(num3, 同角: true, num, num); } } - if (c.Bod.鰭n > 0) + if (c.Body.鰭n > 0) { int num = 鰭_0基本[RNG.XS.Next(鰭_0基本.Length)]; - for (int num4 = 0; num4 < c.Bod.鰭n; num4++) + for (int num4 = 0; num4 < c.Body.鰭n; num4++) { c.両鰭_0(num4, 同角: true, num, num); } } - if (c.Bod.葉n > 0) + if (c.Body.葉n > 0) { int num = 葉_0基本[RNG.XS.Next(葉_0基本.Length)]; - for (int num5 = 0; num5 < c.Bod.葉n; num5++) + for (int num5 = 0; num5 < c.Body.葉n; num5++) { c.両葉_0(num5, 同角: true, num, num); } } - if (c.Bod.前翅1n > 0 || c.Bod.後翅1n > 0) + if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { int num = 前翅_0基本[RNG.XS.Next(前翅_0基本.Length)]; - if (c.Bod.前翅1n > 0) + if (c.Body.前翅1n > 0) { - for (int num6 = 0; num6 < c.Bod.前翅1n; num6++) + for (int num6 = 0; num6 < c.Body.前翅1n; num6++) { c.両前翅_0(num6, 同角: true, num, num); } } - if (c.Bod.後翅1n > 0) + if (c.Body.後翅1n > 0) { - for (int num7 = 0; num7 < c.Bod.後翅1n; num7++) + for (int num7 = 0; num7 < c.Body.後翅1n; num7++) { c.両後翅_0(num7, 同角: true, num, num); } } } - if (c.Bod.前翅2n > 0 || c.Bod.後翅2n > 0) + if (c.Body.前翅2n > 0 || c.Body.後翅2n > 0) { int num8 = 0; - if (c.Bod.前翅2n > 0) + if (c.Body.前翅2n > 0) { - for (int num9 = 0; num9 < c.Bod.前翅2n; num9++) + for (int num9 = 0; num9 < c.Body.前翅2n; num9++) { c.両前翅_1(num9, num8, num8); } } - if (c.Bod.後翅2n > 0) + if (c.Body.後翅2n > 0) { - for (int num10 = 0; num10 < c.Bod.後翅2n; num10++) + for (int num10 = 0; num10 < c.Body.後翅2n; num10++) { c.両後翅_1(num10, num8, num8); } } } - if (c.Bod.触肢蜘n > 0) + if (c.Body.触肢蜘n > 0) { int num = 触肢蜘_0拘束[RNG.XS.Next(触肢蜘_0拘束.Length)]; - for (int num11 = 0; num11 < c.Bod.触肢蜘n; num11++) + for (int num11 = 0; num11 < c.Body.触肢蜘n; num11++) { c.両触肢蜘_0(num11, 同角: true, num, num); } } - if (c.Bod.触肢蠍n > 0) + if (c.Body.触肢蠍n > 0) { int num = 触肢蠍_0拘束[RNG.XS.Next(触肢蠍_0拘束.Length)]; - for (int num12 = 0; num12 < c.Bod.触肢蠍n; num12++) + for (int num12 = 0; num12 < c.Body.触肢蠍n; num12++) { c.両触肢蠍_0(num12, 同角: true, num, num); } } - if (c.Bod.節足蜘n > 0) + if (c.Body.節足蜘n > 0) { int num = 節足蜘_0基本[RNG.XS.Next(節足蜘_0基本.Length)]; - for (int num13 = 0; num13 < c.Bod.節足蜘n; num13++) + for (int num13 = 0; num13 < c.Body.節足蜘n; num13++) { c.両節足蜘_0(num13, 同角: true, num, num); } } - if (c.Bod.節足蠍n > 0) + if (c.Body.節足蠍n > 0) { int num = 節足蠍_0基本[RNG.XS.Next(節足蠍_0基本.Length)]; - for (int num14 = 0; num14 < c.Bod.節足蠍n; num14++) + for (int num14 = 0; num14 < c.Body.節足蠍n; num14++) { c.両節足蠍_0(num14, 同角: true, num, num); } } - if (c.Bod.節足百n > 0) + if (c.Body.節足百n > 0) { int num = 節足百_0基本[RNG.XS.Next(節足百_0基本.Length)]; - for (int num15 = 0; num15 < c.Bod.節足百n; num15++) + for (int num15 = 0; num15 < c.Body.節足百n; num15++) { c.両節足百_0(num15, 同角: true, num, num); } } - if (c.Bod.節尾曳n > 0) + if (c.Body.節尾曳n > 0) { int num = 節尾曳_0基本[RNG.XS.Next(節尾曳_0基本.Length)]; - for (int num16 = 0; num16 < c.Bod.節尾曳n; num16++) + for (int num16 = 0; num16 < c.Body.節尾曳n; num16++) { c.両節尾曳_0(num16, 同角: true, num, num); } } - if (c.Bod.節尾鋏n > 0) + if (c.Body.節尾鋏n > 0) { int num = 節尾鋏_0基本[RNG.XS.Next(節尾鋏_0基本.Length)]; - for (int num17 = 0; num17 < c.Bod.節尾鋏n; num17++) + for (int num17 = 0; num17 < c.Body.節尾鋏n; num17++) { c.両節尾鋏_0(num17, 同角: true, num, num); } } - if (c.Bod.虫鎌n > 0) + if (c.Body.虫鎌n > 0) { int num = 0; - for (int num18 = 0; num18 < c.Bod.虫鎌n; num18++) + for (int num18 = 0; num18 < c.Body.虫鎌n; num18++) { c.両虫鎌_0(num18, 同角: true, num, num); } } - if (c.Bod.触手n > 0) + if (c.Body.触手n > 0) { - for (int num19 = 0; num19 < c.Bod.触手n; num19++) + for (int num19 = 0; num19 < c.Body.触手n; num19++) { c.両触手_0(num19, 触手_0基本[RNG.XS.Next(触手_0基本.Length)]); } } - if (c.Bod.触手犬n > 0) + if (c.Body.触手犬n > 0) { - for (int num20 = 0; num20 < c.Bod.触手犬n; num20++) + for (int num20 = 0; num20 < c.Body.触手犬n; num20++) { c.両触手犬_0(num20, 触手犬_0基本[RNG.XS.Next(触手犬_0基本.Length)]); } } - if (c.Bod.尾n > 0) + if (c.Body.尾n > 0) { int num = 尾_0基本[RNG.XS.Next(尾_0基本.Length)]; - for (int num21 = 0; num21 < c.Bod.尾n; num21++) + for (int num21 = 0; num21 < c.Body.尾n; num21++) { c.尾_0(num21, num); } } - if (c.Bod.触手n > 0 || c.Bod.触手犬n > 0 || c.Bod.尾n > 0) + if (c.Body.触手n > 0 || c.Body.触手犬n > 0 || c.Body.尾n > 0) { c.SetSymmetry(); } - if (c.Bod.長胴n > 0) + if (c.Body.長胴n > 0) { c.長胴_基本(); } - if (c.Bod.Is魚) + if (c.Body.Is魚) { c.魚_0(魚_0基本[RNG.XS.Next(魚_0基本.Length)]); } - if (c.Bod.Is鯨) + if (c.Body.Is鯨) { c.鯨_0(鯨_0基本[RNG.XS.Next(鯨_0基本.Length)]); } - if (c.Bod.Is蠍) + if (c.Body.Is蠍) { c.蠍_0(蠍_0基本[RNG.XS.Next(蠍_0基本.Length)]); } - if (c.Bod.Is植) + if (c.Body.Is植) { c.植_基本(); } - if (c.Bod.Is粘) + if (c.Body.Is粘) { - c.Bod.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); + c.Body.粘.尺度C = 0.9 + 0.1 * RNG.XS.NextDouble(); } - c.Bod.Update(); + c.Body.Update(); } - public static void Set調教拘束姿勢(this Cha c, bool b) + public static void Set調教拘束姿勢(this Character c, bool b) { if (0.35.Lot()) { - c.Bod.腿左右前後 = RNG.XS.NextBool(); + c.Body.腿左右前後 = RNG.XS.NextBool(); } - if (c.Bod.Arm人n > 0) + if (c.Body.Arm人n > 0) { int num = 18; - for (int i = 0; i < c.Bod.Arm人n; i++) + for (int i = 0; i < c.Body.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕翼鳥n > 0) + if (c.Body.腕翼鳥n > 0) { int num = 4; - for (int j = 0; j < c.Bod.腕翼鳥n; j++) + for (int j = 0; j < c.Body.腕翼鳥n; j++) { c.両腕翼鳥_0(j, RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕翼獣n > 0) + if (c.Body.腕翼獣n > 0) { int num = 2; - for (int k = 0; k < c.Bod.腕翼獣n; k++) + for (int k = 0; k < c.Body.腕翼獣n; k++) { c.両腕翼獣_0(k, RNG.XS.NextBool(), num, num); } } - if (c.Bod.腕獣n > 0) + if (c.Body.腕獣n > 0) { int num = 0; - for (int l = 0; l < c.Bod.腕獣n; l++) + for (int l = 0; l < c.Body.腕獣n; l++) { c.両腕獣_0(l, RNG.XS.NextBool(), num, num); } } - if (!c.Bod.Is粘 && !c.Bod.Is植 && c.Bod.脚人n > 0) + if (!c.Body.Is粘 && !c.Body.Is植 && c.Body.脚人n > 0) { int num = 8; - for (int m = 0; m < c.Bod.脚人n; m++) + for (int m = 0; m < c.Body.脚人n; m++) { c.両脚人_0(0, RNG.XS.NextBool(), num, num); } } - if (c.Bod.脚獣n > 0) + if (c.Body.脚獣n > 0) { int num = 0; - for (int n = 0; n < c.Bod.脚獣n; n++) + for (int n = 0; n < c.Body.脚獣n; n++) { c.両脚獣_0(n, RNG.XS.NextBool(), num, num); } } - if (c.Bod.翼鳥n > 0) + if (c.Body.翼鳥n > 0) { int num = 4; - for (int num2 = 0; num2 < c.Bod.翼鳥n; num2++) + for (int num2 = 0; num2 < c.Body.翼鳥n; num2++) { c.両翼鳥_0(num2, RNG.XS.NextBool(), num, num); } } - if (c.Bod.翼獣n > 0) + if (c.Body.翼獣n > 0) { int num = 4; - for (int num3 = 0; num3 < c.Bod.翼獣n; num3++) + for (int num3 = 0; num3 < c.Body.翼獣n; num3++) { c.両翼獣_0(num3, RNG.XS.NextBool(), num, num); } } - if (c.Bod.鰭n > 0) + if (c.Body.鰭n > 0) { int num = 鰭_0基本[RNG.XS.Next(鰭_0基本.Length)]; - for (int num4 = 0; num4 < c.Bod.鰭n; num4++) + for (int num4 = 0; num4 < c.Body.鰭n; num4++) { c.両鰭_0(num4, RNG.XS.NextBool(), num, num); } } - if (c.Bod.葉n > 0) + if (c.Body.葉n > 0) { int num = 葉_0基本[RNG.XS.Next(葉_0基本.Length)]; - for (int num5 = 0; num5 < c.Bod.葉n; num5++) + for (int num5 = 0; num5 < c.Body.葉n; num5++) { c.両葉_0(num5, RNG.XS.NextBool(), num, num); } } - if (c.Bod.前翅1n > 0 || c.Bod.後翅1n > 0) + if (c.Body.前翅1n > 0 || c.Body.後翅1n > 0) { int num = 前翅_0基本[RNG.XS.Next(前翅_0基本.Length)]; - if (c.Bod.前翅1n > 0) + if (c.Body.前翅1n > 0) { - for (int num6 = 0; num6 < c.Bod.前翅1n; num6++) + for (int num6 = 0; num6 < c.Body.前翅1n; num6++) { c.両前翅_0(num6, 同角: true, num, num); } } - if (c.Bod.後翅1n > 0) + if (c.Body.後翅1n > 0) { - for (int num7 = 0; num7 < c.Bod.後翅1n; num7++) + for (int num7 = 0; num7 < c.Body.後翅1n; num7++) { c.両後翅_0(num7, 同角: true, num, num); } } } - if (c.Bod.前翅2n > 0 || c.Bod.後翅2n > 0) + if (c.Body.前翅2n > 0 || c.Body.後翅2n > 0) { int num8 = 0; - if (c.Bod.前翅2n > 0) + if (c.Body.前翅2n > 0) { - for (int num9 = 0; num9 < c.Bod.前翅2n; num9++) + for (int num9 = 0; num9 < c.Body.前翅2n; num9++) { c.両前翅_1(num9, num8, num8); } } - if (c.Bod.後翅2n > 0) + if (c.Body.後翅2n > 0) { - for (int num10 = 0; num10 < c.Bod.後翅2n; num10++) + for (int num10 = 0; num10 < c.Body.後翅2n; num10++) { c.両後翅_1(num10, num8, num8); } } } - if (c.Bod.触肢蜘n > 0) + if (c.Body.触肢蜘n > 0) { int num = 0; - for (int num11 = 0; num11 < c.Bod.触肢蜘n; num11++) + for (int num11 = 0; num11 < c.Body.触肢蜘n; num11++) { c.両触肢蜘_0(num11, RNG.XS.NextBool(), num, num); } } - if (c.Bod.触肢蠍n > 0) + if (c.Body.触肢蠍n > 0) { int num = 0; - for (int num12 = 0; num12 < c.Bod.触肢蠍n; num12++) + for (int num12 = 0; num12 < c.Body.触肢蠍n; num12++) { c.両触肢蠍_0(num12, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節足蜘n > 0) + if (c.Body.節足蜘n > 0) { int num = 0; - for (int num13 = 0; num13 < c.Bod.節足蜘n; num13++) + for (int num13 = 0; num13 < c.Body.節足蜘n; num13++) { c.両節足蜘_0(num13, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節足蠍n > 0) + if (c.Body.節足蠍n > 0) { int num = 0; - for (int num14 = 0; num14 < c.Bod.節足蠍n; num14++) + for (int num14 = 0; num14 < c.Body.節足蠍n; num14++) { c.両節足蠍_0(num14, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節足百n > 0) + if (c.Body.節足百n > 0) { int num = 0; - for (int num15 = 0; num15 < c.Bod.節足百n; num15++) + for (int num15 = 0; num15 < c.Body.節足百n; num15++) { c.両節足百_0(num15, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節尾曳n > 0) + if (c.Body.節尾曳n > 0) { int num = 0; - for (int num16 = 0; num16 < c.Bod.節尾曳n; num16++) + for (int num16 = 0; num16 < c.Body.節尾曳n; num16++) { c.両節尾曳_0(num16, RNG.XS.NextBool(), num, num); } } - if (c.Bod.節尾鋏n > 0) + if (c.Body.節尾鋏n > 0) { int num = 0; - for (int num17 = 0; num17 < c.Bod.節尾鋏n; num17++) + for (int num17 = 0; num17 < c.Body.節尾鋏n; num17++) { c.両節尾鋏_0(num17, RNG.XS.NextBool(), num, num); } } - if (c.Bod.虫鎌n > 0) + if (c.Body.虫鎌n > 0) { int num = 0; - for (int num18 = 0; num18 < c.Bod.虫鎌n; num18++) + for (int num18 = 0; num18 < c.Body.虫鎌n; num18++) { c.両虫鎌_0(num18, RNG.XS.NextBool(), num, num); } } if (b) { - _ = c.Bod.触手n; + _ = c.Body.触手n; _ = 0; - if (c.Bod.触手犬n > 0) + if (c.Body.触手犬n > 0) { - for (int num19 = 0; num19 < c.Bod.触手犬n; num19++) + for (int num19 = 0; num19 < c.Body.触手犬n; num19++) { c.両触手犬_0(num19, 触手犬_0基本[RNG.XS.Next(触手犬_0基本.Length)]); } } - if (c.Bod.尾n > 0) + if (c.Body.尾n > 0) { int num = 尾_0基本[RNG.XS.Next(尾_0基本.Length)]; - for (int num20 = 0; num20 < c.Bod.尾n; num20++) + for (int num20 = 0; num20 < c.Body.尾n; num20++) { c.尾_0(num20, num); } } } - if ((b && (c.Bod.触手n > 0 || c.Bod.触手犬n > 0)) || c.Bod.尾n > 0) + if ((b && (c.Body.触手n > 0 || c.Body.触手犬n > 0)) || c.Body.尾n > 0) { c.SetSymmetry(); } - if (c.Bod.Is魚) + if (c.Body.Is魚) { c.魚_0(魚_0基本[RNG.XS.Next(魚_0基本.Length)]); } - if (c.Bod.Is鯨) + if (c.Body.Is鯨) { c.鯨_0(鯨_0基本[RNG.XS.Next(鯨_0基本.Length)]); } - if (c.Bod.Is蠍) + if (c.Body.Is蠍) { c.蠍_0(蠍_0基本[RNG.XS.Next(蠍_0基本.Length)]); } - if (c.Bod.Is植) + if (c.Body.Is植) { c.植_基本(); } - c.Bod.Update(); + c.Body.Update(); } - public static void Setダブルピース(this Cha c) + public static void Setダブルピース(this Character c) { - if (c.Bod.Arm人n > 0) + if (c.Body.Arm人n > 0) { int num = 15; - for (int i = 0; i < c.Bod.Arm人n; i++) + for (int i = 0; i < c.Body.Arm人n; i++) { c.両腕人_0(i, RNG.XS.NextBool(), RNG.XS.NextBool(), RNG.XS.NextBool(), num, num); } diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs index 35be918..c5c51c3 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/SpeciesDefaults.cs @@ -47,7 +47,7 @@ namespace SlaveMatrix } } - public static ChaD GetHarpy() + public static CharacterData GetHarpy() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -116,10 +116,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getアフール() + public static CharacterData Getアフール() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -161,10 +161,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getハルピュイア() + public static CharacterData Getハルピュイア() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -218,10 +218,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD GetPhoenix() + public static CharacterData GetPhoenix() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -278,10 +278,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getラミア() + public static CharacterData Getラミア() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -326,10 +326,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getシーラミア() + public static CharacterData Getシーラミア() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -369,10 +369,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getオノケンタウレ() + public static CharacterData Getオノケンタウレ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -424,10 +424,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getヒッポケンタウレ() + public static CharacterData Getヒッポケンタウレ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -490,10 +490,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getブケンタウレ() + public static CharacterData Getブケンタウレ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -560,10 +560,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getカプラケンタウレ() + public static CharacterData Getカプラケンタウレ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -630,10 +630,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getマーメイド() + public static CharacterData Getマーメイド() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -662,10 +662,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getドルフィンマーメイド() + public static CharacterData Getドルフィンマーメイド() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -694,10 +694,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getオールドマーメイド() + public static CharacterData Getオールドマーメイド() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -730,10 +730,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getイクテュオケンタウレ(bool b) + public static CharacterData Getイクテュオケンタウレ(bool b) { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -786,10 +786,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getデルピヌスケンタウレ() + public static CharacterData Getデルピヌスケンタウレ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -822,10 +822,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getスキュラ() + public static CharacterData Getスキュラ() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -887,10 +887,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getオールドスキュラ(bool b) + public static CharacterData Getオールドスキュラ(bool b) { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -938,10 +938,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getカリュブディス() + public static CharacterData Getカリュブディス() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -996,10 +996,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getアラクネ(bool b) + public static CharacterData Getアラクネ(bool b) { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -1075,10 +1075,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getギルタブリル() + public static CharacterData Getギルタブリル() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -1167,10 +1167,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getギルタブルル() + public static CharacterData Getギルタブルル() { WaistD obj = Uni.Waist(); TorsoD 胴D2 = obj.SetTorso(); @@ -1234,10 +1234,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getアルラウネ() + public static CharacterData Getアルラウネ() { WaistD obj = Uni.Waist(); TorsoD obj2 = obj.SetTorso(); @@ -1343,10 +1343,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getサキュバス() + public static CharacterData Getサキュバス() { WaistD WaistD2 = Uni.Waist(); TorsoD TorsoD2 = WaistD2.SetTorso(); @@ -1417,13 +1417,13 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())) + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())) { 現陰毛 = 0.0 }; } - public static ChaD Getデビル() + public static CharacterData Getデビル() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -1522,10 +1522,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getエンジェル(bool b) + public static CharacterData Getエンジェル(bool b) { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -1584,10 +1584,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getウェアキャット() + public static CharacterData Getウェアキャット() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -1635,10 +1635,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getウェアフォックス() + public static CharacterData Getウェアフォックス() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -1688,10 +1688,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getウェアウルフ() + public static CharacterData Getウェアウルフ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -1733,10 +1733,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getリザードマン() + public static CharacterData Getリザードマン() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -1790,10 +1790,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getドラゴニュート() + public static CharacterData Getドラゴニュート() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -1903,10 +1903,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getドラゴン() + public static CharacterData Getドラゴン() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2018,10 +2018,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getドラコケンタウレ() + public static CharacterData Getドラコケンタウレ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2111,10 +2111,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getワイバーン() + public static CharacterData Getワイバーン() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2219,10 +2219,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getワーム() + public static CharacterData Getワーム() { WaistD WaistD2 = Uni.Waist(); HeadD 頭D2 = WaistD2.SetTorso().SetChestR().SetNeck() @@ -2268,10 +2268,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getサンドワーム() + public static CharacterData Getサンドワーム() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2343,10 +2343,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getリュウ() + public static CharacterData Getリュウ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2405,10 +2405,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getスライム() + public static CharacterData Getスライム() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -2448,10 +2448,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getフェアリー(bool b1, bool b2) + public static CharacterData Getフェアリー(bool b1, bool b2) { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2574,10 +2574,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getオーグリス(bool b) + public static CharacterData Getオーグリス(bool b) { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -2645,10 +2645,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getサイクロプス() + public static CharacterData Getサイクロプス() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -2687,10 +2687,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getエイリアン() + public static CharacterData Getエイリアン() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -2746,10 +2746,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getクラーケン() + public static CharacterData Getクラーケン() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -2801,10 +2801,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getセイレーン(int i) + public static CharacterData Getセイレーン(int i) { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -2935,10 +2935,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getユニコーン() + public static CharacterData Getユニコーン() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -2992,10 +2992,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getモノケロス() + public static CharacterData Getモノケロス() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3059,10 +3059,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getアリコーン() + public static CharacterData Getアリコーン() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3132,10 +3132,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getバイコーン() + public static CharacterData Getバイコーン() { WaistD obj = Uni.Waist(); ChestD ChestD2 = obj.SetTorso().SetChestR(); @@ -3195,10 +3195,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getペガサス() + public static CharacterData Getペガサス() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3267,10 +3267,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getグリフォン() + public static CharacterData Getグリフォン() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3340,10 +3340,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getヒッポグリフ() + public static CharacterData Getヒッポグリフ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3418,10 +3418,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getキマイラ() + public static CharacterData Getキマイラ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -3489,10 +3489,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getスフィンクス(bool b) + public static CharacterData Getスフィンクス(bool b) { WaistD WaistD2 = Uni.Waist(); TorsoD e = WaistD2.SetTorso(); @@ -3600,10 +3600,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getレオントケンタウレ() + public static CharacterData Getレオントケンタウレ() { WaistD obj = Uni.Waist(); ChestD ChestD2 = obj.SetTorso().SetChestR(); @@ -3665,10 +3665,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getティグリスケンタウレ() + public static CharacterData Getティグリスケンタウレ() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -3741,10 +3741,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getパンテーラケンタウレ() + public static CharacterData Getパンテーラケンタウレ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3805,10 +3805,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getチータケンタウレ() + public static CharacterData Getチータケンタウレ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3882,10 +3882,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getウェアドラゴンフライ() + public static CharacterData Getウェアドラゴンフライ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -3945,10 +3945,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getウェアビートル() + public static CharacterData Getウェアビートル() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -4007,10 +4007,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getウェアスタッグビートル() + public static CharacterData Getウェアスタッグビートル() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -4072,10 +4072,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getウェアマンティス() + public static CharacterData Getウェアマンティス() { WaistD obj = Uni.Waist(); TorsoD obj2 = obj.SetTorso(); @@ -4134,10 +4134,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("身長", 頭D2.目高); obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getエキドナ() + public static CharacterData Getエキドナ() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -4196,10 +4196,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getゴルゴン() + public static CharacterData Getゴルゴン() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -4286,10 +4286,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getヒュドラ() + public static CharacterData Getヒュドラ() { WaistD WaistD2 = Uni.Waist(); HeadD 頭D2 = WaistD2.SetTorso().SetChestR().SetNeck() @@ -4337,10 +4337,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getウロボロス() + public static CharacterData Getウロボロス() { WaistD WaistD2 = Uni.Waist(); HeadD 頭D2 = WaistD2.SetTorso().SetChestR().SetNeck() @@ -4375,10 +4375,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getカッパ() + public static CharacterData Getカッパ() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -4424,10 +4424,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("身長", 頭D2.目高); WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getムカデジョウロウ() + public static CharacterData Getムカデジョウロウ() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -4511,10 +4511,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getカーバンクル() + public static CharacterData Getカーバンクル() { WaistD WaistD2 = Uni.Waist(); ChestD obj = WaistD2.SetTorso().SetChestR(); @@ -4563,10 +4563,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getバジリスク() + public static CharacterData Getバジリスク() { WaistD WaistD2 = Uni.Waist(); TorsoD obj = WaistD2.SetTorso(); @@ -4633,10 +4633,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getコカトリス() + public static CharacterData Getコカトリス() { WaistD WaistD2 = Uni.Waist(); TorsoD obj = WaistD2.SetTorso(); @@ -4694,10 +4694,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(b0: false)); + return new CharacterData(WaistD2, new 体色(b0: false)); } - public static ChaD Getカトブレパス() + public static CharacterData Getカトブレパス() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -4757,10 +4757,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: false)); + return new CharacterData(obj, new 体色(b0: false)); } - public static ChaD Getミノタウロス() + public static CharacterData Getミノタウロス() { WaistD WaistD2 = Uni.Waist(); ChestD ChestD2 = WaistD2.SetTorso().SetChestR(); @@ -4810,10 +4810,10 @@ namespace SlaveMatrix WaistD2.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); WaistD2.SetLowerHair(); WaistD2.AdjustScale(頭D2); - return new ChaD(WaistD2, new 体色(RNG.XS.NextBool())); + return new CharacterData(WaistD2, new 体色(RNG.XS.NextBool())); } - public static ChaD Getリリン() + public static CharacterData Getリリン() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -4845,10 +4845,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(RNG.XS.NextBool())); + return new CharacterData(obj, new 体色(RNG.XS.NextBool())); } - public static ChaD Getエルフ() + public static CharacterData Getエルフ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -4880,10 +4880,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: true)); + return new CharacterData(obj, new 体色(b0: true)); } - public static ChaD Getドワーフ() + public static CharacterData Getドワーフ() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -4915,10 +4915,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.2 + RNG.XS.NextDouble(0.8)); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: true)); + return new CharacterData(obj, new 体色(b0: true)); } - public static ChaD GetViola() + public static CharacterData GetViola() { WaistD waist_description = Uni.Waist(); TorsoD body_description = waist_description.SetTorso(); @@ -5083,7 +5083,7 @@ namespace SlaveMatrix waist_description.EnumEleD().SetValuesD("身長", 0.9); waist_description.EnumEleD().SetValuesD("鋭爪", 0.6); - ChaD chaD = new ChaD(waist_description, new 体色(b0: false) + CharacterData chaD = new CharacterData(waist_description, new 体色(b0: false) { 髪 = Color.FromArgb(255, 239, 241, 194).Add(0, 128, 0), 眉 = Color.FromArgb(255, 239, 241, 194).Add(0, 128, 0), @@ -5106,7 +5106,7 @@ namespace SlaveMatrix } - public static ChaD Getヒューマン() + public static CharacterData Getヒューマン() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -5138,10 +5138,10 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.0); obj.SetLowerHair(); obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: true)); + return new CharacterData(obj, new 体色(b0: true)); } - public static ChaD Getプレーヤー() + public static CharacterData Getプレーヤー() { WaistD obj = Uni.Waist(); ChestD obj2 = obj.SetTorso().SetChestR(); @@ -5173,7 +5173,7 @@ namespace SlaveMatrix obj.EnumEleD().SetValuesD("鋭爪", 0.0); obj.肌_接続.GetEleD<腰肌D>().陰毛_表示 = true; obj.AdjustScale(頭D2); - return new ChaD(obj, new 体色(b0: true) + return new CharacterData(obj, new 体色(b0: true) { 目左 = Sta.GameData.色.瞳色, 目右 = Sta.GameData.色.瞳色, diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs index c1d13c4..d992f31 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Sta.cs @@ -1315,7 +1315,7 @@ namespace SlaveMatrix at = typeof(Ele[]).ToString(); cdt = typeof(ColorD).ToString(); cpt = typeof(ColorP).ToString(); - Bodt = typeof(Bod); + Bodt = typeof(Body); dt = typeof(double).ToString(); bt = typeof(bool).ToString(); ct = typeof(Color).ToString(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs index e0e0242..9ff1c11 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/TrainingUI.cs @@ -20,9 +20,9 @@ namespace SlaveMatrix public RenderArea Are; private RenderArea Film; - public Cha Cha; + public Character Cha; - public Bod Bod; + public Body Bod; public InfoPanel ip; @@ -139,9 +139,9 @@ namespace SlaveMatrix public 射精 射精; - public Mot 絶頂ゲージ点滅; - public Mot 射精ゲージ点滅; - public Mots Mots = new Mots(); + public Motion 絶頂ゲージ点滅; + public Motion 射精ゲージ点滅; + public Motions Mots = new Motions(); //moan queue :skull: @@ -188,7 +188,7 @@ namespace SlaveMatrix { if (!ペニス挿入.Is膣 && !ペニス挿入.Is肛 && !ペニス挿入.Is糸 && !マウス挿入.Is膣 && !マウス挿入.Is肛 && !マウス挿入.Is糸 && !ハンド挿入.Is膣 && !ハンド挿入.Is肛 && !ハンド挿入.Is糸 && !ロータ挿入.Is膣 && !ロータ挿入.Is肛 && !ロータ挿入.Is糸 && !コモン挿入.Is膣 && !コモン挿入.Is肛 && !コモン挿入.Is糸 && !ディル挿入.Is膣 && !ディル挿入.Is肛 && !ディル挿入.Is糸 && !アナル挿入.Is膣 && !アナル挿入.Is肛 && !アナル挿入.Is糸 && !デンマ挿入.Is膣 && !デンマ挿入.Is肛 && !デンマ挿入.Is糸 && !ドリル挿入.Is膣 && !ドリル挿入.Is肛 && !ドリル挿入.Is糸 && !パール挿入.Is膣 && !パール挿入.Is肛 && !パール挿入.Is糸 && !ハンド処理.Isくぱぁ && !Player.Is性器接触) { - return Cha.Is放尿(); + return Cha.IsUrinating(); } return true; } @@ -241,7 +241,7 @@ namespace SlaveMatrix { FocusReset(); Focus_nr = value; - if (Med.Mode == "Training" && Cha != null && Cha.ChaD.Lust > 0.5 && RNG.XS.NextBool()) + if (Med.Mode == "Training" && Cha != null && Cha.CharacterData.Lust > 0.5 && RNG.XS.NextBool()) { Cha.EyeTracking.Start(); } @@ -259,7 +259,7 @@ namespace SlaveMatrix focus = value; focus.StaShow = false; focus.使用状態 = UsageStatus.InUse; - focus.Ele.濃度 = 1.0; + focus.Ele.Intensity = 1.0; if (focus == 羽根箒CM) { 羽根箒.角度B = -90.0; @@ -1180,7 +1180,7 @@ namespace SlaveMatrix { if (持ち手) { - ハンド右.濃度 = 0.2; + ハンド右.Intensity = 0.2; } } @@ -1188,7 +1188,7 @@ namespace SlaveMatrix { if (持ち手) { - ハンド右.濃度 = 1.0; + ハンド右.Intensity = 1.0; } } @@ -1338,7 +1338,7 @@ namespace SlaveMatrix public void 通常放し() { - focus.Ele.濃度 = 0.5; + focus.Ele.Intensity = 0.5; Focus = ハンド右CM; if (Med.Mode == "Training") { @@ -1581,7 +1581,7 @@ namespace SlaveMatrix if (!Bod.Is拘束 && Bod.脚人n > 0) { Cha.Leg(); - Cha.Bod.腿Update(); + Cha.Body.腿Update(); } } @@ -1590,7 +1590,7 @@ namespace SlaveMatrix if (!Bod.Is拘束 && Bod.Arm人n > 0 && Bod.Is最前腕人) { Cha.腕(); - Cha.Bod.EI腕前.Updatef = true; + Cha.Body.EI腕前.Updatef = true; } } @@ -1633,9 +1633,9 @@ namespace SlaveMatrix if (IsTool = X < cp.X && cp.Y < Y && mb != MouseButtons.Left && !Isモード) { Med.CursorShow(); - if (focus.Ele.濃度 == 1.0) + if (focus.Ele.Intensity == 1.0) { - Focus.Ele.濃度 = 0.2; + Focus.Ele.Intensity = 0.2; } In持ち手(); Color hc_ = hc; @@ -1648,17 +1648,17 @@ namespace SlaveMatrix where e.使用状態 == UsageStatus.Standby select e) { - item.Ele.濃度 = 0.5; + item.Ele.Intensity = 0.5; } - hcm.Ele.濃度 = 1.0; + hcm.Ele.Intensity = 1.0; } else { foreach (CM item2 in from e in EnumCM() - where e.使用状態 == UsageStatus.Standby && e.Ele.濃度 == 1.0 + where e.使用状態 == UsageStatus.Standby && e.Ele.Intensity == 1.0 select e) { - item2.Ele.濃度 = 0.5; + item2.Ele.Intensity = 0.5; } } } @@ -1672,16 +1672,16 @@ namespace SlaveMatrix { Med.CursorHide(); } - if (focus.Ele.濃度 == 0.2) + if (focus.Ele.Intensity == 0.2) { - Focus.Ele.濃度 = 1.0; + Focus.Ele.Intensity = 1.0; } Out持ち手(); foreach (CM item3 in from e in EnumCM() - where e.使用状態 == UsageStatus.Standby && e.Ele.濃度 == 1.0 + where e.使用状態 == UsageStatus.Standby && e.Ele.Intensity == 1.0 select e) { - item3.Ele.濃度 = 0.5; + item3.Ele.Intensity = 0.5; } if (!Isモード) { @@ -1919,14 +1919,14 @@ namespace SlaveMatrix select e).FirstOrDefault((CM e) => e.Ele.Body.IsHit(ref hc_)); if (cM != null) { - Focus.Ele.濃度 = 0.5; + Focus.Ele.Intensity = 0.5; Focus = cM; - Focus.Ele.濃度 = 0.2; + Focus.Ele.Intensity = 0.2; Focus.Ele.位置B = Med.CursorPosition; Set持ち手(); if (持ち手) { - ハンド右.濃度 = 0.2; + ハンド右.Intensity = 0.2; } else { @@ -2442,7 +2442,7 @@ namespace SlaveMatrix } 調教UI2.Film.DisplayLayer.Save(Path + "\\" + now.ToString("yyyy_MM_dd_HH_mm_ss") + ".png", ImageFormat.Png); ip.SubInfoIm = GameText.撮影しました + "\r\n" + GameText.写真はPhotoフォルダに保存されます; - if (Sta.GameData.TrainingTarget.Trained && !調教UI2.Cha.Bod.Is拘束 && 調教UI2.Cha.Bod.Is腕人 && !Sta.GameData.TrainingTarget.ChaD.撮影ピース経験) + if (Sta.GameData.TrainingTarget.Trained && !調教UI2.Cha.Body.Is拘束 && 調教UI2.Cha.Body.Is腕人 && !Sta.GameData.TrainingTarget.ChaD.撮影ピース経験) { ip.Text = GameText.愛想が悪い + "\r\n" + GameText.ダブルピースさせますか; ip.Mai.Done = delegate @@ -2452,7 +2452,7 @@ namespace SlaveMatrix //Sounds.操作.Play(); Sta.GameData.TrainingTarget.ChaD.撮影ピース経験 = true; 調教UI2.Cha.Setダブルピース(); - 調教UI2.Cha.Bod.Update(); + 調教UI2.Cha.Body.Update(); ip.選択肢表示 = false; ip.MaiShow = false; }; @@ -2546,45 +2546,45 @@ namespace SlaveMatrix Player.ゲージ降下処理.Start(); 擬音 = new Onomatopoeia(); AddBoxes(); - 絶頂ゲージ点滅 = new Mot(0.0, 1.0) + 絶頂ゲージ点滅 = new Motion(0.0, 1.0) { BaseSpeed = 2.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { 調教UI2.絶頂sゲージ.SetAlphaG(m.Value); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { 調教UI2.絶頂sゲージ.SetAlphaG(1.0); } }; Mots.Add(絶頂ゲージ点滅.GetHashCode().ToString(), 絶頂ゲージ点滅); - 射精ゲージ点滅 = new Mot(0.0, 1.0) + 射精ゲージ点滅 = new Motion(0.0, 1.0) { BaseSpeed = 2.0, - Staing = delegate + OnStart = delegate { }, - Runing = delegate(Mot m) + OnUpdate = delegate(Motion m) { 調教UI2.射精mゲージ.SetAlphaG(m.Value); }, - Reaing = delegate + OnReach = delegate { }, - Rouing = delegate + OnLoop = delegate { }, - Ending = delegate + OnEnd = delegate { 調教UI2.射精mゲージ.SetAlphaG(1.0); } @@ -2596,7 +2596,7 @@ namespace SlaveMatrix } } - public void SetTarget(Unit Unit, Cha Cha) + public void SetTarget(Unit Unit, Character Cha) { if (this.Cha != null) { @@ -2604,7 +2604,7 @@ namespace SlaveMatrix this.Cha.放尿擬音 = null; } this.Cha = Cha; - Bod = Cha.Bod; + Bod = Cha.Body; Bod.カーソル = this; ペニス挿入.SetCha(Cha); マウス挿入.SetCha(Cha); @@ -2669,7 +2669,7 @@ namespace SlaveMatrix Bod.断面_表示 = Sta.GameData.断面; } 断面.Dra = Sta.GameData.心眼; - 媚薬.Dra = Sta.GameData.媚薬 && !Cha.ChaD.タトゥ; + 媚薬.Dra = Sta.GameData.媚薬 && !Cha.CharacterData.タトゥ; 拘束具.Dra = Unit.Trained; SlaveStamina.Dra = Sta.StaminaButton; PlayerStamina.Dra = Sta.StaminaButton; @@ -2677,7 +2677,7 @@ namespace SlaveMatrix public void Reset() { - foreach (Mot value in Mots.ms.Values) + foreach (Motion value in Mots.ms.Values) { if (value != Player.ゲージ降下処理) { @@ -2724,7 +2724,7 @@ namespace SlaveMatrix マウスCM.Reset(); ハンド右CM.Reset(); ハンド左CM.Reset(); - ハンド左.濃度 = 1.0; + ハンド左.Intensity = 1.0; ハンド左.SetHitFalse(); ロータCM.Reset(); コモンCM.Reset(); diff --git a/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs b/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs index fa3aea4..3d5e71e 100644 --- a/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs +++ b/SlaveMatrix/SlaveMatrix/GameClasses/Unit.cs @@ -24,7 +24,7 @@ namespace SlaveMatrix public Unit Child; - private ChaD cd; + private CharacterData cd; public ulong Price; @@ -106,7 +106,7 @@ namespace SlaveMatrix } } - public ChaD ChaD + public CharacterData ChaD { get {