Changed class names to be more understandable. Separate some initializes from Character class to CharacterFluidSystem
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@@ -114,7 +114,7 @@ namespace SlaveMatrix
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}
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}
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public override double 濃度
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public override double Intensity
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{
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get
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{
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@@ -142,7 +142,7 @@ namespace SlaveMatrix
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public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1);
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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)
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public UpperArm_蹄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_蹄D e)
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{
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UpperArm_蹄 UpperArm_蹄2 = this;
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ThisType = GetType();
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@@ -206,7 +206,7 @@ namespace SlaveMatrix
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X0Y0_筋肉上CP = new ColorP(X0Y0_筋肉上, 筋肉上CD, DisUnit, abj: false);
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X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true);
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X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, 筋肉下CD, DisUnit, abj: false);
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濃度 = e.濃度;
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Intensity = e.濃度;
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}
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public override void SetAngle0()
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@@ -223,12 +223,12 @@ namespace SlaveMatrix
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X0Y0_筋肉下CP.Update();
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}
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private void 配色(体配色 体配色)
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private void 配色(BodyColorSet 体配色)
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{
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配色N0(体配色);
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}
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private void 配色N0(体配色 体配色)
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private void 配色N0(BodyColorSet 体配色)
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{
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筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
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UpperArmCD = new ColorD(ref Col.Black, ref 体配色.毛0O);
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