using System.Collections.Generic; using _2DGAMELIB; namespace SlaveMatrix { public class 尾_淫 : 尾 { public ShapePart X0Y0_尾0; public ShapePart X0Y0_尾1; public ShapePart X0Y0_尾2; public ShapePart X0Y0_尾3; public ShapePart X0Y0_尾4; public ShapePart X0Y0_尾5; public ShapePart X0Y0_尾6; public ShapePart X0Y0_尾7; public ShapePart X0Y0_尾8; public ShapePart X0Y0_輪_革; public ShapePart X0Y0_輪_金具1; public ShapePart X0Y0_輪_金具2; public ShapePart X0Y0_輪_金具3; public ShapePart X0Y0_輪_金具左; public ShapePart X0Y0_輪_金具右; public ShapePart X0Y0_尾9; public ShapePart X0Y0_尾10; public ShapePart X0Y0_尾11; public ShapePart X0Y0_尾12; public ShapePart X0Y0_尾13; public ShapePart X0Y0_尾14; public ShapePart X0Y0_尾15; public ShapePart X0Y0_尾16; public ShapePart X0Y0_尾17; public ShapePart X0Y0_先端_先; public ShapePart X0Y0_先端_尾; public ColorD 尾0CD; public ColorD 尾1CD; public ColorD 尾2CD; public ColorD 尾3CD; public ColorD 尾4CD; public ColorD 尾5CD; public ColorD 尾6CD; public ColorD 尾7CD; public ColorD 尾8CD; public ColorD 尾9CD; public ColorD 尾10CD; public ColorD 尾11CD; public ColorD 尾12CD; public ColorD 尾13CD; public ColorD 尾14CD; public ColorD 尾15CD; public ColorD 尾16CD; public ColorD 尾17CD; public ColorD 先端_先CD; public ColorD 先端_尾CD; public ColorD 輪_革CD; public ColorD 輪_金具1CD; public ColorD 輪_金具2CD; public ColorD 輪_金具3CD; public ColorD 輪_金具左CD; public ColorD 輪_金具右CD; public ColorP X0Y0_尾0CP; public ColorP X0Y0_尾1CP; public ColorP X0Y0_尾2CP; public ColorP X0Y0_尾3CP; public ColorP X0Y0_尾4CP; public ColorP X0Y0_尾5CP; public ColorP X0Y0_尾6CP; public ColorP X0Y0_尾7CP; public ColorP X0Y0_尾8CP; public ColorP X0Y0_輪_革CP; public ColorP X0Y0_輪_金具1CP; public ColorP X0Y0_輪_金具2CP; public ColorP X0Y0_輪_金具3CP; public ColorP X0Y0_輪_金具左CP; public ColorP X0Y0_輪_金具右CP; public ColorP X0Y0_尾9CP; public ColorP X0Y0_尾10CP; public ColorP X0Y0_尾11CP; public ColorP X0Y0_尾12CP; public ColorP X0Y0_尾13CP; public ColorP X0Y0_尾14CP; public ColorP X0Y0_尾15CP; public ColorP X0Y0_尾16CP; public ColorP X0Y0_尾17CP; public ColorP X0Y0_先端_先CP; public ColorP X0Y0_先端_尾CP; public 拘束鎖 鎖1; public 拘束鎖 鎖2; public ShapePart[] Pars; private Vector2D[] mm; public override bool 欠損 { get { return 欠損_; } set { 欠損_ = value; } } public override bool 筋肉 { get { return 筋肉_; } set { 筋肉_ = value; } } public override bool 拘束 { get { return 拘束_; } set { 拘束_ = value; 輪表示 = 拘束_; } } public bool 尾0_表示 { get { return X0Y0_尾0.Dra; } set { X0Y0_尾0.Dra = value; X0Y0_尾0.Hit = value; } } public bool 尾1_表示 { get { return X0Y0_尾1.Dra; } set { X0Y0_尾1.Dra = value; X0Y0_尾1.Hit = value; } } public bool 尾2_表示 { get { return X0Y0_尾2.Dra; } set { X0Y0_尾2.Dra = value; X0Y0_尾2.Hit = value; } } public bool 尾3_表示 { get { return X0Y0_尾3.Dra; } set { X0Y0_尾3.Dra = value; X0Y0_尾3.Hit = value; } } public bool 尾4_表示 { get { return X0Y0_尾4.Dra; } set { X0Y0_尾4.Dra = value; X0Y0_尾4.Hit = value; } } public bool 尾5_表示 { get { return X0Y0_尾5.Dra; } set { X0Y0_尾5.Dra = value; X0Y0_尾5.Hit = value; } } public bool 尾6_表示 { get { return X0Y0_尾6.Dra; } set { X0Y0_尾6.Dra = value; X0Y0_尾6.Hit = value; } } public bool 尾7_表示 { get { return X0Y0_尾7.Dra; } set { X0Y0_尾7.Dra = value; X0Y0_尾7.Hit = value; } } public bool 尾8_表示 { get { return X0Y0_尾8.Dra; } set { X0Y0_尾8.Dra = value; X0Y0_尾8.Hit = value; } } public bool 輪_革_表示 { get { return X0Y0_輪_革.Dra; } set { X0Y0_輪_革.Dra = value; X0Y0_輪_革.Hit = value; } } public bool 輪_金具1_表示 { get { return X0Y0_輪_金具1.Dra; } set { X0Y0_輪_金具1.Dra = value; X0Y0_輪_金具1.Hit = value; } } public bool 輪_金具2_表示 { get { return X0Y0_輪_金具2.Dra; } set { X0Y0_輪_金具2.Dra = value; X0Y0_輪_金具2.Hit = value; } } public bool 輪_金具3_表示 { get { return X0Y0_輪_金具3.Dra; } set { X0Y0_輪_金具3.Dra = value; X0Y0_輪_金具3.Hit = value; } } public bool 輪_金具左_表示 { get { return X0Y0_輪_金具左.Dra; } set { X0Y0_輪_金具左.Dra = value; X0Y0_輪_金具左.Hit = value; } } public bool 輪_金具右_表示 { get { return X0Y0_輪_金具右.Dra; } set { X0Y0_輪_金具右.Dra = value; X0Y0_輪_金具右.Hit = value; } } public bool 尾9_表示 { get { return X0Y0_尾9.Dra; } set { X0Y0_尾9.Dra = value; X0Y0_尾9.Hit = value; } } public bool 尾10_表示 { get { return X0Y0_尾10.Dra; } set { X0Y0_尾10.Dra = value; X0Y0_尾10.Hit = value; } } public bool 尾11_表示 { get { return X0Y0_尾11.Dra; } set { X0Y0_尾11.Dra = value; X0Y0_尾11.Hit = value; } } public bool 尾12_表示 { get { return X0Y0_尾12.Dra; } set { X0Y0_尾12.Dra = value; X0Y0_尾12.Hit = value; } } public bool 尾13_表示 { get { return X0Y0_尾13.Dra; } set { X0Y0_尾13.Dra = value; X0Y0_尾13.Hit = value; } } public bool 尾14_表示 { get { return X0Y0_尾14.Dra; } set { X0Y0_尾14.Dra = value; X0Y0_尾14.Hit = value; } } public bool 尾15_表示 { get { return X0Y0_尾15.Dra; } set { X0Y0_尾15.Dra = value; X0Y0_尾15.Hit = value; } } public bool 尾16_表示 { get { return X0Y0_尾16.Dra; } set { X0Y0_尾16.Dra = value; X0Y0_尾16.Hit = value; } } public bool 尾17_表示 { get { return X0Y0_尾17.Dra; } set { X0Y0_尾17.Dra = value; X0Y0_尾17.Hit = value; } } public bool 先端_先_表示 { get { return X0Y0_先端_先.Dra; } set { X0Y0_先端_先.Dra = value; X0Y0_先端_先.Hit = value; } } public bool 先端_尾_表示 { get { return X0Y0_先端_尾.Dra; } set { X0Y0_先端_尾.Dra = value; X0Y0_先端_尾.Hit = value; } } public bool 輪表示 { get { return 輪_革_表示; } set { 輪_革_表示 = value; 輪_金具1_表示 = value; 輪_金具2_表示 = value; 輪_金具3_表示 = value; 輪_金具左_表示 = value; 輪_金具右_表示 = value; } } public bool 鎖表示 { get { return 鎖1.表示; } set { 鎖1.表示 = value; 鎖2.表示 = value; } } public override bool 表示 { get { return 尾0_表示; } set { 尾0_表示 = value; 尾1_表示 = value; 尾2_表示 = value; 尾3_表示 = value; 尾4_表示 = value; 尾5_表示 = value; 尾6_表示 = value; 尾7_表示 = value; 尾8_表示 = value; 輪_革_表示 = value; 輪_金具1_表示 = value; 輪_金具2_表示 = value; 輪_金具3_表示 = value; 輪_金具左_表示 = value; 輪_金具右_表示 = value; 尾9_表示 = value; 尾10_表示 = value; 尾11_表示 = value; 尾12_表示 = value; 尾13_表示 = value; 尾14_表示 = value; 尾15_表示 = value; 尾16_表示 = value; 尾17_表示 = value; 先端_先_表示 = value; 先端_尾_表示 = value; 鎖1.表示 = value; 鎖2.表示 = value; } } public override double Intensity { get { return 尾0CD.不透明度; } set { 尾0CD.不透明度 = value; 尾1CD.不透明度 = value; 尾2CD.不透明度 = value; 尾3CD.不透明度 = value; 尾4CD.不透明度 = value; 尾5CD.不透明度 = value; 尾6CD.不透明度 = value; 尾7CD.不透明度 = value; 尾8CD.不透明度 = value; 尾9CD.不透明度 = value; 尾10CD.不透明度 = value; 尾11CD.不透明度 = value; 尾12CD.不透明度 = value; 尾13CD.不透明度 = value; 尾14CD.不透明度 = value; 尾15CD.不透明度 = value; 尾16CD.不透明度 = value; 尾17CD.不透明度 = value; 先端_先CD.不透明度 = value; 先端_尾CD.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; 輪_金具3CD.不透明度 = value; 輪_金具左CD.不透明度 = value; 輪_金具右CD.不透明度 = value; } } 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(Body, X0Y0_輪_金具右, 0); 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(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "淫尾"; morphVariant.Add(new PartGroup(Sta.尻尾["尾"][0][8])); Body = new VariantGrid(); Body.Tag = morphVariant.Tag; Body.Add(morphVariant); PartGroup partGroup = Body[0][0]; X0Y0_尾0 = partGroup["尾0"].ToPar(); X0Y0_尾1 = partGroup["尾1"].ToPar(); X0Y0_尾2 = partGroup["尾2"].ToPar(); X0Y0_尾3 = partGroup["尾3"].ToPar(); X0Y0_尾4 = partGroup["尾4"].ToPar(); X0Y0_尾5 = partGroup["尾5"].ToPar(); X0Y0_尾6 = partGroup["尾6"].ToPar(); X0Y0_尾7 = partGroup["尾7"].ToPar(); X0Y0_尾8 = partGroup["尾8"].ToPar(); PartGroup pars2 = partGroup["輪"].ToPars(); X0Y0_輪_革 = pars2["革"].ToPar(); X0Y0_輪_金具1 = pars2["金具1"].ToPar(); X0Y0_輪_金具2 = pars2["金具2"].ToPar(); 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(); X0Y0_尾9 = partGroup["尾9"].ToPar(); X0Y0_尾10 = partGroup["尾10"].ToPar(); X0Y0_尾11 = partGroup["尾11"].ToPar(); X0Y0_尾12 = partGroup["尾12"].ToPar(); X0Y0_尾13 = partGroup["尾13"].ToPar(); X0Y0_尾14 = partGroup["尾14"].ToPar(); X0Y0_尾15 = partGroup["尾15"].ToPar(); X0Y0_尾16 = partGroup["尾16"].ToPar(); X0Y0_尾17 = partGroup["尾17"].ToPar(); pars2 = partGroup["先端"].ToPars(); X0Y0_先端_先 = pars2["先"].ToPar(); X0Y0_先端_尾 = pars2["尾"].ToPar(); Body.SetJoints(); 接続根 = new JointD(Body); 右 = e.右; 反転X = e.反転X; 反転Y = e.反転Y; 基準C = e.基準C; 位置C = e.位置C; 角度B = e.角度B; 角度C = e.角度C; 尺度B = e.尺度B; 尺度C = e.尺度C; 尺度XB = e.尺度XB; 尺度XC = e.尺度XC; 尺度YB = e.尺度YB; 尺度YC = e.尺度YC; 肥大 = e.肥大; 身長 = e.身長; Xv = e.Xv; Yv = e.Yv; Xi = e.Xi; Yi = e.Yi; 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; 尾0_表示 = e.尾0_表示; 尾1_表示 = e.尾1_表示; 尾2_表示 = e.尾2_表示; 尾3_表示 = e.尾3_表示; 尾4_表示 = e.尾4_表示; 尾5_表示 = e.尾5_表示; 尾6_表示 = e.尾6_表示; 尾7_表示 = e.尾7_表示; 尾8_表示 = e.尾8_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; 輪_金具3_表示 = e.輪_金具3_表示; 輪_金具左_表示 = e.輪_金具左_表示; 輪_金具右_表示 = e.輪_金具右_表示; 尾9_表示 = e.尾9_表示; 尾10_表示 = e.尾10_表示; 尾11_表示 = e.尾11_表示; 尾12_表示 = e.尾12_表示; 尾13_表示 = e.尾13_表示; 尾14_表示 = e.尾14_表示; 尾15_表示 = e.尾15_表示; 尾16_表示 = e.尾16_表示; 尾17_表示 = e.尾17_表示; 先端_先_表示 = e.先端_先_表示; 先端_尾_表示 = e.先端_尾_表示; 輪表示 = e.輪表示; 欠損 = e.欠損; 筋肉 = e.筋肉; 拘束 = e.拘束; if (!e.表示) { 表示 = false; } base.配色指定 = 配色指定; 配色(体配色); Pars = new ShapePart[26] { X0Y0_尾0, X0Y0_尾1, X0Y0_尾2, X0Y0_尾3, X0Y0_尾4, X0Y0_尾5, X0Y0_尾6, X0Y0_尾7, X0Y0_尾8, X0Y0_輪_革, X0Y0_輪_金具1, X0Y0_輪_金具2, X0Y0_輪_金具3, X0Y0_輪_金具左, X0Y0_輪_金具右, X0Y0_尾9, X0Y0_尾10, X0Y0_尾11, X0Y0_尾12, X0Y0_尾13, X0Y0_尾14, X0Y0_尾15, X0Y0_尾16, X0Y0_尾17, X0Y0_先端_先, X0Y0_先端_尾 }; X0Y0_尾0CP = new ColorP(X0Y0_尾0, 尾0CD, DisUnit, abj: true); X0Y0_尾1CP = new ColorP(X0Y0_尾1, 尾1CD, DisUnit, abj: true); X0Y0_尾2CP = new ColorP(X0Y0_尾2, 尾2CD, DisUnit, abj: true); 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); 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); X0Y0_尾8CP = new ColorP(X0Y0_尾8, 尾8CD, 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); 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); 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); 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); X0Y0_尾14CP = new ColorP(X0Y0_尾14, 尾14CD, DisUnit, abj: true); X0Y0_尾15CP = new ColorP(X0Y0_尾15, 尾15CD, DisUnit, abj: true); X0Y0_尾16CP = new ColorP(X0Y0_尾16, 尾16CD, DisUnit, abj: true); 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); 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); 鎖2.接続(鎖2_接続点); int num = (右 ? (-10) : 10); 鎖1.角度B -= num; 鎖2.角度B += num; 鎖表示 = e.鎖表示; } public override void 描画0(RenderArea Are) { Are.Draw(X0Y0_尾0); Are.Draw(X0Y0_尾1); Are.Draw(X0Y0_尾2); Are.Draw(X0Y0_尾3); Are.Draw(X0Y0_尾4); Are.Draw(X0Y0_尾5); Are.Draw(X0Y0_尾6); Are.Draw(X0Y0_尾7); Are.Draw(X0Y0_尾8); Are.Draw(X0Y0_輪_革); Are.Draw(X0Y0_輪_金具1); Are.Draw(X0Y0_輪_金具2); Are.Draw(X0Y0_輪_金具3); Are.Draw(X0Y0_輪_金具左); Are.Draw(X0Y0_輪_金具右); 鎖1.描画0(Are); 鎖2.描画0(Are); Are.Draw(X0Y0_尾9); Are.Draw(X0Y0_尾10); Are.Draw(X0Y0_尾11); Are.Draw(X0Y0_尾12); Are.Draw(X0Y0_尾13); Are.Draw(X0Y0_尾14); Are.Draw(X0Y0_尾15); Are.Draw(X0Y0_尾16); Are.Draw(X0Y0_尾17); Are.Draw(X0Y0_先端_先); Are.Draw(X0Y0_先端_尾); } public override void Dispose() { base.Dispose(); 鎖1.Dispose(); 鎖2.Dispose(); } public override void SetAngle0() { _ = 右; double maxAngle = 20.0; X0Y0_尾0.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾1.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾2.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾3.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾4.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾5.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾6.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾7.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾8.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾9.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾10.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾11.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾12.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾13.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾14.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾15.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾16.AngleBase = maxAngle.GetRanAngle(); X0Y0_尾17.AngleBase = maxAngle.GetRanAngle(); X0Y0_先端_尾.AngleBase = maxAngle.GetRanAngle(); Body.JoinPAall(); } public override bool Is革(ShapePart p) { if (p != X0Y0_輪_革 && p != X0Y0_輪_金具1 && p != X0Y0_輪_金具2 && p != X0Y0_輪_金具3 && p != X0Y0_輪_金具左) { return p == X0Y0_輪_金具右; } return true; } public override IEnumerable Enum軸() { yield return X0Y0_尾0; yield return X0Y0_尾1; yield return X0Y0_尾2; yield return X0Y0_尾3; yield return X0Y0_尾4; yield return X0Y0_尾5; yield return X0Y0_尾6; yield return X0Y0_尾7; yield return X0Y0_尾8; yield return X0Y0_尾9; yield return X0Y0_尾10; yield return X0Y0_尾11; yield return X0Y0_尾12; yield return X0Y0_尾13; yield return X0Y0_尾14; yield return X0Y0_尾15; yield return X0Y0_尾16; yield return X0Y0_尾17; yield return X0Y0_先端_尾; } public override void 色更新() { Pars.GetMiY_MaY(out mm); X0Y0_尾0CP.Update(mm); X0Y0_尾1CP.Update(mm); X0Y0_尾2CP.Update(mm); X0Y0_尾3CP.Update(mm); X0Y0_尾4CP.Update(mm); X0Y0_尾5CP.Update(mm); X0Y0_尾6CP.Update(mm); X0Y0_尾7CP.Update(mm); X0Y0_尾8CP.Update(mm); X0Y0_輪_革CP.Update(); X0Y0_輪_金具1CP.Update(); X0Y0_輪_金具2CP.Update(); X0Y0_輪_金具3CP.Update(); X0Y0_輪_金具左CP.Update(); X0Y0_輪_金具右CP.Update(); X0Y0_尾9CP.Update(mm); X0Y0_尾10CP.Update(mm); X0Y0_尾11CP.Update(mm); X0Y0_尾12CP.Update(mm); X0Y0_尾13CP.Update(mm); X0Y0_尾14CP.Update(mm); X0Y0_尾15CP.Update(mm); X0Y0_尾16CP.Update(mm); X0Y0_尾17CP.Update(mm); X0Y0_先端_先CP.Update(mm); X0Y0_先端_尾CP.Update(mm); 鎖1.接続PA(); 鎖2.接続PA(); 鎖1.色更新(); 鎖2.色更新(); } private void 配色(BodyColorSet 体配色) { switch (配色指定) { case 配色指定.N0: 配色N0(体配色); break; case 配色指定.T0: 配色T0(体配色); break; case 配色指定.T1: 配色T1(体配色); break; default: 配色N0(体配色); break; } } 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); 尾2CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾3CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾4CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾5CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾6CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾7CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾8CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾9CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾10CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾11CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾12CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾13CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾14CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾15CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾16CD = new ColorD(ref Col.Black, ref 体配色.体0O); 尾17CD = new ColorD(ref Col.Black, ref 体配色.体0O); 先端_先CD = new ColorD(ref Col.Black, ref 体配色.体0O); 先端_尾CD = new ColorD(ref Col.Black, ref 体配色.体0O); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); 輪_金具3CD = new ColorD(); 輪_金具左CD = new ColorD(); 輪_金具右CD = new ColorD(); } 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); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); 輪_金具3CD = new ColorD(); 輪_金具左CD = new ColorD(); 輪_金具右CD = new ColorD(); } 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); 輪_革CD = new ColorD(); 輪_金具1CD = new ColorD(); 輪_金具2CD = new ColorD(); 輪_金具3CD = new ColorD(); 輪_金具左CD = new ColorD(); 輪_金具右CD = new ColorD(); } public void 輪配色(拘束具色 配色) { 輪_革CD.色 = 配色.革部色; 輪_金具1CD.色 = 配色.金具色; 輪_金具2CD.色 = 輪_金具1CD.色; 輪_金具3CD.色 = 輪_金具1CD.色; 輪_金具左CD.色 = 輪_金具1CD.色; 輪_金具右CD.色 = 輪_金具1CD.色; } public void 鎖配色(鎖色 配色) { 鎖1.配色鎖(配色); 鎖2.配色鎖(配色); } } }