using System.Collections.Generic; using _2DGAMELIB; namespace SlaveMatrix { public class 尾_短 : 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 ColorD 尾0CD; public ColorD 尾1CD; public ColorD 尾2CD; public ColorD 尾3CD; public ColorD 尾4CD; public ColorD 尾5CD; 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 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; } } 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 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; } } 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; } } 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(); MorphVariant morphVariant = new MorphVariant(); morphVariant.Tag = "短尾"; morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][15])); 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(); Body.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; 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[6] { X0Y0_尾0, X0Y0_尾1, X0Y0_尾2, X0Y0_尾3, X0Y0_尾4, X0Y0_尾5 }; 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); Intensity = e.濃度; } 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(); Body.JoinPAall(); } 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; } 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); } 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 ColorHelper.Black, ref 体配色.体0O); 尾1CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O); 尾2CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O); 尾3CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O); 尾4CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O); 尾5CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O); } 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(BodyColorSet 体配色) { this.配色T(1, "尾", ref 体配色.体0O, ref 体配色.刺青O); } } }