830 lines
22 KiB
C#
830 lines
22 KiB
C#
using System.Linq;
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using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class 長物_蟲 : 半身
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{
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public Par X0Y0_Torso1_背板;
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public Par X0Y0_Torso1_胸板;
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public Par X0Y0_Torso1_Torso;
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public Par X0Y0_Torso1_瘤左2;
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public Par X0Y0_Torso1_瘤左1;
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public Par X0Y0_Torso1_瘤右2;
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public Par X0Y0_Torso1_瘤右1;
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public Par X0Y0_Torso1_Torso0_背板;
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public Par X0Y0_Torso1_Torso0_胸板;
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public Par X0Y0_Torso1_Torso0_Torso;
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public Par X0Y0_輪1_革;
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public Par X0Y0_輪1_金具1;
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public Par X0Y0_輪1_金具2;
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public Par X0Y0_輪1_金具3;
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public Par X0Y0_輪1_金具左;
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public Par X0Y0_輪1_金具右;
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public ColorD Torso1_背板CD;
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public ColorD Torso1_胸板CD;
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public ColorD Torso1_TorsoCD;
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public ColorD Torso1_瘤左2CD;
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public ColorD Torso1_瘤左1CD;
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public ColorD Torso1_瘤右2CD;
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public ColorD Torso1_瘤右1CD;
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public ColorD Torso1_Torso0_背板CD;
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public ColorD Torso1_Torso0_胸板CD;
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public ColorD Torso1_Torso0_TorsoCD;
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public ColorD 輪1_革CD;
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public ColorD 輪1_金具1CD;
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public ColorD 輪1_金具2CD;
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public ColorD 輪1_金具3CD;
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public ColorD 輪1_金具左CD;
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public ColorD 輪1_金具右CD;
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public ColorP X0Y0_Torso1_背板CP;
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public ColorP X0Y0_Torso1_胸板CP;
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public ColorP X0Y0_Torso1_TorsoCP;
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public ColorP X0Y0_Torso1_瘤左2CP;
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public ColorP X0Y0_Torso1_瘤左1CP;
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public ColorP X0Y0_Torso1_瘤右2CP;
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public ColorP X0Y0_Torso1_瘤右1CP;
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public ColorP X0Y0_Torso1_Torso0_背板CP;
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public ColorP X0Y0_Torso1_Torso0_胸板CP;
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public ColorP X0Y0_Torso1_Torso0_TorsoCP;
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public ColorP X0Y0_輪1_革CP;
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public ColorP X0Y0_輪1_金具1CP;
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public ColorP X0Y0_輪1_金具2CP;
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public ColorP X0Y0_輪1_金具3CP;
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public ColorP X0Y0_輪1_金具左CP;
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public ColorP X0Y0_輪1_金具右CP;
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public 拘束鎖 鎖1;
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public 拘束鎖 鎖2;
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public Ele[] 左0_接続;
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public Ele[] 右0_接続;
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public Ele[] 左1_接続;
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public Ele[] 右1_接続;
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public Ele[] Torso_接続;
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public override bool 欠損
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{
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get
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{
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return 欠損_;
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}
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set
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{
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欠損_ = value;
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}
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}
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public override bool 筋肉
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{
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get
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{
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return 筋肉_;
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}
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set
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{
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筋肉_ = value;
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}
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}
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public override bool 拘束
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{
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get
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{
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return 拘束_;
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}
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set
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{
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拘束_ = value;
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輪1表示 = 拘束_;
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}
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}
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public bool Torso1_背板_表示
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{
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get
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{
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return X0Y0_Torso1_背板.Dra;
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}
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set
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{
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X0Y0_Torso1_背板.Dra = value;
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X0Y0_Torso1_背板.Hit = value;
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}
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}
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public bool Torso1_胸板_表示
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{
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get
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{
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return X0Y0_Torso1_胸板.Dra;
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}
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set
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{
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X0Y0_Torso1_胸板.Dra = value;
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X0Y0_Torso1_胸板.Hit = value;
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}
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}
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public bool Torso1_Torso_表示
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{
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get
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{
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return X0Y0_Torso1_Torso.Dra;
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}
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set
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{
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X0Y0_Torso1_Torso.Dra = value;
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X0Y0_Torso1_Torso.Hit = value;
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}
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}
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public bool Torso1_瘤左2_表示
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{
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get
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{
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return X0Y0_Torso1_瘤左2.Dra;
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}
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set
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{
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X0Y0_Torso1_瘤左2.Dra = value;
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X0Y0_Torso1_瘤左2.Hit = value;
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}
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}
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public bool Torso1_瘤左1_表示
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{
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get
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{
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return X0Y0_Torso1_瘤左1.Dra;
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}
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set
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{
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X0Y0_Torso1_瘤左1.Dra = value;
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X0Y0_Torso1_瘤左1.Hit = value;
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}
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}
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public bool Torso1_瘤右2_表示
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{
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get
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{
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return X0Y0_Torso1_瘤右2.Dra;
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}
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set
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{
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X0Y0_Torso1_瘤右2.Dra = value;
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X0Y0_Torso1_瘤右2.Hit = value;
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}
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}
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public bool Torso1_瘤右1_表示
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{
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get
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{
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return X0Y0_Torso1_瘤右1.Dra;
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}
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set
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{
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X0Y0_Torso1_瘤右1.Dra = value;
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X0Y0_Torso1_瘤右1.Hit = value;
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}
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}
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public bool Torso1_Torso0_背板_表示
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{
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get
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{
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return X0Y0_Torso1_Torso0_背板.Dra;
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}
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set
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{
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X0Y0_Torso1_Torso0_背板.Dra = value;
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X0Y0_Torso1_Torso0_背板.Hit = value;
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}
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}
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public bool Torso1_Torso0_胸板_表示
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{
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get
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{
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return X0Y0_Torso1_Torso0_胸板.Dra;
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}
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set
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{
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X0Y0_Torso1_Torso0_胸板.Dra = value;
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X0Y0_Torso1_Torso0_胸板.Hit = value;
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}
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}
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public bool Torso1_Torso0_Torso_表示
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{
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get
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{
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return X0Y0_Torso1_Torso0_Torso.Dra;
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}
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set
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{
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X0Y0_Torso1_Torso0_Torso.Dra = value;
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X0Y0_Torso1_Torso0_Torso.Hit = value;
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}
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}
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public bool 輪1_革_表示
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{
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get
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{
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return X0Y0_輪1_革.Dra;
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}
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set
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{
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X0Y0_輪1_革.Dra = value;
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X0Y0_輪1_革.Hit = value;
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}
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}
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public bool 輪1_金具1_表示
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{
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get
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{
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return X0Y0_輪1_金具1.Dra;
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}
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set
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{
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X0Y0_輪1_金具1.Dra = value;
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X0Y0_輪1_金具1.Hit = value;
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}
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}
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public bool 輪1_金具2_表示
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{
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get
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{
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return X0Y0_輪1_金具2.Dra;
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}
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set
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{
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X0Y0_輪1_金具2.Dra = value;
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X0Y0_輪1_金具2.Hit = value;
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}
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}
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public bool 輪1_金具3_表示
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{
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get
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{
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return X0Y0_輪1_金具3.Dra;
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}
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set
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{
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X0Y0_輪1_金具3.Dra = value;
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X0Y0_輪1_金具3.Hit = value;
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}
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}
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public bool 輪1_金具左_表示
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{
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get
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{
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return X0Y0_輪1_金具左.Dra;
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}
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set
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{
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X0Y0_輪1_金具左.Dra = value;
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X0Y0_輪1_金具左.Hit = value;
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}
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}
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public bool 輪1_金具右_表示
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{
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get
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{
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return X0Y0_輪1_金具右.Dra;
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}
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set
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{
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X0Y0_輪1_金具右.Dra = value;
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X0Y0_輪1_金具右.Hit = value;
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}
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}
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public bool 輪1表示
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{
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get
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{
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return 輪1_革_表示;
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}
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set
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{
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輪1_革_表示 = value;
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輪1_金具1_表示 = value;
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輪1_金具2_表示 = value;
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輪1_金具3_表示 = value;
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輪1_金具左_表示 = value;
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輪1_金具右_表示 = value;
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}
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}
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public bool 鎖表示
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{
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get
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{
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return 鎖1.表示;
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}
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set
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{
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鎖1.表示 = value;
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鎖2.表示 = value;
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}
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}
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public override bool 表示
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{
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get
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{
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return Torso1_背板_表示;
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}
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set
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{
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Torso1_背板_表示 = value;
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Torso1_胸板_表示 = value;
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Torso1_Torso_表示 = value;
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Torso1_瘤左2_表示 = value;
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Torso1_瘤左1_表示 = value;
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Torso1_瘤右2_表示 = value;
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Torso1_瘤右1_表示 = value;
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Torso1_Torso0_背板_表示 = value;
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Torso1_Torso0_胸板_表示 = value;
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Torso1_Torso0_Torso_表示 = value;
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輪1_革_表示 = value;
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輪1_金具1_表示 = value;
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輪1_金具2_表示 = value;
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輪1_金具3_表示 = value;
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輪1_金具左_表示 = value;
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輪1_金具右_表示 = value;
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鎖1.表示 = value;
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鎖2.表示 = value;
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}
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}
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public override double 濃度
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{
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get
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{
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return Torso1_背板CD.不透明度;
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}
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set
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{
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Torso1_背板CD.不透明度 = value;
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Torso1_胸板CD.不透明度 = value;
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Torso1_TorsoCD.不透明度 = value;
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Torso1_瘤左2CD.不透明度 = value;
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Torso1_瘤左1CD.不透明度 = value;
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Torso1_瘤右2CD.不透明度 = value;
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Torso1_瘤右1CD.不透明度 = value;
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Torso1_Torso0_背板CD.不透明度 = value;
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Torso1_Torso0_胸板CD.不透明度 = value;
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Torso1_Torso0_TorsoCD.不透明度 = value;
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輪1_革CD.不透明度 = value;
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輪1_金具1CD.不透明度 = value;
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輪1_金具2CD.不透明度 = value;
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輪1_金具3CD.不透明度 = value;
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輪1_金具左CD.不透明度 = value;
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輪1_金具右CD.不透明度 = value;
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}
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}
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public bool 背板
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{
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get
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{
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return Torso1_背板_表示;
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}
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set
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{
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Torso1_背板_表示 = value;
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Torso1_Torso0_背板_表示 = value;
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}
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}
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public bool 胸板
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{
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get
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{
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return Torso1_胸板_表示;
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}
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set
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{
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Torso1_胸板_表示 = value;
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}
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}
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public bool Torso
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{
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get
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{
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return Torso1_Torso_表示;
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}
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set
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{
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Torso1_Torso_表示 = value;
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Torso1_Torso0_Torso_表示 = value;
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}
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}
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public bool 瘤
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{
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get
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{
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return Torso1_瘤左2_表示;
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}
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set
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{
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Torso1_瘤左2_表示 = value;
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Torso1_瘤左1_表示 = value;
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Torso1_瘤右2_表示 = value;
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Torso1_瘤右1_表示 = value;
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}
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}
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public JointS 左0_接続点 => new JointS(本体, X0Y0_Torso1_Torso0_Torso, 1);
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public JointS 右0_接続点 => new JointS(本体, X0Y0_Torso1_Torso0_Torso, 2);
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public JointS 左1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 0);
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public JointS 右1_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 1);
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public JointS Torso_接続点 => new JointS(本体, X0Y0_Torso1_Torso, 3);
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public JointS 鎖1_接続点 => new JointS(本体, X0Y0_輪1_金具左, 0);
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public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪1_金具右, 0);
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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)
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{
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長物_蟲 長物_蟲2 = this;
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ThisType = GetType();
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Pars pars = new Pars();
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pars.Tag = "蟲";
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pars.Add(new Pars(Sta.半身["長物"][0][3]["胴1"].ToPars()));
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pars.Add(new Pars(Sta.半身["長物"][0][3]["輪1"].ToPars()));
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Dif dif = new Dif();
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dif.Tag = pars.Tag;
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dif.Add(pars);
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本体 = new Difs();
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本体.Tag = dif.Tag;
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本体.Add(dif);
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Pars pars2 = 本体[0][0];
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Pars pars3 = pars2["胴1"].ToPars();
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X0Y0_Torso1_背板 = pars3["背板"].ToPar();
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X0Y0_Torso1_胸板 = pars3["胸板"].ToPar();
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X0Y0_Torso1_Torso = pars3["胴"].ToPar();
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X0Y0_Torso1_瘤左2 = pars3["瘤左2"].ToPar();
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X0Y0_Torso1_瘤左1 = pars3["瘤左1"].ToPar();
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X0Y0_Torso1_瘤右2 = pars3["瘤右2"].ToPar();
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X0Y0_Torso1_瘤右1 = pars3["瘤右1"].ToPar();
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Pars pars4 = pars3["胴0"].ToPars();
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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();
|
|
X0Y0_輪1_金具2 = pars3["金具2"].ToPar();
|
|
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);
|
|
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;
|
|
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;
|
|
輪1_金具3_表示 = e.輪1_金具3_表示;
|
|
輪1_金具左_表示 = e.輪1_金具左_表示;
|
|
輪1_金具右_表示 = e.輪1_金具右_表示;
|
|
輪1表示 = e.輪1表示;
|
|
背板 = e.背板;
|
|
胸板 = e.胸板;
|
|
Torso = e.Torso;
|
|
瘤 = e.瘤;
|
|
欠損 = e.欠損;
|
|
筋肉 = e.筋肉;
|
|
拘束 = e.拘束;
|
|
if (!e.表示)
|
|
{
|
|
表示 = false;
|
|
}
|
|
Ele f;
|
|
if (e.左0_接続.Count > 0)
|
|
{
|
|
左0_接続 = e.左0_接続.Select(delegate(EleD g)
|
|
{
|
|
f = g.GetEle(DisUnit, Med, 体配色);
|
|
f.Par = 長物_蟲2;
|
|
f.ConnectionType = ConnectionInfo.長物_蟲_左0_接続;
|
|
f.接続(長物_蟲2.左0_接続点);
|
|
return f;
|
|
}).ToArray();
|
|
}
|
|
if (e.右0_接続.Count > 0)
|
|
{
|
|
右0_接続 = e.右0_接続.Select(delegate(EleD g)
|
|
{
|
|
f = g.GetEle(DisUnit, Med, 体配色);
|
|
f.Par = 長物_蟲2;
|
|
f.ConnectionType = ConnectionInfo.長物_蟲_右0_接続;
|
|
f.接続(長物_蟲2.右0_接続点);
|
|
return f;
|
|
}).ToArray();
|
|
}
|
|
if (e.左1_接続.Count > 0)
|
|
{
|
|
左1_接続 = e.左1_接続.Select(delegate(EleD g)
|
|
{
|
|
f = g.GetEle(DisUnit, Med, 体配色);
|
|
f.Par = 長物_蟲2;
|
|
f.ConnectionType = ConnectionInfo.長物_蟲_左1_接続;
|
|
f.接続(長物_蟲2.左1_接続点);
|
|
return f;
|
|
}).ToArray();
|
|
}
|
|
if (e.右1_接続.Count > 0)
|
|
{
|
|
右1_接続 = e.右1_接続.Select(delegate(EleD g)
|
|
{
|
|
f = g.GetEle(DisUnit, Med, 体配色);
|
|
f.Par = 長物_蟲2;
|
|
f.ConnectionType = ConnectionInfo.長物_蟲_右1_接続;
|
|
f.接続(長物_蟲2.右1_接続点);
|
|
return f;
|
|
}).ToArray();
|
|
}
|
|
if (e.Torso_接続.Count > 0)
|
|
{
|
|
Torso_接続 = e.Torso_接続.Select(delegate(EleD g)
|
|
{
|
|
f = g.GetEle(DisUnit, Med, 体配色);
|
|
f.Par = 長物_蟲2;
|
|
f.ConnectionType = ConnectionInfo.長物_蟲_Torso_接続;
|
|
f.接続(長物_蟲2.Torso_接続点);
|
|
return f;
|
|
}).ToArray();
|
|
}
|
|
base.配色指定 = 配色指定;
|
|
配色(体配色);
|
|
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);
|
|
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;
|
|
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 Dispose()
|
|
{
|
|
base.Dispose();
|
|
鎖1.Dispose();
|
|
鎖2.Dispose();
|
|
}
|
|
|
|
public override void 描画0(RenderArea Are)
|
|
{
|
|
本体.Draw(Are);
|
|
鎖1.描画0(Are);
|
|
鎖2.描画0(Are);
|
|
}
|
|
|
|
public override bool Is革(Par p)
|
|
{
|
|
if (p != X0Y0_輪1_革 && p != X0Y0_輪1_金具1 && p != X0Y0_輪1_金具2 && p != X0Y0_輪1_金具3 && p != X0Y0_輪1_金具左)
|
|
{
|
|
return p == X0Y0_輪1_金具右;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public override void 色更新()
|
|
{
|
|
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();
|
|
X0Y0_輪1_金具3CP.Update();
|
|
X0Y0_輪1_金具左CP.Update();
|
|
X0Y0_輪1_金具右CP.Update();
|
|
鎖1.接続PA();
|
|
鎖2.接続PA();
|
|
鎖1.色更新();
|
|
鎖2.色更新();
|
|
}
|
|
|
|
private void 配色(体配色 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(体配色 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);
|
|
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();
|
|
輪1_金具3CD = new ColorD();
|
|
輪1_金具左CD = new ColorD();
|
|
輪1_金具右CD = new ColorD();
|
|
}
|
|
|
|
private void 配色T0(体配色 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);
|
|
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();
|
|
輪1_金具3CD = new ColorD();
|
|
輪1_金具左CD = new ColorD();
|
|
輪1_金具右CD = new ColorD();
|
|
}
|
|
|
|
private void 配色T1(体配色 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);
|
|
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();
|
|
輪1_金具3CD = new ColorD();
|
|
輪1_金具左CD = new ColorD();
|
|
輪1_金具右CD = new ColorD();
|
|
}
|
|
|
|
public void 輪1配色(拘束具色 配色)
|
|
{
|
|
輪1_革CD.色 = 配色.革部色;
|
|
輪1_金具1CD.色 = 配色.金具色;
|
|
輪1_金具2CD.色 = 輪1_金具1CD.色;
|
|
輪1_金具3CD.色 = 輪1_金具1CD.色;
|
|
輪1_金具左CD.色 = 輪1_金具1CD.色;
|
|
輪1_金具右CD.色 = 輪1_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);
|
|
}
|
|
}
|
|
}
|