1447 lines
34 KiB
C#
1447 lines
34 KiB
C#
using _2DGAMELIB;
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namespace SlaveMatrix;
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public class 調教鞭 : Ele
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{
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public Par X0Y0_先;
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public Par X0Y0_柄;
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public Par X0Y0_線1;
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public Par X0Y0_線2;
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public Par X0Y0_線3;
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public Par X0Y0_線4;
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public Par X0Y0_線5;
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public Par X0Y0_線6;
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public Par X0Y0_線7;
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public Par X0Y0_線8;
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public Par X0Y0_紐;
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public Par X0Y1_先;
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public Par X0Y1_柄;
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public Par X0Y1_線1;
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public Par X0Y1_線2;
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public Par X0Y1_線3;
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public Par X0Y1_線4;
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public Par X0Y1_線5;
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public Par X0Y1_線6;
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public Par X0Y1_線7;
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public Par X0Y1_線8;
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public Par X0Y1_紐;
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public Par X0Y2_先;
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public Par X0Y2_柄;
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public Par X0Y2_線1;
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public Par X0Y2_線2;
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public Par X0Y2_線3;
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public Par X0Y2_線4;
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public Par X0Y2_線5;
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public Par X0Y2_線6;
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public Par X0Y2_線7;
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public Par X0Y2_線8;
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public Par X0Y2_紐;
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public Par X0Y3_先;
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public Par X0Y3_柄;
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public Par X0Y3_線1;
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public Par X0Y3_線2;
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public Par X0Y3_線3;
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public Par X0Y3_線4;
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public Par X0Y3_線5;
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public Par X0Y3_線6;
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public Par X0Y3_線7;
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public Par X0Y3_線8;
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public Par X0Y3_紐;
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public Par X0Y4_先;
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public Par X0Y4_柄;
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public Par X0Y4_線1;
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public Par X0Y4_線2;
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public Par X0Y4_線3;
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public Par X0Y4_線4;
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public Par X0Y4_線5;
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public Par X0Y4_線6;
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public Par X0Y4_線7;
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public Par X0Y4_線8;
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public Par X0Y4_紐;
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public Par X1Y0_先;
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public Par X1Y0_柄;
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public Par X1Y0_線1;
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public Par X1Y0_線2;
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public Par X1Y0_線3;
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public Par X1Y0_線4;
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public Par X1Y0_線5;
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public Par X1Y0_線6;
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public Par X1Y0_線7;
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public Par X1Y0_線8;
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public Par X1Y0_紐;
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public Par X1Y0_鞭撃エフェクト1;
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public Par X1Y0_鞭撃エフェクト2;
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public Par X1Y1_先;
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public Par X1Y1_柄;
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public Par X1Y1_線1;
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public Par X1Y1_線2;
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public Par X1Y1_線3;
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public Par X1Y1_線4;
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public Par X1Y1_線5;
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public Par X1Y1_線6;
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public Par X1Y1_線7;
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public Par X1Y1_線8;
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public Par X1Y1_紐;
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public Par X1Y1_鞭撃エフェクト1;
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public Par X1Y1_鞭撃エフェクト2;
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public Par X1Y2_先;
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public Par X1Y2_柄;
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public Par X1Y2_線1;
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public Par X1Y2_線2;
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public Par X1Y2_線3;
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public Par X1Y2_線4;
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public Par X1Y2_線5;
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public Par X1Y2_線6;
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public Par X1Y2_線7;
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public Par X1Y2_線8;
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public Par X1Y2_紐;
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public Par X1Y2_鞭撃エフェクト1;
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public Par X1Y2_鞭撃エフェクト2;
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public Par X1Y3_先;
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public Par X1Y3_柄;
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public Par X1Y3_線1;
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public Par X1Y3_線2;
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public Par X1Y3_線3;
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public Par X1Y3_線4;
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public Par X1Y3_線5;
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public Par X1Y3_線6;
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public Par X1Y3_線7;
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public Par X1Y3_線8;
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public Par X1Y3_紐;
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public Par X1Y4_先;
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public Par X1Y4_柄;
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public Par X1Y4_線1;
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public Par X1Y4_線2;
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public Par X1Y4_線3;
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public Par X1Y4_線4;
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public Par X1Y4_線5;
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public Par X1Y4_線6;
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public Par X1Y4_線7;
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public Par X1Y4_線8;
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public Par X1Y4_紐;
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public Par X1Y4_鞭撃エフェクト1;
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public Par X1Y4_鞭撃エフェクト2;
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public ColorD 先CD;
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public ColorD 柄CD;
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public ColorD 線1CD;
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public ColorD 線2CD;
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public ColorD 線3CD;
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public ColorD 線4CD;
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public ColorD 線5CD;
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public ColorD 線6CD;
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public ColorD 線7CD;
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public ColorD 線8CD;
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public ColorD 紐CD;
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public ColorD 鞭撃エフェクト1CD;
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public ColorD 鞭撃エフェクト2CD;
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public ColorP X0Y0_先CP;
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public ColorP X0Y0_柄CP;
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public ColorP X0Y0_線1CP;
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public ColorP X0Y0_線2CP;
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public ColorP X0Y0_線3CP;
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public ColorP X0Y0_線4CP;
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public ColorP X0Y0_線5CP;
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public ColorP X0Y0_線6CP;
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public ColorP X0Y0_線7CP;
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public ColorP X0Y0_線8CP;
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public ColorP X0Y0_紐CP;
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public ColorP X0Y1_先CP;
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public ColorP X0Y1_柄CP;
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public ColorP X0Y1_線1CP;
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public ColorP X0Y1_線2CP;
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public ColorP X0Y1_線3CP;
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public ColorP X0Y1_線4CP;
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public ColorP X0Y1_線5CP;
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public ColorP X0Y1_線6CP;
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public ColorP X0Y1_線7CP;
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public ColorP X0Y1_線8CP;
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public ColorP X0Y1_紐CP;
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public ColorP X0Y2_先CP;
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public ColorP X0Y2_柄CP;
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public ColorP X0Y2_線1CP;
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public ColorP X0Y2_線2CP;
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public ColorP X0Y2_線3CP;
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public ColorP X0Y2_線4CP;
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public ColorP X0Y2_線5CP;
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public ColorP X0Y2_線6CP;
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public ColorP X0Y2_線7CP;
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public ColorP X0Y2_線8CP;
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public ColorP X0Y2_紐CP;
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public ColorP X0Y3_先CP;
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public ColorP X0Y3_柄CP;
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public ColorP X0Y3_線1CP;
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public ColorP X0Y3_線2CP;
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public ColorP X0Y3_線3CP;
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public ColorP X0Y3_線4CP;
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public ColorP X0Y3_線5CP;
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public ColorP X0Y3_線6CP;
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public ColorP X0Y3_線7CP;
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public ColorP X0Y3_線8CP;
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public ColorP X0Y3_紐CP;
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public ColorP X0Y4_先CP;
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public ColorP X0Y4_柄CP;
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public ColorP X0Y4_線1CP;
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public ColorP X0Y4_線2CP;
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public ColorP X0Y4_線3CP;
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public ColorP X0Y4_線4CP;
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public ColorP X0Y4_線5CP;
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public ColorP X0Y4_線6CP;
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public ColorP X0Y4_線7CP;
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public ColorP X0Y4_線8CP;
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public ColorP X0Y4_紐CP;
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public ColorP X1Y0_先CP;
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public ColorP X1Y0_柄CP;
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public ColorP X1Y0_線1CP;
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public ColorP X1Y0_線2CP;
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public ColorP X1Y0_線3CP;
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public ColorP X1Y0_線4CP;
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public ColorP X1Y0_線5CP;
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public ColorP X1Y0_線6CP;
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public ColorP X1Y0_線7CP;
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public ColorP X1Y0_線8CP;
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public ColorP X1Y0_紐CP;
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public ColorP X1Y0_鞭撃エフェクト1CP;
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public ColorP X1Y0_鞭撃エフェクト2CP;
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public ColorP X1Y1_先CP;
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public ColorP X1Y1_柄CP;
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public ColorP X1Y1_線1CP;
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public ColorP X1Y1_線2CP;
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public ColorP X1Y1_線3CP;
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public ColorP X1Y1_線4CP;
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public ColorP X1Y1_線5CP;
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public ColorP X1Y1_線6CP;
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public ColorP X1Y1_線7CP;
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public ColorP X1Y1_線8CP;
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public ColorP X1Y1_紐CP;
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public ColorP X1Y1_鞭撃エフェクト1CP;
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public ColorP X1Y1_鞭撃エフェクト2CP;
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public ColorP X1Y2_先CP;
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public ColorP X1Y2_柄CP;
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public ColorP X1Y2_線1CP;
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public ColorP X1Y2_線2CP;
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public ColorP X1Y2_線3CP;
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public ColorP X1Y2_線4CP;
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public ColorP X1Y2_線5CP;
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public ColorP X1Y2_線6CP;
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public ColorP X1Y2_線7CP;
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public ColorP X1Y2_線8CP;
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public ColorP X1Y2_紐CP;
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public ColorP X1Y2_鞭撃エフェクト1CP;
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public ColorP X1Y2_鞭撃エフェクト2CP;
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public ColorP X1Y3_先CP;
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public ColorP X1Y3_柄CP;
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public ColorP X1Y3_線1CP;
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public ColorP X1Y3_線2CP;
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public ColorP X1Y3_線3CP;
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public ColorP X1Y3_線4CP;
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public ColorP X1Y3_線5CP;
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public ColorP X1Y3_線6CP;
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public ColorP X1Y3_線7CP;
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public ColorP X1Y3_線8CP;
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public ColorP X1Y3_紐CP;
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public ColorP X1Y4_先CP;
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public ColorP X1Y4_柄CP;
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public ColorP X1Y4_線1CP;
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public ColorP X1Y4_線2CP;
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public ColorP X1Y4_線3CP;
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public ColorP X1Y4_線4CP;
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public ColorP X1Y4_線5CP;
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public ColorP X1Y4_線6CP;
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public ColorP X1Y4_線7CP;
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public ColorP X1Y4_線8CP;
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public ColorP X1Y4_紐CP;
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public ColorP X1Y4_鞭撃エフェクト1CP;
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public ColorP X1Y4_鞭撃エフェクト2CP;
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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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}
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}
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public bool 先_表示
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{
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get
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{
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return X0Y0_先.Dra;
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}
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set
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{
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X0Y0_先.Dra = value;
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X0Y1_先.Dra = value;
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X0Y2_先.Dra = value;
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X0Y3_先.Dra = value;
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X0Y4_先.Dra = value;
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X1Y0_先.Dra = value;
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X1Y1_先.Dra = value;
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X1Y2_先.Dra = value;
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X1Y3_先.Dra = value;
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X1Y4_先.Dra = value;
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X0Y0_先.Hit = value;
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X0Y1_先.Hit = value;
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X0Y2_先.Hit = value;
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X0Y3_先.Hit = value;
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X0Y4_先.Hit = value;
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X1Y0_先.Hit = value;
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X1Y1_先.Hit = value;
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X1Y2_先.Hit = value;
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X1Y3_先.Hit = value;
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X1Y4_先.Hit = value;
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}
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}
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public bool 柄_表示
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{
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get
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{
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return X0Y0_柄.Dra;
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}
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set
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{
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X0Y0_柄.Dra = value;
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X0Y1_柄.Dra = value;
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X0Y2_柄.Dra = value;
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X0Y3_柄.Dra = value;
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X0Y4_柄.Dra = value;
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X1Y0_柄.Dra = value;
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X1Y1_柄.Dra = value;
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X1Y2_柄.Dra = value;
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X1Y3_柄.Dra = value;
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X1Y4_柄.Dra = value;
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X0Y0_柄.Hit = value;
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X0Y1_柄.Hit = value;
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X0Y2_柄.Hit = value;
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X0Y3_柄.Hit = value;
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X0Y4_柄.Hit = value;
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X1Y0_柄.Hit = value;
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X1Y1_柄.Hit = value;
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X1Y2_柄.Hit = value;
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X1Y3_柄.Hit = value;
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X1Y4_柄.Hit = value;
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}
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}
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public bool 線1_表示
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{
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get
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{
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return X0Y0_線1.Dra;
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}
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set
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{
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X0Y0_線1.Dra = value;
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X0Y1_線1.Dra = value;
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X0Y2_線1.Dra = value;
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X0Y3_線1.Dra = value;
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X0Y4_線1.Dra = value;
|
|
X1Y0_線1.Dra = value;
|
|
X1Y1_線1.Dra = value;
|
|
X1Y2_線1.Dra = value;
|
|
X1Y3_線1.Dra = value;
|
|
X1Y4_線1.Dra = value;
|
|
X0Y0_線1.Hit = value;
|
|
X0Y1_線1.Hit = value;
|
|
X0Y2_線1.Hit = value;
|
|
X0Y3_線1.Hit = value;
|
|
X0Y4_線1.Hit = value;
|
|
X1Y0_線1.Hit = value;
|
|
X1Y1_線1.Hit = value;
|
|
X1Y2_線1.Hit = value;
|
|
X1Y3_線1.Hit = value;
|
|
X1Y4_線1.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線2_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線2.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線2.Dra = value;
|
|
X0Y1_線2.Dra = value;
|
|
X0Y2_線2.Dra = value;
|
|
X0Y3_線2.Dra = value;
|
|
X0Y4_線2.Dra = value;
|
|
X1Y0_線2.Dra = value;
|
|
X1Y1_線2.Dra = value;
|
|
X1Y2_線2.Dra = value;
|
|
X1Y3_線2.Dra = value;
|
|
X1Y4_線2.Dra = value;
|
|
X0Y0_線2.Hit = value;
|
|
X0Y1_線2.Hit = value;
|
|
X0Y2_線2.Hit = value;
|
|
X0Y3_線2.Hit = value;
|
|
X0Y4_線2.Hit = value;
|
|
X1Y0_線2.Hit = value;
|
|
X1Y1_線2.Hit = value;
|
|
X1Y2_線2.Hit = value;
|
|
X1Y3_線2.Hit = value;
|
|
X1Y4_線2.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線3_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線3.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線3.Dra = value;
|
|
X0Y1_線3.Dra = value;
|
|
X0Y2_線3.Dra = value;
|
|
X0Y3_線3.Dra = value;
|
|
X0Y4_線3.Dra = value;
|
|
X1Y0_線3.Dra = value;
|
|
X1Y1_線3.Dra = value;
|
|
X1Y2_線3.Dra = value;
|
|
X1Y3_線3.Dra = value;
|
|
X1Y4_線3.Dra = value;
|
|
X0Y0_線3.Hit = value;
|
|
X0Y1_線3.Hit = value;
|
|
X0Y2_線3.Hit = value;
|
|
X0Y3_線3.Hit = value;
|
|
X0Y4_線3.Hit = value;
|
|
X1Y0_線3.Hit = value;
|
|
X1Y1_線3.Hit = value;
|
|
X1Y2_線3.Hit = value;
|
|
X1Y3_線3.Hit = value;
|
|
X1Y4_線3.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線4_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線4.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線4.Dra = value;
|
|
X0Y1_線4.Dra = value;
|
|
X0Y2_線4.Dra = value;
|
|
X0Y3_線4.Dra = value;
|
|
X0Y4_線4.Dra = value;
|
|
X1Y0_線4.Dra = value;
|
|
X1Y1_線4.Dra = value;
|
|
X1Y2_線4.Dra = value;
|
|
X1Y3_線4.Dra = value;
|
|
X1Y4_線4.Dra = value;
|
|
X0Y0_線4.Hit = value;
|
|
X0Y1_線4.Hit = value;
|
|
X0Y2_線4.Hit = value;
|
|
X0Y3_線4.Hit = value;
|
|
X0Y4_線4.Hit = value;
|
|
X1Y0_線4.Hit = value;
|
|
X1Y1_線4.Hit = value;
|
|
X1Y2_線4.Hit = value;
|
|
X1Y3_線4.Hit = value;
|
|
X1Y4_線4.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線5_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線5.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線5.Dra = value;
|
|
X0Y1_線5.Dra = value;
|
|
X0Y2_線5.Dra = value;
|
|
X0Y3_線5.Dra = value;
|
|
X0Y4_線5.Dra = value;
|
|
X1Y0_線5.Dra = value;
|
|
X1Y1_線5.Dra = value;
|
|
X1Y2_線5.Dra = value;
|
|
X1Y3_線5.Dra = value;
|
|
X1Y4_線5.Dra = value;
|
|
X0Y0_線5.Hit = value;
|
|
X0Y1_線5.Hit = value;
|
|
X0Y2_線5.Hit = value;
|
|
X0Y3_線5.Hit = value;
|
|
X0Y4_線5.Hit = value;
|
|
X1Y0_線5.Hit = value;
|
|
X1Y1_線5.Hit = value;
|
|
X1Y2_線5.Hit = value;
|
|
X1Y3_線5.Hit = value;
|
|
X1Y4_線5.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線6_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線6.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線6.Dra = value;
|
|
X0Y1_線6.Dra = value;
|
|
X0Y2_線6.Dra = value;
|
|
X0Y3_線6.Dra = value;
|
|
X0Y4_線6.Dra = value;
|
|
X1Y0_線6.Dra = value;
|
|
X1Y1_線6.Dra = value;
|
|
X1Y2_線6.Dra = value;
|
|
X1Y3_線6.Dra = value;
|
|
X1Y4_線6.Dra = value;
|
|
X0Y0_線6.Hit = value;
|
|
X0Y1_線6.Hit = value;
|
|
X0Y2_線6.Hit = value;
|
|
X0Y3_線6.Hit = value;
|
|
X0Y4_線6.Hit = value;
|
|
X1Y0_線6.Hit = value;
|
|
X1Y1_線6.Hit = value;
|
|
X1Y2_線6.Hit = value;
|
|
X1Y3_線6.Hit = value;
|
|
X1Y4_線6.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線7_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線7.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線7.Dra = value;
|
|
X0Y1_線7.Dra = value;
|
|
X0Y2_線7.Dra = value;
|
|
X0Y3_線7.Dra = value;
|
|
X0Y4_線7.Dra = value;
|
|
X1Y0_線7.Dra = value;
|
|
X1Y1_線7.Dra = value;
|
|
X1Y2_線7.Dra = value;
|
|
X1Y3_線7.Dra = value;
|
|
X1Y4_線7.Dra = value;
|
|
X0Y0_線7.Hit = value;
|
|
X0Y1_線7.Hit = value;
|
|
X0Y2_線7.Hit = value;
|
|
X0Y3_線7.Hit = value;
|
|
X0Y4_線7.Hit = value;
|
|
X1Y0_線7.Hit = value;
|
|
X1Y1_線7.Hit = value;
|
|
X1Y2_線7.Hit = value;
|
|
X1Y3_線7.Hit = value;
|
|
X1Y4_線7.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 線8_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_線8.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_線8.Dra = value;
|
|
X0Y1_線8.Dra = value;
|
|
X0Y2_線8.Dra = value;
|
|
X0Y3_線8.Dra = value;
|
|
X0Y4_線8.Dra = value;
|
|
X1Y0_線8.Dra = value;
|
|
X1Y1_線8.Dra = value;
|
|
X1Y2_線8.Dra = value;
|
|
X1Y3_線8.Dra = value;
|
|
X1Y4_線8.Dra = value;
|
|
X0Y0_線8.Hit = value;
|
|
X0Y1_線8.Hit = value;
|
|
X0Y2_線8.Hit = value;
|
|
X0Y3_線8.Hit = value;
|
|
X0Y4_線8.Hit = value;
|
|
X1Y0_線8.Hit = value;
|
|
X1Y1_線8.Hit = value;
|
|
X1Y2_線8.Hit = value;
|
|
X1Y3_線8.Hit = value;
|
|
X1Y4_線8.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 紐_表示
|
|
{
|
|
get
|
|
{
|
|
return X0Y0_紐.Dra;
|
|
}
|
|
set
|
|
{
|
|
X0Y0_紐.Dra = value;
|
|
X0Y1_紐.Dra = value;
|
|
X0Y2_紐.Dra = value;
|
|
X0Y3_紐.Dra = value;
|
|
X0Y4_紐.Dra = value;
|
|
X1Y0_紐.Dra = value;
|
|
X1Y1_紐.Dra = value;
|
|
X1Y2_紐.Dra = value;
|
|
X1Y3_紐.Dra = value;
|
|
X1Y4_紐.Dra = value;
|
|
X0Y0_紐.Hit = value;
|
|
X0Y1_紐.Hit = value;
|
|
X0Y2_紐.Hit = value;
|
|
X0Y3_紐.Hit = value;
|
|
X0Y4_紐.Hit = value;
|
|
X1Y0_紐.Hit = value;
|
|
X1Y1_紐.Hit = value;
|
|
X1Y2_紐.Hit = value;
|
|
X1Y3_紐.Hit = value;
|
|
X1Y4_紐.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 鞭撃エフェクト1_表示
|
|
{
|
|
get
|
|
{
|
|
return X1Y0_鞭撃エフェクト1.Dra;
|
|
}
|
|
set
|
|
{
|
|
X1Y0_鞭撃エフェクト1.Dra = value;
|
|
X1Y1_鞭撃エフェクト1.Dra = value;
|
|
X1Y2_鞭撃エフェクト1.Dra = value;
|
|
X1Y4_鞭撃エフェクト1.Dra = value;
|
|
X1Y0_鞭撃エフェクト1.Hit = value;
|
|
X1Y1_鞭撃エフェクト1.Hit = value;
|
|
X1Y2_鞭撃エフェクト1.Hit = value;
|
|
X1Y4_鞭撃エフェクト1.Hit = value;
|
|
}
|
|
}
|
|
|
|
public bool 鞭撃エフェクト2_表示
|
|
{
|
|
get
|
|
{
|
|
return X1Y0_鞭撃エフェクト2.Dra;
|
|
}
|
|
set
|
|
{
|
|
X1Y0_鞭撃エフェクト2.Dra = value;
|
|
X1Y1_鞭撃エフェクト2.Dra = value;
|
|
X1Y2_鞭撃エフェクト2.Dra = value;
|
|
X1Y4_鞭撃エフェクト2.Dra = value;
|
|
X1Y0_鞭撃エフェクト2.Hit = value;
|
|
X1Y1_鞭撃エフェクト2.Hit = value;
|
|
X1Y2_鞭撃エフェクト2.Hit = value;
|
|
X1Y4_鞭撃エフェクト2.Hit = value;
|
|
}
|
|
}
|
|
|
|
public override bool 表示
|
|
{
|
|
get
|
|
{
|
|
return 先_表示;
|
|
}
|
|
set
|
|
{
|
|
先_表示 = value;
|
|
柄_表示 = value;
|
|
線1_表示 = value;
|
|
線2_表示 = value;
|
|
線3_表示 = value;
|
|
線4_表示 = value;
|
|
線5_表示 = value;
|
|
線6_表示 = value;
|
|
線7_表示 = value;
|
|
線8_表示 = value;
|
|
紐_表示 = value;
|
|
鞭撃エフェクト1_表示 = value;
|
|
鞭撃エフェクト2_表示 = value;
|
|
}
|
|
}
|
|
|
|
public override double 濃度
|
|
{
|
|
get
|
|
{
|
|
return 先CD.不透明度;
|
|
}
|
|
set
|
|
{
|
|
先CD.不透明度 = value;
|
|
柄CD.不透明度 = value;
|
|
線1CD.不透明度 = value;
|
|
線2CD.不透明度 = value;
|
|
線3CD.不透明度 = value;
|
|
線4CD.不透明度 = value;
|
|
線5CD.不透明度 = value;
|
|
線6CD.不透明度 = value;
|
|
線7CD.不透明度 = value;
|
|
線8CD.不透明度 = value;
|
|
紐CD.不透明度 = value;
|
|
鞭撃エフェクト1CD.不透明度 = value;
|
|
鞭撃エフェクト2CD.不透明度 = value;
|
|
}
|
|
}
|
|
|
|
public 調教鞭(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med 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];
|
|
X0Y0_先 = pars["先"].ToPar();
|
|
X0Y0_柄 = pars["柄"].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();
|
|
X0Y0_線6 = pars["線6"].ToPar();
|
|
X0Y0_線7 = pars["線7"].ToPar();
|
|
X0Y0_線8 = pars["線8"].ToPar();
|
|
X0Y0_紐 = pars["紐"].ToPar();
|
|
pars = 本体[0][1];
|
|
X0Y1_先 = pars["先"].ToPar();
|
|
X0Y1_柄 = pars["柄"].ToPar();
|
|
X0Y1_線1 = pars["線1"].ToPar();
|
|
X0Y1_線2 = pars["線2"].ToPar();
|
|
X0Y1_線3 = pars["線3"].ToPar();
|
|
X0Y1_線4 = pars["線4"].ToPar();
|
|
X0Y1_線5 = pars["線5"].ToPar();
|
|
X0Y1_線6 = pars["線6"].ToPar();
|
|
X0Y1_線7 = pars["線7"].ToPar();
|
|
X0Y1_線8 = pars["線8"].ToPar();
|
|
X0Y1_紐 = pars["紐"].ToPar();
|
|
pars = 本体[0][2];
|
|
X0Y2_先 = pars["先"].ToPar();
|
|
X0Y2_柄 = pars["柄"].ToPar();
|
|
X0Y2_線1 = pars["線1"].ToPar();
|
|
X0Y2_線2 = pars["線2"].ToPar();
|
|
X0Y2_線3 = pars["線3"].ToPar();
|
|
X0Y2_線4 = pars["線4"].ToPar();
|
|
X0Y2_線5 = pars["線5"].ToPar();
|
|
X0Y2_線6 = pars["線6"].ToPar();
|
|
X0Y2_線7 = pars["線7"].ToPar();
|
|
X0Y2_線8 = pars["線8"].ToPar();
|
|
X0Y2_紐 = pars["紐"].ToPar();
|
|
pars = 本体[0][3];
|
|
X0Y3_先 = pars["先"].ToPar();
|
|
X0Y3_柄 = pars["柄"].ToPar();
|
|
X0Y3_線1 = pars["線1"].ToPar();
|
|
X0Y3_線2 = pars["線2"].ToPar();
|
|
X0Y3_線3 = pars["線3"].ToPar();
|
|
X0Y3_線4 = pars["線4"].ToPar();
|
|
X0Y3_線5 = pars["線5"].ToPar();
|
|
X0Y3_線6 = pars["線6"].ToPar();
|
|
X0Y3_線7 = pars["線7"].ToPar();
|
|
X0Y3_線8 = pars["線8"].ToPar();
|
|
X0Y3_紐 = pars["紐"].ToPar();
|
|
pars = 本体[0][4];
|
|
X0Y4_先 = pars["先"].ToPar();
|
|
X0Y4_柄 = pars["柄"].ToPar();
|
|
X0Y4_線1 = pars["線1"].ToPar();
|
|
X0Y4_線2 = pars["線2"].ToPar();
|
|
X0Y4_線3 = pars["線3"].ToPar();
|
|
X0Y4_線4 = pars["線4"].ToPar();
|
|
X0Y4_線5 = pars["線5"].ToPar();
|
|
X0Y4_線6 = pars["線6"].ToPar();
|
|
X0Y4_線7 = pars["線7"].ToPar();
|
|
X0Y4_線8 = pars["線8"].ToPar();
|
|
X0Y4_紐 = pars["紐"].ToPar();
|
|
pars = 本体[1][0];
|
|
X1Y0_先 = pars["先"].ToPar();
|
|
X1Y0_柄 = pars["柄"].ToPar();
|
|
X1Y0_線1 = pars["線1"].ToPar();
|
|
X1Y0_線2 = pars["線2"].ToPar();
|
|
X1Y0_線3 = pars["線3"].ToPar();
|
|
X1Y0_線4 = pars["線4"].ToPar();
|
|
X1Y0_線5 = pars["線5"].ToPar();
|
|
X1Y0_線6 = pars["線6"].ToPar();
|
|
X1Y0_線7 = pars["線7"].ToPar();
|
|
X1Y0_線8 = pars["線8"].ToPar();
|
|
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];
|
|
X1Y1_先 = pars["先"].ToPar();
|
|
X1Y1_柄 = pars["柄"].ToPar();
|
|
X1Y1_線1 = pars["線1"].ToPar();
|
|
X1Y1_線2 = pars["線2"].ToPar();
|
|
X1Y1_線3 = pars["線3"].ToPar();
|
|
X1Y1_線4 = pars["線4"].ToPar();
|
|
X1Y1_線5 = pars["線5"].ToPar();
|
|
X1Y1_線6 = pars["線6"].ToPar();
|
|
X1Y1_線7 = pars["線7"].ToPar();
|
|
X1Y1_線8 = pars["線8"].ToPar();
|
|
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];
|
|
X1Y2_先 = pars["先"].ToPar();
|
|
X1Y2_柄 = pars["柄"].ToPar();
|
|
X1Y2_線1 = pars["線1"].ToPar();
|
|
X1Y2_線2 = pars["線2"].ToPar();
|
|
X1Y2_線3 = pars["線3"].ToPar();
|
|
X1Y2_線4 = pars["線4"].ToPar();
|
|
X1Y2_線5 = pars["線5"].ToPar();
|
|
X1Y2_線6 = pars["線6"].ToPar();
|
|
X1Y2_線7 = pars["線7"].ToPar();
|
|
X1Y2_線8 = pars["線8"].ToPar();
|
|
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];
|
|
X1Y3_先 = pars["先"].ToPar();
|
|
X1Y3_柄 = pars["柄"].ToPar();
|
|
X1Y3_線1 = pars["線1"].ToPar();
|
|
X1Y3_線2 = pars["線2"].ToPar();
|
|
X1Y3_線3 = pars["線3"].ToPar();
|
|
X1Y3_線4 = pars["線4"].ToPar();
|
|
X1Y3_線5 = pars["線5"].ToPar();
|
|
X1Y3_線6 = pars["線6"].ToPar();
|
|
X1Y3_線7 = pars["線7"].ToPar();
|
|
X1Y3_線8 = pars["線8"].ToPar();
|
|
X1Y3_紐 = pars["紐"].ToPar();
|
|
pars = 本体[1][4];
|
|
X1Y4_先 = pars["先"].ToPar();
|
|
X1Y4_柄 = pars["柄"].ToPar();
|
|
X1Y4_線1 = pars["線1"].ToPar();
|
|
X1Y4_線2 = pars["線2"].ToPar();
|
|
X1Y4_線3 = pars["線3"].ToPar();
|
|
X1Y4_線4 = pars["線4"].ToPar();
|
|
X1Y4_線5 = pars["線5"].ToPar();
|
|
X1Y4_線6 = pars["線6"].ToPar();
|
|
X1Y4_線7 = pars["線7"].ToPar();
|
|
X1Y4_線8 = pars["線8"].ToPar();
|
|
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);
|
|
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;
|
|
先_表示 = e.先_表示;
|
|
柄_表示 = e.柄_表示;
|
|
線1_表示 = e.線1_表示;
|
|
線2_表示 = e.線2_表示;
|
|
線3_表示 = e.線3_表示;
|
|
線4_表示 = e.線4_表示;
|
|
線5_表示 = e.線5_表示;
|
|
線6_表示 = e.線6_表示;
|
|
線7_表示 = e.線7_表示;
|
|
線8_表示 = e.線8_表示;
|
|
紐_表示 = e.紐_表示;
|
|
鞭撃エフェクト1_表示 = e.鞭撃エフェクト1_表示;
|
|
鞭撃エフェクト2_表示 = e.鞭撃エフェクト2_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);
|
|
X0Y0_先CP = new ColorP(X0Y0_先, 先CD, DisUnit, abj: true);
|
|
X0Y0_柄CP = new ColorP(X0Y0_柄, 柄CD, DisUnit, abj: true);
|
|
X0Y0_線1CP = new ColorP(X0Y0_線1, 線1CD, DisUnit, abj: true);
|
|
X0Y0_線2CP = new ColorP(X0Y0_線2, 線2CD, DisUnit, abj: true);
|
|
X0Y0_線3CP = new ColorP(X0Y0_線3, 線3CD, DisUnit, abj: true);
|
|
X0Y0_線4CP = new ColorP(X0Y0_線4, 線4CD, DisUnit, abj: true);
|
|
X0Y0_線5CP = new ColorP(X0Y0_線5, 線5CD, DisUnit, abj: true);
|
|
X0Y0_線6CP = new ColorP(X0Y0_線6, 線6CD, DisUnit, abj: true);
|
|
X0Y0_線7CP = new ColorP(X0Y0_線7, 線7CD, DisUnit, abj: true);
|
|
X0Y0_線8CP = new ColorP(X0Y0_線8, 線8CD, DisUnit, abj: true);
|
|
X0Y0_紐CP = new ColorP(X0Y0_紐, 紐CD, DisUnit, abj: true);
|
|
X0Y1_先CP = new ColorP(X0Y1_先, 先CD, DisUnit, abj: true);
|
|
X0Y1_柄CP = new ColorP(X0Y1_柄, 柄CD, DisUnit, abj: true);
|
|
X0Y1_線1CP = new ColorP(X0Y1_線1, 線1CD, DisUnit, abj: true);
|
|
X0Y1_線2CP = new ColorP(X0Y1_線2, 線2CD, DisUnit, abj: true);
|
|
X0Y1_線3CP = new ColorP(X0Y1_線3, 線3CD, DisUnit, abj: true);
|
|
X0Y1_線4CP = new ColorP(X0Y1_線4, 線4CD, DisUnit, abj: true);
|
|
X0Y1_線5CP = new ColorP(X0Y1_線5, 線5CD, DisUnit, abj: true);
|
|
X0Y1_線6CP = new ColorP(X0Y1_線6, 線6CD, DisUnit, abj: true);
|
|
X0Y1_線7CP = new ColorP(X0Y1_線7, 線7CD, DisUnit, abj: true);
|
|
X0Y1_線8CP = new ColorP(X0Y1_線8, 線8CD, DisUnit, abj: true);
|
|
X0Y1_紐CP = new ColorP(X0Y1_紐, 紐CD, DisUnit, abj: true);
|
|
X0Y2_先CP = new ColorP(X0Y2_先, 先CD, DisUnit, abj: true);
|
|
X0Y2_柄CP = new ColorP(X0Y2_柄, 柄CD, DisUnit, abj: true);
|
|
X0Y2_線1CP = new ColorP(X0Y2_線1, 線1CD, DisUnit, abj: true);
|
|
X0Y2_線2CP = new ColorP(X0Y2_線2, 線2CD, DisUnit, abj: true);
|
|
X0Y2_線3CP = new ColorP(X0Y2_線3, 線3CD, DisUnit, abj: true);
|
|
X0Y2_線4CP = new ColorP(X0Y2_線4, 線4CD, DisUnit, abj: true);
|
|
X0Y2_線5CP = new ColorP(X0Y2_線5, 線5CD, DisUnit, abj: true);
|
|
X0Y2_線6CP = new ColorP(X0Y2_線6, 線6CD, DisUnit, abj: true);
|
|
X0Y2_線7CP = new ColorP(X0Y2_線7, 線7CD, DisUnit, abj: true);
|
|
X0Y2_線8CP = new ColorP(X0Y2_線8, 線8CD, DisUnit, abj: true);
|
|
X0Y2_紐CP = new ColorP(X0Y2_紐, 紐CD, DisUnit, abj: true);
|
|
X0Y3_先CP = new ColorP(X0Y3_先, 先CD, DisUnit, abj: true);
|
|
X0Y3_柄CP = new ColorP(X0Y3_柄, 柄CD, DisUnit, abj: true);
|
|
X0Y3_線1CP = new ColorP(X0Y3_線1, 線1CD, DisUnit, abj: true);
|
|
X0Y3_線2CP = new ColorP(X0Y3_線2, 線2CD, DisUnit, abj: true);
|
|
X0Y3_線3CP = new ColorP(X0Y3_線3, 線3CD, DisUnit, abj: true);
|
|
X0Y3_線4CP = new ColorP(X0Y3_線4, 線4CD, DisUnit, abj: true);
|
|
X0Y3_線5CP = new ColorP(X0Y3_線5, 線5CD, DisUnit, abj: true);
|
|
X0Y3_線6CP = new ColorP(X0Y3_線6, 線6CD, DisUnit, abj: true);
|
|
X0Y3_線7CP = new ColorP(X0Y3_線7, 線7CD, DisUnit, abj: true);
|
|
X0Y3_線8CP = new ColorP(X0Y3_線8, 線8CD, DisUnit, abj: true);
|
|
X0Y3_紐CP = new ColorP(X0Y3_紐, 紐CD, DisUnit, abj: true);
|
|
X0Y4_先CP = new ColorP(X0Y4_先, 先CD, DisUnit, abj: true);
|
|
X0Y4_柄CP = new ColorP(X0Y4_柄, 柄CD, DisUnit, abj: true);
|
|
X0Y4_線1CP = new ColorP(X0Y4_線1, 線1CD, DisUnit, abj: true);
|
|
X0Y4_線2CP = new ColorP(X0Y4_線2, 線2CD, DisUnit, abj: true);
|
|
X0Y4_線3CP = new ColorP(X0Y4_線3, 線3CD, DisUnit, abj: true);
|
|
X0Y4_線4CP = new ColorP(X0Y4_線4, 線4CD, DisUnit, abj: true);
|
|
X0Y4_線5CP = new ColorP(X0Y4_線5, 線5CD, DisUnit, abj: true);
|
|
X0Y4_線6CP = new ColorP(X0Y4_線6, 線6CD, DisUnit, abj: true);
|
|
X0Y4_線7CP = new ColorP(X0Y4_線7, 線7CD, DisUnit, abj: true);
|
|
X0Y4_線8CP = new ColorP(X0Y4_線8, 線8CD, DisUnit, abj: true);
|
|
X0Y4_紐CP = new ColorP(X0Y4_紐, 紐CD, DisUnit, abj: true);
|
|
X1Y0_先CP = new ColorP(X1Y0_先, 先CD, DisUnit, abj: true);
|
|
X1Y0_柄CP = new ColorP(X1Y0_柄, 柄CD, DisUnit, abj: true);
|
|
X1Y0_線1CP = new ColorP(X1Y0_線1, 線1CD, DisUnit, abj: true);
|
|
X1Y0_線2CP = new ColorP(X1Y0_線2, 線2CD, DisUnit, abj: true);
|
|
X1Y0_線3CP = new ColorP(X1Y0_線3, 線3CD, DisUnit, abj: true);
|
|
X1Y0_線4CP = new ColorP(X1Y0_線4, 線4CD, DisUnit, abj: true);
|
|
X1Y0_線5CP = new ColorP(X1Y0_線5, 線5CD, DisUnit, abj: true);
|
|
X1Y0_線6CP = new ColorP(X1Y0_線6, 線6CD, DisUnit, abj: true);
|
|
X1Y0_線7CP = new ColorP(X1Y0_線7, 線7CD, DisUnit, abj: true);
|
|
X1Y0_線8CP = new ColorP(X1Y0_線8, 線8CD, DisUnit, abj: true);
|
|
X1Y0_紐CP = new ColorP(X1Y0_紐, 紐CD, DisUnit, abj: true);
|
|
X1Y0_鞭撃エフェクト1CP = new ColorP(X1Y0_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
|
|
X1Y0_鞭撃エフェクト2CP = new ColorP(X1Y0_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
|
|
X1Y1_先CP = new ColorP(X1Y1_先, 先CD, DisUnit, abj: true);
|
|
X1Y1_柄CP = new ColorP(X1Y1_柄, 柄CD, DisUnit, abj: true);
|
|
X1Y1_線1CP = new ColorP(X1Y1_線1, 線1CD, DisUnit, abj: true);
|
|
X1Y1_線2CP = new ColorP(X1Y1_線2, 線2CD, DisUnit, abj: true);
|
|
X1Y1_線3CP = new ColorP(X1Y1_線3, 線3CD, DisUnit, abj: true);
|
|
X1Y1_線4CP = new ColorP(X1Y1_線4, 線4CD, DisUnit, abj: true);
|
|
X1Y1_線5CP = new ColorP(X1Y1_線5, 線5CD, DisUnit, abj: true);
|
|
X1Y1_線6CP = new ColorP(X1Y1_線6, 線6CD, DisUnit, abj: true);
|
|
X1Y1_線7CP = new ColorP(X1Y1_線7, 線7CD, DisUnit, abj: true);
|
|
X1Y1_線8CP = new ColorP(X1Y1_線8, 線8CD, DisUnit, abj: true);
|
|
X1Y1_紐CP = new ColorP(X1Y1_紐, 紐CD, DisUnit, abj: true);
|
|
X1Y1_鞭撃エフェクト1CP = new ColorP(X1Y1_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
|
|
X1Y1_鞭撃エフェクト2CP = new ColorP(X1Y1_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
|
|
X1Y2_先CP = new ColorP(X1Y2_先, 先CD, DisUnit, abj: true);
|
|
X1Y2_柄CP = new ColorP(X1Y2_柄, 柄CD, DisUnit, abj: true);
|
|
X1Y2_線1CP = new ColorP(X1Y2_線1, 線1CD, DisUnit, abj: true);
|
|
X1Y2_線2CP = new ColorP(X1Y2_線2, 線2CD, DisUnit, abj: true);
|
|
X1Y2_線3CP = new ColorP(X1Y2_線3, 線3CD, DisUnit, abj: true);
|
|
X1Y2_線4CP = new ColorP(X1Y2_線4, 線4CD, DisUnit, abj: true);
|
|
X1Y2_線5CP = new ColorP(X1Y2_線5, 線5CD, DisUnit, abj: true);
|
|
X1Y2_線6CP = new ColorP(X1Y2_線6, 線6CD, DisUnit, abj: true);
|
|
X1Y2_線7CP = new ColorP(X1Y2_線7, 線7CD, DisUnit, abj: true);
|
|
X1Y2_線8CP = new ColorP(X1Y2_線8, 線8CD, DisUnit, abj: true);
|
|
X1Y2_紐CP = new ColorP(X1Y2_紐, 紐CD, DisUnit, abj: true);
|
|
X1Y2_鞭撃エフェクト1CP = new ColorP(X1Y2_鞭撃エフェクト1, 鞭撃エフェクト1CD, DisUnit, abj: true);
|
|
X1Y2_鞭撃エフェクト2CP = new ColorP(X1Y2_鞭撃エフェクト2, 鞭撃エフェクト2CD, DisUnit, abj: true);
|
|
X1Y3_先CP = new ColorP(X1Y3_先, 先CD, DisUnit, abj: true);
|
|
X1Y3_柄CP = new ColorP(X1Y3_柄, 柄CD, DisUnit, abj: true);
|
|
X1Y3_線1CP = new ColorP(X1Y3_線1, 線1CD, DisUnit, abj: true);
|
|
X1Y3_線2CP = new ColorP(X1Y3_線2, 線2CD, DisUnit, abj: true);
|
|
X1Y3_線3CP = new ColorP(X1Y3_線3, 線3CD, DisUnit, abj: true);
|
|
X1Y3_線4CP = new ColorP(X1Y3_線4, 線4CD, DisUnit, abj: true);
|
|
X1Y3_線5CP = new ColorP(X1Y3_線5, 線5CD, DisUnit, abj: true);
|
|
X1Y3_線6CP = new ColorP(X1Y3_線6, 線6CD, DisUnit, abj: true);
|
|
X1Y3_線7CP = new ColorP(X1Y3_線7, 線7CD, DisUnit, abj: true);
|
|
X1Y3_線8CP = new ColorP(X1Y3_線8, 線8CD, DisUnit, abj: true);
|
|
X1Y3_紐CP = new ColorP(X1Y3_紐, 紐CD, DisUnit, abj: true);
|
|
X1Y4_先CP = new ColorP(X1Y4_先, 先CD, DisUnit, abj: true);
|
|
X1Y4_柄CP = new ColorP(X1Y4_柄, 柄CD, DisUnit, abj: true);
|
|
X1Y4_線1CP = new ColorP(X1Y4_線1, 線1CD, DisUnit, abj: true);
|
|
X1Y4_線2CP = new ColorP(X1Y4_線2, 線2CD, DisUnit, abj: true);
|
|
X1Y4_線3CP = new ColorP(X1Y4_線3, 線3CD, DisUnit, abj: true);
|
|
X1Y4_線4CP = new ColorP(X1Y4_線4, 線4CD, DisUnit, abj: true);
|
|
X1Y4_線5CP = new ColorP(X1Y4_線5, 線5CD, DisUnit, abj: true);
|
|
X1Y4_線6CP = new ColorP(X1Y4_線6, 線6CD, DisUnit, abj: true);
|
|
X1Y4_線7CP = new ColorP(X1Y4_線7, 線7CD, DisUnit, abj: true);
|
|
X1Y4_線8CP = new ColorP(X1Y4_線8, 線8CD, DisUnit, abj: true);
|
|
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;
|
|
尺度B = 1.01;
|
|
本体.JoinPAall();
|
|
}
|
|
|
|
public override void 色更新()
|
|
{
|
|
if (本体.IndexX == 0)
|
|
{
|
|
switch (本体.IndexY)
|
|
{
|
|
case 0:
|
|
X0Y0_先CP.Update();
|
|
X0Y0_柄CP.Update();
|
|
X0Y0_線1CP.Update();
|
|
X0Y0_線2CP.Update();
|
|
X0Y0_線3CP.Update();
|
|
X0Y0_線4CP.Update();
|
|
X0Y0_線5CP.Update();
|
|
X0Y0_線6CP.Update();
|
|
X0Y0_線7CP.Update();
|
|
X0Y0_線8CP.Update();
|
|
X0Y0_紐CP.Update();
|
|
break;
|
|
case 1:
|
|
X0Y1_先CP.Update();
|
|
X0Y1_柄CP.Update();
|
|
X0Y1_線1CP.Update();
|
|
X0Y1_線2CP.Update();
|
|
X0Y1_線3CP.Update();
|
|
X0Y1_線4CP.Update();
|
|
X0Y1_線5CP.Update();
|
|
X0Y1_線6CP.Update();
|
|
X0Y1_線7CP.Update();
|
|
X0Y1_線8CP.Update();
|
|
X0Y1_紐CP.Update();
|
|
break;
|
|
case 2:
|
|
X0Y2_先CP.Update();
|
|
X0Y2_柄CP.Update();
|
|
X0Y2_線1CP.Update();
|
|
X0Y2_線2CP.Update();
|
|
X0Y2_線3CP.Update();
|
|
X0Y2_線4CP.Update();
|
|
X0Y2_線5CP.Update();
|
|
X0Y2_線6CP.Update();
|
|
X0Y2_線7CP.Update();
|
|
X0Y2_線8CP.Update();
|
|
X0Y2_紐CP.Update();
|
|
break;
|
|
case 3:
|
|
X0Y3_先CP.Update();
|
|
X0Y3_柄CP.Update();
|
|
X0Y3_線1CP.Update();
|
|
X0Y3_線2CP.Update();
|
|
X0Y3_線3CP.Update();
|
|
X0Y3_線4CP.Update();
|
|
X0Y3_線5CP.Update();
|
|
X0Y3_線6CP.Update();
|
|
X0Y3_線7CP.Update();
|
|
X0Y3_線8CP.Update();
|
|
X0Y3_紐CP.Update();
|
|
break;
|
|
default:
|
|
X0Y4_先CP.Update();
|
|
X0Y4_柄CP.Update();
|
|
X0Y4_線1CP.Update();
|
|
X0Y4_線2CP.Update();
|
|
X0Y4_線3CP.Update();
|
|
X0Y4_線4CP.Update();
|
|
X0Y4_線5CP.Update();
|
|
X0Y4_線6CP.Update();
|
|
X0Y4_線7CP.Update();
|
|
X0Y4_線8CP.Update();
|
|
X0Y4_紐CP.Update();
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
switch (本体.IndexY)
|
|
{
|
|
case 0:
|
|
X1Y0_先CP.Update();
|
|
X1Y0_柄CP.Update();
|
|
X1Y0_線1CP.Update();
|
|
X1Y0_線2CP.Update();
|
|
X1Y0_線3CP.Update();
|
|
X1Y0_線4CP.Update();
|
|
X1Y0_線5CP.Update();
|
|
X1Y0_線6CP.Update();
|
|
X1Y0_線7CP.Update();
|
|
X1Y0_線8CP.Update();
|
|
X1Y0_紐CP.Update();
|
|
X1Y0_鞭撃エフェクト1CP.Update();
|
|
X1Y0_鞭撃エフェクト2CP.Update();
|
|
break;
|
|
case 1:
|
|
X1Y1_先CP.Update();
|
|
X1Y1_柄CP.Update();
|
|
X1Y1_線1CP.Update();
|
|
X1Y1_線2CP.Update();
|
|
X1Y1_線3CP.Update();
|
|
X1Y1_線4CP.Update();
|
|
X1Y1_線5CP.Update();
|
|
X1Y1_線6CP.Update();
|
|
X1Y1_線7CP.Update();
|
|
X1Y1_線8CP.Update();
|
|
X1Y1_紐CP.Update();
|
|
X1Y1_鞭撃エフェクト1CP.Update();
|
|
X1Y1_鞭撃エフェクト2CP.Update();
|
|
break;
|
|
case 2:
|
|
X1Y2_先CP.Update();
|
|
X1Y2_柄CP.Update();
|
|
X1Y2_線1CP.Update();
|
|
X1Y2_線2CP.Update();
|
|
X1Y2_線3CP.Update();
|
|
X1Y2_線4CP.Update();
|
|
X1Y2_線5CP.Update();
|
|
X1Y2_線6CP.Update();
|
|
X1Y2_線7CP.Update();
|
|
X1Y2_線8CP.Update();
|
|
X1Y2_紐CP.Update();
|
|
X1Y2_鞭撃エフェクト1CP.Update();
|
|
X1Y2_鞭撃エフェクト2CP.Update();
|
|
break;
|
|
case 3:
|
|
X1Y3_先CP.Update();
|
|
X1Y3_柄CP.Update();
|
|
X1Y3_線1CP.Update();
|
|
X1Y3_線2CP.Update();
|
|
X1Y3_線3CP.Update();
|
|
X1Y3_線4CP.Update();
|
|
X1Y3_線5CP.Update();
|
|
X1Y3_線6CP.Update();
|
|
X1Y3_線7CP.Update();
|
|
X1Y3_線8CP.Update();
|
|
X1Y3_紐CP.Update();
|
|
break;
|
|
default:
|
|
X1Y4_先CP.Update();
|
|
X1Y4_柄CP.Update();
|
|
X1Y4_線1CP.Update();
|
|
X1Y4_線2CP.Update();
|
|
X1Y4_線3CP.Update();
|
|
X1Y4_線4CP.Update();
|
|
X1Y4_線5CP.Update();
|
|
X1Y4_線6CP.Update();
|
|
X1Y4_線7CP.Update();
|
|
X1Y4_線8CP.Update();
|
|
X1Y4_紐CP.Update();
|
|
X1Y4_鞭撃エフェクト1CP.Update();
|
|
X1Y4_鞭撃エフェクト2CP.Update();
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void 配色(体配色 体配色)
|
|
{
|
|
配色N0(体配色);
|
|
}
|
|
|
|
private void 配色N0(体配色 体配色)
|
|
{
|
|
Color2 色 = new Color2(ref Col.Black, ref Col.Empty);
|
|
先CD = new ColorD(ref Col.Black, ref 色);
|
|
紐CD = new ColorD(ref Col.Black, ref 色);
|
|
柄CD = new ColorD();
|
|
柄CD.線 = Col.Black;
|
|
柄CD.色 = new Color2(ref Col.DimGray, ref Col.Black);
|
|
線1CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線2CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線3CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線4CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線5CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線6CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線7CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
線8CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
Col.GetGrad(ref Col.Silver, out 色);
|
|
鞭撃エフェクト1CD = new ColorD(ref Col.Empty, ref 色);
|
|
鞭撃エフェクト2CD = new ColorD(ref Col.Empty, ref 色);
|
|
}
|
|
}
|