Files
SlaveMatrix-SDL/SlaveMatrix/SlaveMatrix/BodyPartClasses/角2_虫.cs
2025-10-25 21:25:58 +04:00

583 lines
14 KiB
C#

using _2DGAMELIB;
namespace SlaveMatrix
{
public class 2_ : 2
{
public Par X0Y0_根;
public Par X0Y0_棘_棘1;
public Par X0Y0_棘_棘2;
public Par X0Y0_棘_棘3;
public Par X0Y0_輪_革;
public Par X0Y0_輪_金具1;
public Par X0Y0_輪_金具2;
public Par X0Y0_輪_金具3;
public Par X0Y0_輪_金具左;
public Par X0Y0_輪_金具右;
public Par X0Y1_根;
public Par X0Y1_棘_棘2;
public Par X0Y1_棘_棘3;
public Par X0Y1_折線;
public ColorD CD;
public ColorD _棘1CD;
public ColorD _棘2CD;
public ColorD _棘3CD;
public ColorD _革CD;
public ColorD _金具1CD;
public ColorD _金具2CD;
public ColorD _金具3CD;
public ColorD _金具左CD;
public ColorD _金具右CD;
public ColorD CD;
public ColorP X0Y0_根CP;
public ColorP X0Y0_棘_棘1CP;
public ColorP X0Y0_棘_棘2CP;
public ColorP X0Y0_棘_棘3CP;
public ColorP X0Y0_輪_革CP;
public ColorP X0Y0_輪_金具1CP;
public ColorP X0Y0_輪_金具2CP;
public ColorP X0Y0_輪_金具3CP;
public ColorP X0Y0_輪_金具左CP;
public ColorP X0Y0_輪_金具右CP;
public ColorP X0Y1_根CP;
public ColorP X0Y1_棘_棘2CP;
public ColorP X0Y1_棘_棘3CP;
public ColorP X0Y1_折線CP;
public 1;
public override bool
{
get
{
return _;
}
set
{
_ = value;
.IndexY = (_ ? 1 : 0);
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
= _;
}
}
public bool _表示
{
get
{
return X0Y0_根.Dra;
}
set
{
X0Y0_根.Dra = value;
X0Y1_根.Dra = value;
X0Y0_根.Hit = value;
X0Y1_根.Hit = value;
}
}
public bool _棘1_表示
{
get
{
return X0Y0_棘_棘1.Dra;
}
set
{
X0Y0_棘_棘1.Dra = value;
X0Y0_棘_棘1.Hit = value;
}
}
public bool _棘2_表示
{
get
{
return X0Y0_棘_棘2.Dra;
}
set
{
X0Y0_棘_棘2.Dra = value;
X0Y1_棘_棘2.Dra = value;
X0Y0_棘_棘2.Hit = value;
X0Y1_棘_棘2.Hit = value;
}
}
public bool _棘3_表示
{
get
{
return X0Y0_棘_棘3.Dra;
}
set
{
X0Y0_棘_棘3.Dra = value;
X0Y1_棘_棘3.Dra = value;
X0Y0_棘_棘3.Hit = value;
X0Y1_棘_棘3.Hit = value;
}
}
public bool _革_表示
{
get
{
return X0Y0_輪_革.Dra;
}
set
{
X0Y0_輪_革.Dra = value;
X0Y0_輪_革.Hit = value;
}
}
public bool _金具1_表示
{
get
{
return X0Y0_輪_金具1.Dra;
}
set
{
X0Y0_輪_金具1.Dra = value;
X0Y0_輪_金具1.Hit = value;
}
}
public bool _金具2_表示
{
get
{
return X0Y0_輪_金具2.Dra;
}
set
{
X0Y0_輪_金具2.Dra = value;
X0Y0_輪_金具2.Hit = value;
}
}
public bool _金具3_表示
{
get
{
return X0Y0_輪_金具3.Dra;
}
set
{
X0Y0_輪_金具3.Dra = value;
X0Y0_輪_金具3.Hit = value;
}
}
public bool _金具左_表示
{
get
{
return X0Y0_輪_金具左.Dra;
}
set
{
X0Y0_輪_金具左.Dra = value;
X0Y0_輪_金具左.Hit = value;
}
}
public bool _金具右_表示
{
get
{
return X0Y0_輪_金具右.Dra;
}
set
{
X0Y0_輪_金具右.Dra = value;
X0Y0_輪_金具右.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y1_折線.Dra;
}
set
{
X0Y1_折線.Dra = value;
X0Y1_折線.Hit = value;
}
}
public bool
{
get
{
return _革_表示;
}
set
{
_革_表示 = value;
_金具1_表示 = value;
_金具2_表示 = value;
_金具3_表示 = value;
_金具左_表示 = value;
_金具右_表示 = value;
}
}
public bool
{
get
{
return 1.;
}
set
{
1. = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_棘1_表示 = value;
_棘2_表示 = value;
_棘3_表示 = value;
_革_表示 = value;
_金具1_表示 = value;
_金具2_表示 = value;
_金具3_表示 = value;
_金具左_表示 = value;
_金具右_表示 = value;
_表示 = value;
}
}
public override double
{
get
{
return CD.;
}
set
{
CD. = value;
_棘1CD. = value;
_棘2CD. = value;
_棘3CD. = value;
_革CD. = value;
_金具1CD. = value;
_金具2CD. = value;
_金具3CD. = value;
_金具左CD. = value;
_金具右CD. = value;
CD. = value;
}
}
public JointS 1_ => new JointS(, X0Y0_輪_金具左, 0);
public JointS 2_ => new JointS(, X0Y0_輪_金具右, 0);
public 2_(double DisUnit, , , Med Med, 2_D e)
{
ThisType = GetType();
Dif dif = new Dif(Sta.["角"][9]);
= new Difs();
.Tag = dif.Tag;
.Add(dif);
Pars pars = [0][0];
X0Y0_根 = pars["根"].ToPar();
Pars pars2 = pars["刺"].ToPars();
X0Y0_棘_棘1 = pars2["刺1"].ToPar();
X0Y0_棘_棘2 = pars2["刺2"].ToPar();
X0Y0_棘_棘3 = pars2["刺3"].ToPar();
pars2 = pars["輪"].ToPars();
X0Y0_輪_革 = pars2["革"].ToPar();
X0Y0_輪_金具1 = pars2["金具1"].ToPar();
X0Y0_輪_金具2 = pars2["金具2"].ToPar();
X0Y0_輪_金具3 = pars2["金具3"].ToPar();
X0Y0_輪_金具左 = pars2["金具左"].ToPar();
X0Y0_輪_金具右 = pars2["金具右"].ToPar();
pars = [0][1];
X0Y1_根 = pars["根"].ToPar();
pars2 = pars["刺"].ToPars();
X0Y1_棘_棘2 = pars2["刺2"].ToPar();
X0Y1_棘_棘3 = pars2["刺3"].ToPar();
X0Y1_折線 = pars["折線"].ToPar();
.SetJoints();
= new JointD();
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
_表示 = e._表示;
_棘1_表示 = e._棘1_表示;
_棘2_表示 = e._棘2_表示;
_棘3_表示 = e._棘3_表示;
_革_表示 = e._革_表示;
_金具1_表示 = e._金具1_表示;
_金具2_表示 = e._金具2_表示;
_金具3_表示 = e._金具3_表示;
_金具左_表示 = e._金具左_表示;
_金具右_表示 = e._金具右_表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_根CP = new ColorP(X0Y0_根, CD, DisUnit, abj: true);
X0Y0_棘_棘1CP = new ColorP(X0Y0_棘_棘1, _棘1CD, DisUnit, abj: true);
X0Y0_棘_棘2CP = new ColorP(X0Y0_棘_棘2, _棘2CD, DisUnit, abj: true);
X0Y0_棘_棘3CP = new ColorP(X0Y0_棘_棘3, _棘3CD, DisUnit, abj: true);
X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, _革CD, DisUnit, abj: true);
X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, _金具1CD, DisUnit, abj: true);
X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, _金具2CD, DisUnit, abj: true);
X0Y0_輪_金具3CP = new ColorP(X0Y0_輪_金具3, _金具3CD, DisUnit, abj: true);
X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, _金具左CD, DisUnit, abj: true);
X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, _金具右CD, DisUnit, abj: true);
X0Y1_根CP = new ColorP(X0Y1_根, CD, DisUnit, abj: true);
X0Y1_棘_棘2CP = new ColorP(X0Y1_棘_棘2, _棘2CD, DisUnit, abj: true);
X0Y1_棘_棘3CP = new ColorP(X0Y1_棘_棘3, _棘3CD, DisUnit, abj: true);
X0Y1_折線CP = new ColorP(X0Y1_折線, CD, DisUnit, abj: true);
= e.;
1 = new (DisUnit, , , , Xasix);
1.(1_);
int num = ( ? (-10) : 10);
1.B += num;
= e.;
}
public override void Dispose()
{
base.Dispose();
1.Dispose();
}
public override void (RenderArea Are)
{
.Draw(Are);
if (!_)
{
1.0(Are);
}
}
public override void 0(RenderArea Are)
{
.Draw(Are);
if (!_)
{
1.0(Are);
}
}
public override bool Is革(Par p)
{
if (p != X0Y0_輪_革 && p != X0Y0_輪_金具1 && p != X0Y0_輪_金具2 && p != X0Y0_輪_金具3 && p != X0Y0_輪_金具左)
{
return p == X0Y0_輪_金具右;
}
return true;
}
public override void ()
{
if (.IndexY == 0)
{
X0Y0_根CP.Update();
X0Y0_棘_棘1CP.Update();
X0Y0_棘_棘2CP.Update();
X0Y0_棘_棘3CP.Update();
X0Y0_輪_革CP.Update();
X0Y0_輪_金具1CP.Update();
X0Y0_輪_金具2CP.Update();
X0Y0_輪_金具3CP.Update();
X0Y0_輪_金具左CP.Update();
X0Y0_輪_金具右CP.Update();
1.PA();
1.();
}
else
{
X0Y1_根CP.Update();
X0Y1_棘_棘2CP.Update();
X0Y1_棘_棘3CP.Update();
X0Y1_折線CP.Update();
}
}
private void ( )
{
switch ()
{
case .N0:
N0();
break;
case .T0:
T0();
break;
case .T1:
T1();
break;
default:
N0();
break;
}
}
private void N0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
_棘1CD = new ColorD(ref Col.Black, ref .0O);
_棘2CD = new ColorD(ref Col.Black, ref .0O);
_棘3CD = new ColorD(ref Col.Black, ref .0O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
CD = new ColorD(ref Col.Black, ref Color2.Empty);
}
private void T0( )
{
CD = new ColorD(ref Col.Black, ref .0O);
_棘1CD = new ColorD(ref Col.Black, ref .O);
_棘2CD = new ColorD(ref Col.Black, ref .O);
_棘3CD = new ColorD(ref Col.Black, ref .O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
CD = new ColorD(ref Col.Black, ref Color2.Empty);
}
private void T1( )
{
CD = new ColorD(ref Col.Black, ref .O);
_棘1CD = new ColorD(ref Col.Black, ref .0O);
_棘2CD = new ColorD(ref Col.Black, ref .0O);
_棘3CD = new ColorD(ref Col.Black, ref .0O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
CD = new ColorD(ref Col.Black, ref Color2.Empty);
}
public void ( )
{
_革CD. = .;
_金具1CD. = .;
_金具2CD. = _金具1CD.;
_金具3CD. = _金具1CD.;
_金具左CD. = _金具1CD.;
_金具右CD. = _金具1CD.;
}
public void ( )
{
1.();
}
}
}