Files
SlaveMatrix-SDL/SlaveMatrix/SlaveMatrix/BodyPartClasses/涙.cs
2026-06-13 21:27:52 +02:00

500 lines
14 KiB
C#

using _2DGAMELIB;
namespace SlaveMatrix
{
public class : Ele
{
public ShapePart X0Y0_涙0流れ0;
public ShapePart X0Y0_涙0;
public ShapePart X0Y0_涙1;
public ShapePart X0Y0_涙ハイライト;
public ShapePart X0Y1_涙0流れ0;
public ShapePart X0Y1_涙0流れ1;
public ShapePart X0Y1_涙0;
public ShapePart X0Y1_涙1;
public ShapePart X0Y1_涙ハイライト;
public ShapePart X0Y2_涙0流れ0;
public ShapePart X0Y2_涙0流れ1;
public ShapePart X0Y2_涙0;
public ShapePart X0Y2_涙1;
public ShapePart X0Y2_涙ハイライト;
public ShapePart X0Y3_涙0流れ0;
public ShapePart X0Y3_涙0流れ1;
public ShapePart X0Y3_涙0;
public ShapePart X0Y3_涙1;
public ShapePart X0Y3_涙ハイライト;
public ShapePart X0Y4_涙0流れ0;
public ShapePart X0Y4_涙0流れ1;
public ShapePart X0Y4_涙0;
public ShapePart X0Y4_涙1;
public ShapePart X0Y4_涙ハイライト;
public ShapePart X0Y5_涙0流れ0;
public ShapePart X0Y5_涙0流れ1;
public ShapePart X0Y5_涙0;
public ShapePart X0Y5_涙1;
public ShapePart X0Y5_涙ハイライト;
public ColorD 00CD;
public ColorD Tear0流れ1CD;
public ColorD 0CD;
public ColorD 1CD;
public ColorD CD;
public ColorP X0Y0_涙0流れ0CP;
public ColorP X0Y0_涙0CP;
public ColorP X0Y0_涙1CP;
public ColorP X0Y0_涙ハイライトCP;
public ColorP X0Y1_涙0流れ0CP;
public ColorP X0Y1_涙0流れ1CP;
public ColorP X0Y1_涙0CP;
public ColorP X0Y1_涙1CP;
public ColorP X0Y1_涙ハイライトCP;
public ColorP X0Y2_涙0流れ0CP;
public ColorP X0Y2_涙0流れ1CP;
public ColorP X0Y2_涙0CP;
public ColorP X0Y2_涙1CP;
public ColorP X0Y2_涙ハイライトCP;
public ColorP X0Y3_涙0流れ0CP;
public ColorP X0Y3_涙0流れ1CP;
public ColorP X0Y3_涙0CP;
public ColorP X0Y3_涙1CP;
public ColorP X0Y3_涙ハイライトCP;
public ColorP X0Y4_涙0流れ0CP;
public ColorP X0Y4_涙0流れ1CP;
public ColorP X0Y4_涙0CP;
public ColorP X0Y4_涙1CP;
public ColorP X0Y4_涙ハイライトCP;
public ColorP X0Y5_涙0流れ0CP;
public ColorP X0Y5_涙0流れ1CP;
public ColorP X0Y5_涙0CP;
public ColorP X0Y5_涙1CP;
public ColorP X0Y5_涙ハイライトCP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool Tear0流れ0_表示
{
get
{
return X0Y0_涙0流れ0.Dra;
}
set
{
X0Y0_涙0流れ0.Dra = value;
X0Y1_涙0流れ0.Dra = value;
X0Y2_涙0流れ0.Dra = value;
X0Y3_涙0流れ0.Dra = value;
X0Y4_涙0流れ0.Dra = value;
X0Y5_涙0流れ0.Dra = value;
X0Y0_涙0流れ0.Hit = value;
X0Y1_涙0流れ0.Hit = value;
X0Y2_涙0流れ0.Hit = value;
X0Y3_涙0流れ0.Hit = value;
X0Y4_涙0流れ0.Hit = value;
X0Y5_涙0流れ0.Hit = value;
}
}
public bool Tear0_表示
{
get
{
return X0Y0_涙0.Dra;
}
set
{
X0Y0_涙0.Dra = value;
X0Y1_涙0.Dra = value;
X0Y2_涙0.Dra = value;
X0Y3_涙0.Dra = value;
X0Y4_涙0.Dra = value;
X0Y5_涙0.Dra = value;
X0Y0_涙0.Hit = value;
X0Y1_涙0.Hit = value;
X0Y2_涙0.Hit = value;
X0Y3_涙0.Hit = value;
X0Y4_涙0.Hit = value;
X0Y5_涙0.Hit = value;
}
}
public bool 1_
{
get
{
return X0Y0_涙1.Dra;
}
set
{
X0Y0_涙1.Dra = value;
X0Y1_涙1.Dra = value;
X0Y2_涙1.Dra = value;
X0Y3_涙1.Dra = value;
X0Y4_涙1.Dra = value;
X0Y5_涙1.Dra = value;
X0Y0_涙1.Hit = value;
X0Y1_涙1.Hit = value;
X0Y2_涙1.Hit = value;
X0Y3_涙1.Hit = value;
X0Y4_涙1.Hit = value;
X0Y5_涙1.Hit = value;
}
}
public bool Tearハイライト_表示
{
get
{
return X0Y0_涙ハイライト.Dra;
}
set
{
X0Y0_涙ハイライト.Dra = value;
X0Y1_涙ハイライト.Dra = value;
X0Y2_涙ハイライト.Dra = value;
X0Y3_涙ハイライト.Dra = value;
X0Y4_涙ハイライト.Dra = value;
X0Y5_涙ハイライト.Dra = value;
X0Y0_涙ハイライト.Hit = value;
X0Y1_涙ハイライト.Hit = value;
X0Y2_涙ハイライト.Hit = value;
X0Y3_涙ハイライト.Hit = value;
X0Y4_涙ハイライト.Hit = value;
X0Y5_涙ハイライト.Hit = value;
}
}
public bool Tear0流れ1_表示
{
get
{
return X0Y1_涙0流れ1.Dra;
}
set
{
X0Y1_涙0流れ1.Dra = value;
X0Y2_涙0流れ1.Dra = value;
X0Y3_涙0流れ1.Dra = value;
X0Y4_涙0流れ1.Dra = value;
X0Y5_涙0流れ1.Dra = value;
X0Y1_涙0流れ1.Hit = value;
X0Y2_涙0流れ1.Hit = value;
X0Y3_涙0流れ1.Hit = value;
X0Y4_涙0流れ1.Hit = value;
X0Y5_涙0流れ1.Hit = value;
}
}
public override bool
{
get
{
return Tear0流れ0_表示;
}
set
{
Tear0流れ0_表示 = value;
Tear0_表示 = value;
1_ = value;
Tearハイライト_表示 = value;
Tear0流れ1_表示 = value;
}
}
public override double Intensity
{
get
{
return 00CD.;
}
set
{
00CD. = value;
Tear0流れ1CD. = value;
0CD. = value;
1CD. = value;
CD. = value;
}
}
public override double
{
set
{
}
}
public override double
{
set
{
}
}
public (double DisUnit, , BodyColorSet , ModeEventDispatcher Med, D e)
{
ThisType = GetType();
Body = new VariantGrid(Sta.["涙左"]);
PartGroup partGroup = Body[0][0];
X0Y0_涙0流れ0 = partGroup["涙0流れ0"].ToPar();
X0Y0_涙0 = partGroup["涙0"].ToPar();
X0Y0_涙1 = partGroup["涙1"].ToPar();
X0Y0_涙ハイライト = partGroup["涙ハイライト"].ToPar();
partGroup = Body[0][1];
X0Y1_涙0流れ0 = partGroup["涙0流れ0"].ToPar();
X0Y1_涙0流れ1 = partGroup["涙0流れ1"].ToPar();
X0Y1_涙0 = partGroup["涙0"].ToPar();
X0Y1_涙1 = partGroup["涙1"].ToPar();
X0Y1_涙ハイライト = partGroup["涙ハイライト"].ToPar();
partGroup = Body[0][2];
X0Y2_涙0流れ0 = partGroup["涙0流れ0"].ToPar();
X0Y2_涙0流れ1 = partGroup["涙0流れ1"].ToPar();
X0Y2_涙0 = partGroup["涙0"].ToPar();
X0Y2_涙1 = partGroup["涙1"].ToPar();
X0Y2_涙ハイライト = partGroup["涙ハイライト"].ToPar();
partGroup = Body[0][3];
X0Y3_涙0流れ0 = partGroup["涙0流れ0"].ToPar();
X0Y3_涙0流れ1 = partGroup["涙0流れ1"].ToPar();
X0Y3_涙0 = partGroup["涙0"].ToPar();
X0Y3_涙1 = partGroup["涙1"].ToPar();
X0Y3_涙ハイライト = partGroup["涙ハイライト"].ToPar();
partGroup = Body[0][4];
X0Y4_涙0流れ0 = partGroup["涙0流れ0"].ToPar();
X0Y4_涙0流れ1 = partGroup["涙0流れ1"].ToPar();
X0Y4_涙0 = partGroup["涙0"].ToPar();
X0Y4_涙1 = partGroup["涙1"].ToPar();
X0Y4_涙ハイライト = partGroup["涙ハイライト"].ToPar();
partGroup = Body[0][5];
X0Y5_涙0流れ0 = partGroup["涙0流れ0"].ToPar();
X0Y5_涙0流れ1 = partGroup["涙0流れ1"].ToPar();
X0Y5_涙0 = partGroup["涙0"].ToPar();
X0Y5_涙1 = partGroup["涙1"].ToPar();
X0Y5_涙ハイライト = partGroup["涙ハイライト"].ToPar();
Body.SetJoints();
= new JointD(Body);
= 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;
Tear0流れ0_表示 = e.00_;
Tear0_表示 = e.0_;
1_ = e.1_;
Tearハイライト_表示 = e._表示;
Tear0流れ1_表示 = e.01_;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_涙0流れ0CP = new ColorP(X0Y0_涙0流れ0, 00CD, DisUnit, abj: true);
X0Y0_涙0CP = new ColorP(X0Y0_涙0, 0CD, DisUnit, abj: true);
X0Y0_涙1CP = new ColorP(X0Y0_涙1, 1CD, DisUnit, abj: true);
X0Y0_涙ハイライトCP = new ColorP(X0Y0_涙ハイライト, CD, DisUnit, abj: true);
X0Y1_涙0流れ0CP = new ColorP(X0Y1_涙0流れ0, 00CD, DisUnit, abj: true);
X0Y1_涙0流れ1CP = new ColorP(X0Y1_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true);
X0Y1_涙0CP = new ColorP(X0Y1_涙0, 0CD, DisUnit, abj: true);
X0Y1_涙1CP = new ColorP(X0Y1_涙1, 1CD, DisUnit, abj: true);
X0Y1_涙ハイライトCP = new ColorP(X0Y1_涙ハイライト, CD, DisUnit, abj: true);
X0Y2_涙0流れ0CP = new ColorP(X0Y2_涙0流れ0, 00CD, DisUnit, abj: true);
X0Y2_涙0流れ1CP = new ColorP(X0Y2_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true);
X0Y2_涙0CP = new ColorP(X0Y2_涙0, 0CD, DisUnit, abj: true);
X0Y2_涙1CP = new ColorP(X0Y2_涙1, 1CD, DisUnit, abj: true);
X0Y2_涙ハイライトCP = new ColorP(X0Y2_涙ハイライト, CD, DisUnit, abj: true);
X0Y3_涙0流れ0CP = new ColorP(X0Y3_涙0流れ0, 00CD, DisUnit, abj: true);
X0Y3_涙0流れ1CP = new ColorP(X0Y3_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true);
X0Y3_涙0CP = new ColorP(X0Y3_涙0, 0CD, DisUnit, abj: true);
X0Y3_涙1CP = new ColorP(X0Y3_涙1, 1CD, DisUnit, abj: true);
X0Y3_涙ハイライトCP = new ColorP(X0Y3_涙ハイライト, CD, DisUnit, abj: true);
X0Y4_涙0流れ0CP = new ColorP(X0Y4_涙0流れ0, 00CD, DisUnit, abj: true);
X0Y4_涙0流れ1CP = new ColorP(X0Y4_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true);
X0Y4_涙0CP = new ColorP(X0Y4_涙0, 0CD, DisUnit, abj: true);
X0Y4_涙1CP = new ColorP(X0Y4_涙1, 1CD, DisUnit, abj: true);
X0Y4_涙ハイライトCP = new ColorP(X0Y4_涙ハイライト, CD, DisUnit, abj: true);
X0Y5_涙0流れ0CP = new ColorP(X0Y5_涙0流れ0, 00CD, DisUnit, abj: true);
X0Y5_涙0流れ1CP = new ColorP(X0Y5_涙0流れ1, Tear0流れ1CD, DisUnit, abj: true);
X0Y5_涙0CP = new ColorP(X0Y5_涙0, 0CD, DisUnit, abj: true);
X0Y5_涙1CP = new ColorP(X0Y5_涙1, 1CD, DisUnit, abj: true);
X0Y5_涙ハイライトCP = new ColorP(X0Y5_涙ハイライト, CD, DisUnit, abj: true);
Intensity = e.;
}
public override void ()
{
switch (Body.IndexY)
{
case 0:
X0Y0_涙0流れ0CP.Update();
X0Y0_涙0CP.Update();
X0Y0_涙1CP.Update();
X0Y0_涙ハイライトCP.Update();
break;
case 1:
X0Y1_涙0流れ0CP.Update();
X0Y1_涙0流れ1CP.Update();
X0Y1_涙0CP.Update();
X0Y1_涙1CP.Update();
X0Y1_涙ハイライトCP.Update();
break;
case 2:
X0Y2_涙0流れ0CP.Update();
X0Y2_涙0流れ1CP.Update();
X0Y2_涙0CP.Update();
X0Y2_涙1CP.Update();
X0Y2_涙ハイライトCP.Update();
break;
case 3:
X0Y3_涙0流れ0CP.Update();
X0Y3_涙0流れ1CP.Update();
X0Y3_涙0CP.Update();
X0Y3_涙1CP.Update();
X0Y3_涙ハイライトCP.Update();
break;
case 4:
X0Y4_涙0流れ0CP.Update();
X0Y4_涙0流れ1CP.Update();
X0Y4_涙0CP.Update();
X0Y4_涙1CP.Update();
X0Y4_涙ハイライトCP.Update();
break;
default:
X0Y5_涙0流れ0CP.Update();
X0Y5_涙0流れ1CP.Update();
X0Y5_涙0CP.Update();
X0Y5_涙1CP.Update();
X0Y5_涙ハイライトCP.Update();
break;
}
}
private void (BodyColorSet )
{
N0();
}
private void N0(BodyColorSet )
{
00CD = new ColorD(ref ., ref Color2.Empty);
Tear0流れ1CD = new ColorD(ref ., ref Color2.Empty);
0CD = new ColorD(ref ., ref .O);
1CD = new ColorD(ref ., ref Color2.Empty);
CD = new ColorD(ref ..Col1, ref .);
}
}
}