181 lines
3.3 KiB
C#
181 lines
3.3 KiB
C#
using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class 鎖 : Ele
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{
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public ShapePart X0Y0_鎖2;
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public ShapePart X0Y0_鎖1;
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public ColorD 鎖2CD;
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public ColorD 鎖1CD;
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public ColorP X0Y0_鎖2CP;
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public ColorP X0Y0_鎖1CP;
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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 鎖2_表示
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{
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get
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{
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return X0Y0_鎖2.Dra;
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}
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set
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{
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X0Y0_鎖2.Dra = value;
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X0Y0_鎖2.Hit = value;
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}
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}
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public bool 鎖1_表示
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{
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get
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{
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return X0Y0_鎖1.Dra;
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}
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set
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{
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X0Y0_鎖1.Dra = value;
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X0Y0_鎖1.Hit = 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 鎖2_表示;
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}
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set
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{
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鎖2_表示 = value;
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鎖1_表示 = value;
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}
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}
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public override double Intensity
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{
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get
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{
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return 鎖2CD.不透明度;
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}
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set
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{
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鎖2CD.不透明度 = value;
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鎖1CD.不透明度 = value;
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}
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}
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public 鎖(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 鎖D e)
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{
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ThisType = GetType();
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Body = new VariantGrid(Sta.その他["鎖"]);
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PartGroup partGroup = Body[0][0];
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X0Y0_鎖2 = partGroup["鎖2"].ToPar();
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X0Y0_鎖1 = partGroup["鎖1"].ToPar();
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Body.SetJoints();
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接続根 = new JointD(Body);
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右 = e.右;
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反転X = e.反転X;
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反転Y = e.反転Y;
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基準C = e.基準C;
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位置C = e.位置C;
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角度B = e.角度B;
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角度C = e.角度C;
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尺度B = e.尺度B;
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尺度C = e.尺度C;
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尺度XB = e.尺度XB;
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尺度XC = e.尺度XC;
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尺度YB = e.尺度YB;
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尺度YC = e.尺度YC;
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肥大 = e.肥大;
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身長 = e.身長;
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Xv = e.Xv;
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Yv = e.Yv;
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Xi = e.Xi;
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Yi = e.Yi;
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サイズ = e.サイズ;
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サイズX = e.サイズX;
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サイズY = e.サイズY;
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鎖2_表示 = e.鎖2_表示;
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鎖1_表示 = e.鎖1_表示;
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欠損 = e.欠損;
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筋肉 = e.筋肉;
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拘束 = e.拘束;
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if (!e.表示)
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{
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表示 = false;
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}
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base.配色指定 = 配色指定;
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配色(体配色);
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X0Y0_鎖2CP = new ColorP(X0Y0_鎖2, 鎖2CD, DisUnit, abj: true);
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X0Y0_鎖1CP = new ColorP(X0Y0_鎖1, 鎖1CD, DisUnit, abj: true);
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Intensity = e.濃度;
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}
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public override bool Is鉄(ShapePart p)
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{
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if (p != X0Y0_鎖2)
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{
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return p == X0Y0_鎖1;
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}
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return true;
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}
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public override void 色更新()
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{
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X0Y0_鎖2CP.Update();
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X0Y0_鎖1CP.Update();
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}
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private void 配色(BodyColorSet 体配色)
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{
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配色N0(体配色);
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}
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private void 配色N0(BodyColorSet 体配色)
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{
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鎖2CD = new ColorD();
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鎖1CD = new ColorD();
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}
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}
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}
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