335 lines
7.2 KiB
C#
335 lines
7.2 KiB
C#
using System.Collections.Generic;
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using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class 尾_短 : 尾
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{
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public ShapePart X0Y0_尾0;
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public ShapePart X0Y0_尾1;
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public ShapePart X0Y0_尾2;
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public ShapePart X0Y0_尾3;
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public ShapePart X0Y0_尾4;
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public ShapePart X0Y0_尾5;
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public ColorD 尾0CD;
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public ColorD 尾1CD;
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public ColorD 尾2CD;
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public ColorD 尾3CD;
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public ColorD 尾4CD;
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public ColorD 尾5CD;
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public ColorP X0Y0_尾0CP;
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public ColorP X0Y0_尾1CP;
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public ColorP X0Y0_尾2CP;
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public ColorP X0Y0_尾3CP;
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public ColorP X0Y0_尾4CP;
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public ColorP X0Y0_尾5CP;
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public ShapePart[] Pars;
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private Vector2D[] mm;
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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 尾0_表示
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{
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get
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{
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return X0Y0_尾0.Dra;
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}
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set
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{
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X0Y0_尾0.Dra = value;
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X0Y0_尾0.Hit = value;
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}
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}
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public bool 尾1_表示
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{
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get
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{
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return X0Y0_尾1.Dra;
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}
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set
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{
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X0Y0_尾1.Dra = value;
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X0Y0_尾1.Hit = value;
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}
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}
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public bool 尾2_表示
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{
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get
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{
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return X0Y0_尾2.Dra;
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}
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set
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{
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X0Y0_尾2.Dra = value;
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X0Y0_尾2.Hit = value;
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}
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}
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public bool 尾3_表示
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{
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get
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{
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return X0Y0_尾3.Dra;
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}
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set
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{
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X0Y0_尾3.Dra = value;
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X0Y0_尾3.Hit = value;
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}
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}
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public bool 尾4_表示
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{
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get
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{
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return X0Y0_尾4.Dra;
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}
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set
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{
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X0Y0_尾4.Dra = value;
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X0Y0_尾4.Hit = value;
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}
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}
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public bool 尾5_表示
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{
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get
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{
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return X0Y0_尾5.Dra;
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}
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set
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{
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X0Y0_尾5.Dra = value;
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X0Y0_尾5.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 尾0_表示;
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}
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set
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{
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尾0_表示 = value;
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尾1_表示 = value;
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尾2_表示 = value;
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尾3_表示 = value;
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尾4_表示 = value;
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尾5_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 尾0CD.不透明度;
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}
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set
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{
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尾0CD.不透明度 = value;
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尾1CD.不透明度 = value;
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尾2CD.不透明度 = value;
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尾3CD.不透明度 = value;
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尾4CD.不透明度 = value;
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尾5CD.不透明度 = value;
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}
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}
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public 尾_短(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 尾_短D e)
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{
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ThisType = GetType();
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MorphVariant morphVariant = new MorphVariant();
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morphVariant.Tag = "短尾";
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morphVariant.Add(new PartGroup(GlobalState.尻尾["尾"][0][15]));
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Body = new VariantGrid();
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Body.Tag = morphVariant.Tag;
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Body.Add(morphVariant);
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PartGroup partGroup = Body[0][0];
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X0Y0_尾0 = partGroup["尾0"].ToPar();
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X0Y0_尾1 = partGroup["尾1"].ToPar();
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X0Y0_尾2 = partGroup["尾2"].ToPar();
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X0Y0_尾3 = partGroup["尾3"].ToPar();
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X0Y0_尾4 = partGroup["尾4"].ToPar();
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X0Y0_尾5 = partGroup["尾5"].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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尾0_表示 = e.尾0_表示;
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尾1_表示 = e.尾1_表示;
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尾2_表示 = e.尾2_表示;
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尾3_表示 = e.尾3_表示;
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尾4_表示 = e.尾4_表示;
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尾5_表示 = e.尾5_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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Pars = new ShapePart[6] { X0Y0_尾0, X0Y0_尾1, X0Y0_尾2, X0Y0_尾3, X0Y0_尾4, X0Y0_尾5 };
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X0Y0_尾0CP = new ColorP(X0Y0_尾0, 尾0CD, DisUnit, abj: true);
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X0Y0_尾1CP = new ColorP(X0Y0_尾1, 尾1CD, DisUnit, abj: true);
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X0Y0_尾2CP = new ColorP(X0Y0_尾2, 尾2CD, DisUnit, abj: true);
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X0Y0_尾3CP = new ColorP(X0Y0_尾3, 尾3CD, DisUnit, abj: true);
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X0Y0_尾4CP = new ColorP(X0Y0_尾4, 尾4CD, DisUnit, abj: true);
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X0Y0_尾5CP = new ColorP(X0Y0_尾5, 尾5CD, DisUnit, abj: true);
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Intensity = e.濃度;
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}
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public override void SetAngle0()
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{
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_ = 右;
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double maxAngle = 20.0;
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X0Y0_尾0.AngleBase = maxAngle.GetRanAngle();
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X0Y0_尾1.AngleBase = maxAngle.GetRanAngle();
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X0Y0_尾2.AngleBase = maxAngle.GetRanAngle();
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X0Y0_尾3.AngleBase = maxAngle.GetRanAngle();
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X0Y0_尾4.AngleBase = maxAngle.GetRanAngle();
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X0Y0_尾5.AngleBase = maxAngle.GetRanAngle();
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Body.JoinPAall();
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}
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public override IEnumerable<ShapePart> Enum軸()
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{
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yield return X0Y0_尾0;
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yield return X0Y0_尾1;
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yield return X0Y0_尾2;
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yield return X0Y0_尾3;
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yield return X0Y0_尾4;
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yield return X0Y0_尾5;
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}
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public override void 色更新()
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{
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Pars.GetMiY_MaY(out mm);
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X0Y0_尾0CP.Update(mm);
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X0Y0_尾1CP.Update(mm);
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X0Y0_尾2CP.Update(mm);
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X0Y0_尾3CP.Update(mm);
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X0Y0_尾4CP.Update(mm);
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X0Y0_尾5CP.Update(mm);
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}
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private void 配色(BodyColorSet 体配色)
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{
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switch (配色指定)
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{
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case 配色指定.N0:
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配色N0(体配色);
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break;
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case 配色指定.T0:
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配色T0(体配色);
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break;
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case 配色指定.T1:
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配色T1(体配色);
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break;
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default:
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配色N0(体配色);
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break;
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}
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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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尾0CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O);
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尾1CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O);
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尾2CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O);
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尾3CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O);
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尾4CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O);
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尾5CD = new ColorD(ref ColorHelper.Black, ref 体配色.体0O);
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}
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private void 配色T0(BodyColorSet 体配色)
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{
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this.配色T(0, "尾", ref 体配色.体0O, ref 体配色.刺青O);
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}
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private void 配色T1(BodyColorSet 体配色)
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{
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this.配色T(1, "尾", ref 体配色.体0O, ref 体配色.刺青O);
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}
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}
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}
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