Files
SlaveMatrix-SDL/SlaveMatrix/SlaveMatrix/BodyPartClasses/汗.cs

268 lines
6.0 KiB
C#

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