268 lines
6.0 KiB
C#
268 lines
6.0 KiB
C#
using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class 汗 : Element
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{
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public ShapePart X0Y0_汗0;
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public ShapePart X0Y0_汗1;
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public ShapePart X0Y0_汗ハイライト;
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public ShapePart X0Y1_汗0流れ;
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public ShapePart X0Y2_汗0流れ;
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public ShapePart X0Y3_汗0流れ;
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public ShapePart X0Y4_汗0流れ;
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public ColorD 汗0流れCD;
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public ColorD 汗0CD;
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public ColorD 汗1CD;
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public ColorD 汗ハイライトCD;
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public ColorP X0Y0_汗0CP;
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public ColorP X0Y0_汗1CP;
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public ColorP X0Y0_汗ハイライトCP;
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public ColorP X0Y1_汗0流れCP;
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public ColorP X0Y2_汗0流れCP;
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public ColorP X0Y3_汗0流れCP;
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public ColorP X0Y4_汗0流れCP;
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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 汗0_表示
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{
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get
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{
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return X0Y0_汗0.Dra;
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}
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set
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{
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X0Y0_汗0.Dra = value;
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X0Y0_汗0.Hit = value;
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}
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}
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public bool 汗1_表示
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{
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get
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{
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return X0Y0_汗1.Dra;
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}
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set
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{
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X0Y0_汗1.Dra = value;
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X0Y0_汗1.Hit = value;
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}
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}
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public bool 汗ハイライト_表示
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{
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get
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{
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return X0Y0_汗ハイライト.Dra;
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}
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set
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{
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X0Y0_汗ハイライト.Dra = value;
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X0Y0_汗ハイライト.Hit = value;
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}
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}
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public bool 汗0流れ_表示
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{
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get
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{
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return X0Y1_汗0流れ.Dra;
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}
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set
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{
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X0Y1_汗0流れ.Dra = value;
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X0Y2_汗0流れ.Dra = value;
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X0Y3_汗0流れ.Dra = value;
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X0Y4_汗0流れ.Dra = value;
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X0Y1_汗0流れ.Hit = value;
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X0Y2_汗0流れ.Hit = value;
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X0Y3_汗0流れ.Hit = value;
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X0Y4_汗0流れ.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 汗0_表示;
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}
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set
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{
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汗0_表示 = value;
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汗1_表示 = value;
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汗ハイライト_表示 = value;
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汗0流れ_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 汗0流れCD.不透明度;
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}
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set
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{
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汗0流れCD.不透明度 = value;
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汗0CD.不透明度 = value;
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汗1CD.不透明度 = value;
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汗ハイライトCD.不透明度 = value;
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}
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}
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public 汗(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 汗D e)
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{
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ThisType = GetType();
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Body = new VariantGrid(GlobalState.スタンプ["汗"]);
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PartGroup partGroup = Body[0][0];
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X0Y0_汗0 = partGroup["汗0"].ToPar();
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X0Y0_汗1 = partGroup["汗1"].ToPar();
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X0Y0_汗ハイライト = partGroup["汗ハイライト"].ToPar();
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partGroup = Body[0][1];
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X0Y1_汗0流れ = partGroup["汗0流れ"].ToPar();
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partGroup = Body[0][2];
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X0Y2_汗0流れ = partGroup["汗0流れ"].ToPar();
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partGroup = Body[0][3];
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X0Y3_汗0流れ = partGroup["汗0流れ"].ToPar();
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partGroup = Body[0][4];
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X0Y4_汗0流れ = partGroup["汗0流れ"].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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汗0_表示 = e.汗0_表示;
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汗1_表示 = e.汗1_表示;
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汗ハイライト_表示 = e.汗ハイライト_表示;
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汗0流れ_表示 = e.汗0流れ_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_汗0CP = new ColorP(X0Y0_汗0, 汗0CD, DisUnit, abj: true);
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X0Y0_汗1CP = new ColorP(X0Y0_汗1, 汗1CD, DisUnit, abj: true);
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X0Y0_汗ハイライトCP = new ColorP(X0Y0_汗ハイライト, 汗ハイライトCD, DisUnit, abj: true);
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X0Y1_汗0流れCP = new ColorP(X0Y1_汗0流れ, 汗0流れCD, DisUnit, abj: true);
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X0Y2_汗0流れCP = new ColorP(X0Y2_汗0流れ, 汗0流れCD, DisUnit, abj: true);
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X0Y3_汗0流れCP = new ColorP(X0Y3_汗0流れ, 汗0流れCD, DisUnit, abj: true);
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X0Y4_汗0流れCP = new ColorP(X0Y4_汗0流れ, 汗0流れCD, DisUnit, abj: true);
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Intensity = e.濃度;
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}
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public override void 色更新()
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{
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switch (Body.IndexY)
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{
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case 0:
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X0Y0_汗0CP.Update();
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X0Y0_汗1CP.Update();
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X0Y0_汗ハイライトCP.Update();
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break;
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case 1:
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X0Y1_汗0流れCP.Update();
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break;
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case 2:
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X0Y2_汗0流れCP.Update();
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break;
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case 3:
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X0Y3_汗0流れCP.Update();
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break;
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default:
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X0Y4_汗0流れCP.Update();
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break;
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}
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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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汗0流れCD = new ColorD(ref 体配色.体液線, ref Color2.Empty);
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汗0CD = new ColorD(ref 体配色.体液線, ref Color2.Empty);
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汗1CD = new ColorD(ref 体配色.体液線, ref Color2.Empty);
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汗ハイライトCD = new ColorD(ref 体配色.ハイライト.Col1, ref 体配色.ハイライト);
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}
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}
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}
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