Files
SlaveMatrix-SDL/SlaveMatrix/SlaveMatrix/BodyPartClasses/触肢_肢蜘.cs

599 lines
15 KiB
C#

using _2DGAMELIB;
namespace SlaveMatrix
{
public class _肢蜘 :
{
public ShapePart X0Y0_基節;
public ShapePart X0Y0_転節;
public ShapePart X0Y0_腿節;
public ShapePart X0Y0_膝節;
public ShapePart X0Y0_脛節;
public ShapePart X0Y0_輪_革;
public ShapePart X0Y0_輪_金具1;
public ShapePart X0Y0_輪_金具2;
public ShapePart X0Y0_輪_金具3;
public ShapePart X0Y0_輪_金具左;
public ShapePart X0Y0_輪_金具右;
public ShapePart X0Y0_蹠節;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD CD;
public ColorD _革CD;
public ColorD _金具1CD;
public ColorD _金具2CD;
public ColorD _金具3CD;
public ColorD _金具左CD;
public ColorD _金具右CD;
public ColorP X0Y0_基節CP;
public ColorP X0Y0_転節CP;
public ColorP X0Y0_腿節CP;
public ColorP X0Y0_膝節CP;
public ColorP X0Y0_脛節CP;
public ColorP X0Y0_輪_革CP;
public ColorP X0Y0_輪_金具1CP;
public ColorP X0Y0_輪_金具2CP;
public ColorP X0Y0_輪_金具3CP;
public ColorP X0Y0_輪_金具左CP;
public ColorP X0Y0_輪_金具右CP;
public ColorP X0Y0_蹠節CP;
public 1;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
= _;
}
}
public bool _表示
{
get
{
return X0Y0_基節.Dra;
}
set
{
X0Y0_基節.Dra = value;
X0Y0_基節.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_転節.Dra;
}
set
{
X0Y0_転節.Dra = value;
X0Y0_転節.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_腿節.Dra;
}
set
{
X0Y0_腿節.Dra = value;
X0Y0_腿節.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_膝節.Dra;
}
set
{
X0Y0_膝節.Dra = value;
X0Y0_膝節.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_脛節.Dra;
}
set
{
X0Y0_脛節.Dra = value;
X0Y0_脛節.Hit = value;
}
}
public bool _革_表示
{
get
{
return X0Y0_輪_革.Dra;
}
set
{
X0Y0_輪_革.Dra = value;
X0Y0_輪_革.Hit = value;
}
}
public bool _金具1_表示
{
get
{
return X0Y0_輪_金具1.Dra;
}
set
{
X0Y0_輪_金具1.Dra = value;
X0Y0_輪_金具1.Hit = value;
}
}
public bool _金具2_表示
{
get
{
return X0Y0_輪_金具2.Dra;
}
set
{
X0Y0_輪_金具2.Dra = value;
X0Y0_輪_金具2.Hit = value;
}
}
public bool _金具3_表示
{
get
{
return X0Y0_輪_金具3.Dra;
}
set
{
X0Y0_輪_金具3.Dra = value;
X0Y0_輪_金具3.Hit = value;
}
}
public bool _金具左_表示
{
get
{
return X0Y0_輪_金具左.Dra;
}
set
{
X0Y0_輪_金具左.Dra = value;
X0Y0_輪_金具左.Hit = value;
}
}
public bool _金具右_表示
{
get
{
return X0Y0_輪_金具右.Dra;
}
set
{
X0Y0_輪_金具右.Dra = value;
X0Y0_輪_金具右.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_蹠節.Dra;
}
set
{
X0Y0_蹠節.Dra = value;
X0Y0_蹠節.Hit = value;
}
}
public bool
{
get
{
return _革_表示;
}
set
{
_革_表示 = value;
_金具1_表示 = value;
_金具2_表示 = value;
_金具3_表示 = value;
_金具左_表示 = value;
_金具右_表示 = value;
}
}
public bool
{
get
{
return 1.;
}
set
{
1. = value;
}
}
public override bool
{
get
{
return _表示;
}
set
{
_表示 = value;
_表示 = value;
_表示 = value;
_表示 = value;
_表示 = value;
_革_表示 = value;
_金具1_表示 = value;
_金具2_表示 = value;
_金具3_表示 = value;
_金具左_表示 = value;
_金具右_表示 = value;
_表示 = value;
1. = value;
}
}
public override double Intensity
{
get
{
return CD.;
}
set
{
CD. = value;
CD. = value;
CD. = value;
CD. = value;
CD. = value;
CD. = value;
_革CD. = value;
_金具1CD. = value;
_金具2CD. = value;
_金具3CD. = value;
_金具左CD. = value;
_金具右CD. = value;
}
}
public JointS 1_ => new JointS(Body, X0Y0_輪_金具左, 0);
public JointS 2_ => new JointS(Body, X0Y0_輪_金具右, 0);
public _肢蜘(double DisUnit, , BodyColorSet , ModeEventDispatcher Med, _肢蜘D e)
{
ThisType = GetType();
MorphVariant morphVariant = new MorphVariant();
morphVariant.Tag = "触肢蜘";
morphVariant.Add(new PartGroup(GlobalState.["節足"][0][1]));
Body = new VariantGrid();
Body.Tag = morphVariant.Tag;
Body.Add(morphVariant);
PartGroup partGroup = Body[0][0];
X0Y0_基節 = partGroup["基節"].ToPar();
X0Y0_転節 = partGroup["転節"].ToPar();
X0Y0_腿節 = partGroup["腿節"].ToPar();
X0Y0_膝節 = partGroup["膝節"].ToPar();
X0Y0_脛節 = partGroup["脛節"].ToPar();
PartGroup pars2 = partGroup["輪"].ToPars();
X0Y0_輪_革 = pars2["革"].ToPar();
X0Y0_輪_金具1 = pars2["金具1"].ToPar();
X0Y0_輪_金具2 = pars2["金具2"].ToPar();
X0Y0_輪_金具3 = pars2["金具3"].ToPar();
X0Y0_輪_金具左 = pars2["金具左"].ToPar();
X0Y0_輪_金具右 = pars2["金具右"].ToPar();
X0Y0_蹠節 = partGroup["蹠節"].ToPar();
Xasix = false;
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;
_表示 = e._表示;
_表示 = e._表示;
_表示 = e._表示;
_表示 = e._表示;
_表示 = e._表示;
_革_表示 = e._革_表示;
_金具1_表示 = e._金具1_表示;
_金具2_表示 = e._金具2_表示;
_金具3_表示 = e._金具3_表示;
_金具左_表示 = e._金具左_表示;
_金具右_表示 = e._金具右_表示;
_表示 = e._表示;
= e.;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
base. = ;
();
X0Y0_基節CP = new ColorP(X0Y0_基節, CD, DisUnit, abj: true);
X0Y0_転節CP = new ColorP(X0Y0_転節, CD, DisUnit, abj: true);
X0Y0_腿節CP = new ColorP(X0Y0_腿節, CD, DisUnit, abj: true);
X0Y0_膝節CP = new ColorP(X0Y0_膝節, CD, DisUnit, abj: true);
X0Y0_脛節CP = new ColorP(X0Y0_脛節, CD, DisUnit, abj: true);
X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, _革CD, DisUnit, abj: true);
X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, _金具1CD, DisUnit, abj: true);
X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, _金具2CD, DisUnit, abj: true);
X0Y0_輪_金具3CP = new ColorP(X0Y0_輪_金具3, _金具3CD, DisUnit, abj: true);
X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, _金具左CD, DisUnit, abj: true);
X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, _金具右CD, DisUnit, abj: true);
X0Y0_蹠節CP = new ColorP(X0Y0_蹠節, CD, DisUnit, abj: true);
Intensity = e.;
1 = new (DisUnit, : false, , , Xasix);
1.(1_);
= e.;
}
public override void 0(RenderArea Are)
{
Are.Draw(X0Y0_基節);
Are.Draw(X0Y0_転節);
Are.Draw(X0Y0_腿節);
Are.Draw(X0Y0_膝節);
Are.Draw(X0Y0_脛節);
Are.Draw(X0Y0_輪_革);
Are.Draw(X0Y0_輪_金具1);
Are.Draw(X0Y0_輪_金具2);
Are.Draw(X0Y0_輪_金具3);
Are.Draw(X0Y0_輪_金具左);
Are.Draw(X0Y0_輪_金具右);
1.0(Are);
Are.Draw(X0Y0_蹠節);
}
public override void Dispose()
{
base.Dispose();
1.Dispose();
}
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_基節.AngleBase = num * 70.0;
X0Y0_転節.AngleBase = num * 0.0;
X0Y0_腿節.AngleBase = num * 0.0;
X0Y0_膝節.AngleBase = num * 125.0;
X0Y0_脛節.AngleBase = num * 5.0;
X0Y0_蹠節.AngleBase = num * 70.0;
Body.JoinPAall();
}
public override void SetRestraintAngle()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_基節.AngleBase = num * 60.0;
X0Y0_転節.AngleBase = num * -20.0;
X0Y0_腿節.AngleBase = num * 0.0;
X0Y0_膝節.AngleBase = num * 30.0;
X0Y0_脛節.AngleBase = num * 5.0;
X0Y0_蹠節.AngleBase = num * 70.0;
Body.JoinPAall();
}
public override bool Is革(ShapePart p)
{
if (p != X0Y0_輪_革 && p != X0Y0_輪_金具1 && p != X0Y0_輪_金具2 && p != X0Y0_輪_金具3 && p != X0Y0_輪_金具左)
{
return p == X0Y0_輪_金具右;
}
return true;
}
public override void ()
{
X0Y0_基節CP.Update();
X0Y0_転節CP.Update();
X0Y0_腿節CP.Update();
X0Y0_膝節CP.Update();
X0Y0_脛節CP.Update();
X0Y0_輪_革CP.Update();
X0Y0_輪_金具1CP.Update();
X0Y0_輪_金具2CP.Update();
X0Y0_輪_金具3CP.Update();
X0Y0_輪_金具左CP.Update();
X0Y0_輪_金具右CP.Update();
X0Y0_蹠節CP.Update();
1.PA();
1.();
}
private void (BodyColorSet )
{
switch ()
{
case .N0:
N0();
break;
case .T0:
T0();
break;
case .T1:
T1();
break;
default:
N0();
break;
}
}
private void N0(BodyColorSet )
{
CD = new ColorD(ref ColorHelper.Black, ref .1O);
CD = new ColorD(ref ColorHelper.Black, ref .1O);
CD = new ColorD(ref ColorHelper.Black, ref .0O);
CD = new ColorD(ref ColorHelper.Black, ref .1O);
CD = new ColorD(ref ColorHelper.Black, ref .0O);
CD = new ColorD(ref ColorHelper.Black, ref .1O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
}
private void T0(BodyColorSet )
{
CD = new ColorD(ref ColorHelper.Black, ref .O);
CD = new ColorD(ref ColorHelper.Black, ref .O);
CD = new ColorD(ref ColorHelper.Black, ref .0O);
CD = new ColorD(ref ColorHelper.Black, ref .O);
CD = new ColorD(ref ColorHelper.Black, ref .0O);
CD = new ColorD(ref ColorHelper.Black, ref .O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
}
private void T1(BodyColorSet )
{
CD = new ColorD(ref ColorHelper.Black, ref .1O);
CD = new ColorD(ref ColorHelper.Black, ref .1O);
CD = new ColorD(ref ColorHelper.Black, ref .O);
CD = new ColorD(ref ColorHelper.Black, ref .1O);
CD = new ColorD(ref ColorHelper.Black, ref .O);
CD = new ColorD(ref ColorHelper.Black, ref .1O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
}
public void ( )
{
_革CD. = .;
_金具1CD. = .;
_金具2CD. = _金具1CD.;
_金具3CD. = _金具1CD.;
_金具左CD. = _金具1CD.;
_金具右CD. = _金具1CD.;
}
public void ( )
{
1.();
}
}
}