599 lines
15 KiB
C#
599 lines
15 KiB
C#
using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class 触肢_肢蜘 : 触肢
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{
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public ShapePart X0Y0_基節;
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public ShapePart X0Y0_転節;
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public ShapePart X0Y0_腿節;
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public ShapePart X0Y0_膝節;
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public ShapePart X0Y0_脛節;
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public ShapePart X0Y0_輪_革;
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public ShapePart X0Y0_輪_金具1;
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public ShapePart X0Y0_輪_金具2;
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public ShapePart X0Y0_輪_金具3;
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public ShapePart X0Y0_輪_金具左;
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public ShapePart X0Y0_輪_金具右;
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public ShapePart X0Y0_蹠節;
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public ColorD 基節CD;
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public ColorD 転節CD;
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public ColorD 腿節CD;
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public ColorD 膝節CD;
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public ColorD 脛節CD;
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public ColorD 蹠節CD;
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public ColorD 輪_革CD;
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public ColorD 輪_金具1CD;
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public ColorD 輪_金具2CD;
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public ColorD 輪_金具3CD;
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public ColorD 輪_金具左CD;
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public ColorD 輪_金具右CD;
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public ColorP X0Y0_基節CP;
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public ColorP X0Y0_転節CP;
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public ColorP X0Y0_腿節CP;
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public ColorP X0Y0_膝節CP;
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public ColorP X0Y0_脛節CP;
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public ColorP X0Y0_輪_革CP;
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public ColorP X0Y0_輪_金具1CP;
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public ColorP X0Y0_輪_金具2CP;
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public ColorP X0Y0_輪_金具3CP;
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public ColorP X0Y0_輪_金具左CP;
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public ColorP X0Y0_輪_金具右CP;
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public ColorP X0Y0_蹠節CP;
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public 拘束鎖 鎖1;
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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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輪表示 = 拘束_;
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}
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}
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public bool 基節_表示
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{
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get
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{
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return X0Y0_基節.Dra;
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}
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set
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{
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X0Y0_基節.Dra = value;
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X0Y0_基節.Hit = value;
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}
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}
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public bool 転節_表示
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{
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get
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{
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return X0Y0_転節.Dra;
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}
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set
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{
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X0Y0_転節.Dra = value;
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X0Y0_転節.Hit = value;
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}
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}
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public bool 腿節_表示
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{
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get
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{
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return X0Y0_腿節.Dra;
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}
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set
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{
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X0Y0_腿節.Dra = value;
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X0Y0_腿節.Hit = value;
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}
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}
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public bool 膝節_表示
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{
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get
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{
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return X0Y0_膝節.Dra;
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}
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set
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{
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X0Y0_膝節.Dra = value;
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X0Y0_膝節.Hit = value;
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}
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}
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public bool 脛節_表示
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{
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get
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{
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return X0Y0_脛節.Dra;
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}
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set
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{
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X0Y0_脛節.Dra = value;
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X0Y0_脛節.Hit = value;
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}
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}
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public bool 輪_革_表示
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{
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get
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{
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return X0Y0_輪_革.Dra;
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}
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set
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{
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X0Y0_輪_革.Dra = value;
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X0Y0_輪_革.Hit = value;
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}
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}
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public bool 輪_金具1_表示
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{
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get
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{
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return X0Y0_輪_金具1.Dra;
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}
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set
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{
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X0Y0_輪_金具1.Dra = value;
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X0Y0_輪_金具1.Hit = value;
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}
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}
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public bool 輪_金具2_表示
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{
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get
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{
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return X0Y0_輪_金具2.Dra;
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}
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set
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{
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X0Y0_輪_金具2.Dra = value;
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X0Y0_輪_金具2.Hit = value;
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}
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}
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public bool 輪_金具3_表示
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{
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get
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{
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return X0Y0_輪_金具3.Dra;
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}
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set
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{
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X0Y0_輪_金具3.Dra = value;
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X0Y0_輪_金具3.Hit = value;
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}
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}
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public bool 輪_金具左_表示
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{
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get
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{
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return X0Y0_輪_金具左.Dra;
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}
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set
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{
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X0Y0_輪_金具左.Dra = value;
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X0Y0_輪_金具左.Hit = value;
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}
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}
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public bool 輪_金具右_表示
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{
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get
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{
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return X0Y0_輪_金具右.Dra;
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}
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set
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{
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X0Y0_輪_金具右.Dra = value;
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X0Y0_輪_金具右.Hit = value;
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}
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}
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public bool 蹠節_表示
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{
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get
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{
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return X0Y0_蹠節.Dra;
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}
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set
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{
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X0Y0_蹠節.Dra = value;
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X0Y0_蹠節.Hit = value;
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}
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}
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public bool 輪表示
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{
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get
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{
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return 輪_革_表示;
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}
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set
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{
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輪_革_表示 = value;
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輪_金具1_表示 = value;
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輪_金具2_表示 = value;
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輪_金具3_表示 = value;
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輪_金具左_表示 = value;
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輪_金具右_表示 = value;
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}
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}
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public bool 鎖表示
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{
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get
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{
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return 鎖1.表示;
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}
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set
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{
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鎖1.表示 = 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 基節_表示;
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}
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set
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{
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基節_表示 = value;
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転節_表示 = value;
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腿節_表示 = value;
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膝節_表示 = value;
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脛節_表示 = value;
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輪_革_表示 = value;
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輪_金具1_表示 = value;
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輪_金具2_表示 = value;
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輪_金具3_表示 = value;
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輪_金具左_表示 = value;
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輪_金具右_表示 = value;
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蹠節_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 基節CD.不透明度;
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}
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set
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{
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基節CD.不透明度 = value;
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転節CD.不透明度 = value;
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腿節CD.不透明度 = value;
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膝節CD.不透明度 = value;
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脛節CD.不透明度 = value;
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蹠節CD.不透明度 = value;
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輪_革CD.不透明度 = value;
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輪_金具1CD.不透明度 = value;
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輪_金具2CD.不透明度 = value;
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輪_金具3CD.不透明度 = value;
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輪_金具左CD.不透明度 = value;
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輪_金具右CD.不透明度 = value;
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}
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}
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public JointS 鎖1_接続点 => new JointS(Body, X0Y0_輪_金具左, 0);
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public JointS 鎖2_接続点 => new JointS(Body, X0Y0_輪_金具右, 0);
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public 触肢_肢蜘(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, 触肢_肢蜘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 = "触肢蜘";
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morphVariant.Add(new PartGroup(GlobalState.肢左["節足"][0][1]));
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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_基節 = partGroup["基節"].ToPar();
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X0Y0_転節 = partGroup["転節"].ToPar();
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X0Y0_腿節 = partGroup["腿節"].ToPar();
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X0Y0_膝節 = partGroup["膝節"].ToPar();
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X0Y0_脛節 = partGroup["脛節"].ToPar();
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PartGroup pars2 = partGroup["輪"].ToPars();
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X0Y0_輪_革 = pars2["革"].ToPar();
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X0Y0_輪_金具1 = pars2["金具1"].ToPar();
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X0Y0_輪_金具2 = pars2["金具2"].ToPar();
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X0Y0_輪_金具3 = pars2["金具3"].ToPar();
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X0Y0_輪_金具左 = pars2["金具左"].ToPar();
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X0Y0_輪_金具右 = pars2["金具右"].ToPar();
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X0Y0_蹠節 = partGroup["蹠節"].ToPar();
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Xasix = false;
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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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基節_表示 = e.基節_表示;
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転節_表示 = e.転節_表示;
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腿節_表示 = e.腿節_表示;
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膝節_表示 = e.膝節_表示;
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脛節_表示 = e.脛節_表示;
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輪_革_表示 = e.輪_革_表示;
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輪_金具1_表示 = e.輪_金具1_表示;
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輪_金具2_表示 = e.輪_金具2_表示;
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輪_金具3_表示 = e.輪_金具3_表示;
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輪_金具左_表示 = e.輪_金具左_表示;
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輪_金具右_表示 = e.輪_金具右_表示;
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蹠節_表示 = e.蹠節_表示;
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輪表示 = e.輪表示;
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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_基節CP = new ColorP(X0Y0_基節, 基節CD, DisUnit, abj: true);
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X0Y0_転節CP = new ColorP(X0Y0_転節, 転節CD, DisUnit, abj: true);
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X0Y0_腿節CP = new ColorP(X0Y0_腿節, 腿節CD, DisUnit, abj: true);
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X0Y0_膝節CP = new ColorP(X0Y0_膝節, 膝節CD, DisUnit, abj: true);
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X0Y0_脛節CP = new ColorP(X0Y0_脛節, 脛節CD, DisUnit, abj: true);
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X0Y0_輪_革CP = new ColorP(X0Y0_輪_革, 輪_革CD, DisUnit, abj: true);
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X0Y0_輪_金具1CP = new ColorP(X0Y0_輪_金具1, 輪_金具1CD, DisUnit, abj: true);
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X0Y0_輪_金具2CP = new ColorP(X0Y0_輪_金具2, 輪_金具2CD, DisUnit, abj: true);
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X0Y0_輪_金具3CP = new ColorP(X0Y0_輪_金具3, 輪_金具3CD, DisUnit, abj: true);
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X0Y0_輪_金具左CP = new ColorP(X0Y0_輪_金具左, 輪_金具左CD, DisUnit, abj: true);
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X0Y0_輪_金具右CP = new ColorP(X0Y0_輪_金具右, 輪_金具右CD, DisUnit, abj: true);
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X0Y0_蹠節CP = new ColorP(X0Y0_蹠節, 蹠節CD, DisUnit, abj: true);
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Intensity = e.濃度;
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鎖1 = new 拘束鎖(DisUnit, 右: false, 配色指定, 体配色, Xasix);
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鎖1.接続(鎖1_接続点);
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鎖表示 = e.鎖表示;
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}
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public override void 描画0(RenderArea Are)
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{
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Are.Draw(X0Y0_基節);
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Are.Draw(X0Y0_転節);
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Are.Draw(X0Y0_腿節);
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Are.Draw(X0Y0_膝節);
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Are.Draw(X0Y0_脛節);
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Are.Draw(X0Y0_輪_革);
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Are.Draw(X0Y0_輪_金具1);
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Are.Draw(X0Y0_輪_金具2);
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Are.Draw(X0Y0_輪_金具3);
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Are.Draw(X0Y0_輪_金具左);
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Are.Draw(X0Y0_輪_金具右);
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鎖1.描画0(Are);
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Are.Draw(X0Y0_蹠節);
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}
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public override void Dispose()
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{
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base.Dispose();
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鎖1.Dispose();
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}
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public override void SetAngle0()
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{
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double num = (右 ? (-1.0) : 1.0);
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X0Y0_基節.AngleBase = num * 70.0;
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X0Y0_転節.AngleBase = num * 0.0;
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X0Y0_腿節.AngleBase = num * 0.0;
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X0Y0_膝節.AngleBase = num * 125.0;
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X0Y0_脛節.AngleBase = num * 5.0;
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X0Y0_蹠節.AngleBase = num * 70.0;
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Body.JoinPAall();
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}
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public override void SetRestraintAngle()
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{
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double num = (右 ? (-1.0) : 1.0);
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X0Y0_基節.AngleBase = num * 60.0;
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X0Y0_転節.AngleBase = num * -20.0;
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X0Y0_腿節.AngleBase = num * 0.0;
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X0Y0_膝節.AngleBase = num * 30.0;
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X0Y0_脛節.AngleBase = num * 5.0;
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X0Y0_蹠節.AngleBase = num * 70.0;
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Body.JoinPAall();
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}
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|
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 色更新()
|
|
{
|
|
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();
|
|
鎖1.接続PA();
|
|
鎖1.色更新();
|
|
}
|
|
|
|
private void 配色(BodyColorSet 体配色)
|
|
{
|
|
switch (配色指定)
|
|
{
|
|
case 配色指定.N0:
|
|
配色N0(体配色);
|
|
break;
|
|
case 配色指定.T0:
|
|
配色T0(体配色);
|
|
break;
|
|
case 配色指定.T1:
|
|
配色T1(体配色);
|
|
break;
|
|
default:
|
|
配色N0(体配色);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void 配色N0(BodyColorSet 体配色)
|
|
{
|
|
基節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
転節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
腿節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲0O);
|
|
膝節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
脛節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲0O);
|
|
蹠節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
輪_革CD = new ColorD();
|
|
輪_金具1CD = new ColorD();
|
|
輪_金具2CD = new ColorD();
|
|
輪_金具3CD = new ColorD();
|
|
輪_金具左CD = new ColorD();
|
|
輪_金具右CD = new ColorD();
|
|
}
|
|
|
|
private void 配色T0(BodyColorSet 体配色)
|
|
{
|
|
基節CD = new ColorD(ref ColorHelper.Black, ref 体配色.刺青O);
|
|
転節CD = new ColorD(ref ColorHelper.Black, ref 体配色.刺青O);
|
|
腿節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲0O);
|
|
膝節CD = new ColorD(ref ColorHelper.Black, ref 体配色.刺青O);
|
|
脛節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲0O);
|
|
蹠節CD = new ColorD(ref ColorHelper.Black, ref 体配色.刺青O);
|
|
輪_革CD = new ColorD();
|
|
輪_金具1CD = new ColorD();
|
|
輪_金具2CD = new ColorD();
|
|
輪_金具3CD = new ColorD();
|
|
輪_金具左CD = new ColorD();
|
|
輪_金具右CD = new ColorD();
|
|
}
|
|
|
|
private void 配色T1(BodyColorSet 体配色)
|
|
{
|
|
基節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
転節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
腿節CD = new ColorD(ref ColorHelper.Black, ref 体配色.刺青O);
|
|
膝節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
脛節CD = new ColorD(ref ColorHelper.Black, ref 体配色.刺青O);
|
|
蹠節CD = new ColorD(ref ColorHelper.Black, ref 体配色.甲1O);
|
|
輪_革CD = new ColorD();
|
|
輪_金具1CD = new ColorD();
|
|
輪_金具2CD = new ColorD();
|
|
輪_金具3CD = new ColorD();
|
|
輪_金具左CD = new ColorD();
|
|
輪_金具右CD = new ColorD();
|
|
}
|
|
|
|
public void 輪配色(拘束具色 配色)
|
|
{
|
|
輪_革CD.色 = 配色.革部色;
|
|
輪_金具1CD.色 = 配色.金具色;
|
|
輪_金具2CD.色 = 輪_金具1CD.色;
|
|
輪_金具3CD.色 = 輪_金具1CD.色;
|
|
輪_金具左CD.色 = 輪_金具1CD.色;
|
|
輪_金具右CD.色 = 輪_金具1CD.色;
|
|
}
|
|
|
|
public void 鎖配色(鎖色 配色)
|
|
{
|
|
鎖1.配色鎖(配色);
|
|
}
|
|
}
|
|
}
|