691 lines
16 KiB
C#
691 lines
16 KiB
C#
using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class 大顎 : Ele
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{
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public Par X0Y0_棘_棘1;
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public Par X0Y0_棘_棘2;
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public Par X0Y0_棘_棘3;
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public Par X0Y0_牙;
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public Par X0Y0_線;
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public Par X0Y0_輪_革;
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public Par X0Y0_輪_金具1;
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public Par X0Y0_輪_金具2;
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public Par X0Y0_輪_金具3;
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public Par X0Y0_輪_金具左;
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public Par X0Y0_輪_金具右;
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public Par X0Y1_牙;
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public Par X0Y1_線;
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public Par X0Y1_折線1;
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public Par X0Y1_折線2;
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public Par X0Y1_折線3;
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public Par X0Y1_穴;
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public ColorD 刺_棘1CD;
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public ColorD 刺_棘2CD;
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public ColorD 刺_棘3CD;
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public ColorD 牙CD;
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public ColorD 線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 ColorD 折線1CD;
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public ColorD 折線2CD;
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public ColorD 折線3CD;
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public ColorD 穴CD;
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public ColorP X0Y0_棘_棘1CP;
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public ColorP X0Y0_棘_棘2CP;
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public ColorP X0Y0_棘_棘3CP;
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public ColorP X0Y0_牙CP;
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public ColorP X0Y0_線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 X0Y1_牙CP;
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public ColorP X0Y1_線CP;
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public ColorP X0Y1_折線1CP;
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public ColorP X0Y1_折線2CP;
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public ColorP X0Y1_折線3CP;
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public ColorP X0Y1_穴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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本体.IndexY = (欠損_ ? 1 : 0);
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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 刺_棘1_表示
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{
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get
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{
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return X0Y0_棘_棘1.Dra;
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}
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set
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{
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X0Y0_棘_棘1.Dra = value;
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X0Y0_棘_棘1.Hit = value;
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}
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}
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public bool 刺_棘2_表示
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{
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get
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{
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return X0Y0_棘_棘2.Dra;
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}
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set
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{
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X0Y0_棘_棘2.Dra = value;
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X0Y0_棘_棘2.Hit = value;
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}
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}
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public bool 刺_棘3_表示
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{
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get
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{
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return X0Y0_棘_棘3.Dra;
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}
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set
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{
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X0Y0_棘_棘3.Dra = value;
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X0Y0_棘_棘3.Hit = value;
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}
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}
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public bool 牙_表示
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{
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get
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{
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return X0Y0_牙.Dra;
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}
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set
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{
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X0Y0_牙.Dra = value;
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X0Y1_牙.Dra = value;
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X0Y0_牙.Hit = value;
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X0Y1_牙.Hit = value;
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}
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}
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public bool 線_表示
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{
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get
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{
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return X0Y0_線.Dra;
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}
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set
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{
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X0Y0_線.Dra = value;
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X0Y1_線.Dra = value;
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X0Y0_線.Hit = value;
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X0Y1_線.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 折線1_表示
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{
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get
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{
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return X0Y1_折線1.Dra;
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}
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set
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{
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X0Y1_折線1.Dra = value;
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X0Y1_折線1.Hit = value;
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}
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}
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public bool 折線2_表示
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{
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get
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{
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return X0Y1_折線2.Dra;
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}
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set
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{
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X0Y1_折線2.Dra = value;
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X0Y1_折線2.Hit = value;
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}
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}
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public bool 折線3_表示
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{
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get
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{
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return X0Y1_折線3.Dra;
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}
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set
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{
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X0Y1_折線3.Dra = value;
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X0Y1_折線3.Hit = value;
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}
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}
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public bool 穴_表示
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{
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get
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{
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return X0Y1_穴.Dra;
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}
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set
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{
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X0Y1_穴.Dra = value;
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X0Y1_穴.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 刺_棘1_表示;
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}
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set
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{
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刺_棘1_表示 = value;
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刺_棘2_表示 = value;
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刺_棘3_表示 = value;
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牙_表示 = value;
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線_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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折線1_表示 = value;
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折線2_表示 = value;
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折線3_表示 = value;
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穴_表示 = value;
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}
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}
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public override double 濃度
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{
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get
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{
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return 刺_棘1CD.不透明度;
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}
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set
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{
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刺_棘1CD.不透明度 = value;
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刺_棘2CD.不透明度 = value;
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刺_棘3CD.不透明度 = value;
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牙CD.不透明度 = value;
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線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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折線1CD.不透明度 = value;
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折線2CD.不透明度 = value;
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折線3CD.不透明度 = value;
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穴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(本体, X0Y0_輪_金具左, 0);
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public JointS 鎖2_接続点 => new JointS(本体, X0Y0_輪_金具右, 0);
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public 大顎(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, 大顎D e)
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{
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ThisType = GetType();
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Dif dif = new Dif(Sta.肢左["虫顎"][1]);
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本体 = new Difs();
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本体.Tag = dif.Tag;
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本体.Add(dif);
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Pars pars = 本体[0][0];
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Pars pars2 = pars["刺"].ToPars();
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X0Y0_棘_棘1 = pars2["刺1"].ToPar();
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X0Y0_棘_棘2 = pars2["刺2"].ToPar();
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X0Y0_棘_棘3 = pars2["刺3"].ToPar();
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X0Y0_牙 = pars["牙"].ToPar();
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X0Y0_線 = pars["線"].ToPar();
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pars2 = pars["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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pars = 本体[0][1];
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X0Y1_牙 = pars["牙"].ToPar();
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X0Y1_線 = pars["線"].ToPar();
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X0Y1_折線1 = pars["折線1"].ToPar();
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X0Y1_折線2 = pars["折線2"].ToPar();
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X0Y1_折線3 = pars["折線3"].ToPar();
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X0Y1_穴 = pars["穴"].ToPar();
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本体.SetJoints();
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接続根 = new JointD(本体);
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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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刺_棘1_表示 = e.刺_棘1_表示;
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刺_棘2_表示 = e.刺_棘2_表示;
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刺_棘3_表示 = e.刺_棘3_表示;
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牙_表示 = e.牙_表示;
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線_表示 = e.線_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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折線1_表示 = e.折線1_表示;
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折線2_表示 = e.折線2_表示;
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折線3_表示 = e.折線3_表示;
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穴_表示 = e.穴_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_棘_棘1CP = new ColorP(X0Y0_棘_棘1, 刺_棘1CD, DisUnit, abj: true);
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X0Y0_棘_棘2CP = new ColorP(X0Y0_棘_棘2, 刺_棘2CD, DisUnit, abj: true);
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X0Y0_棘_棘3CP = new ColorP(X0Y0_棘_棘3, 刺_棘3CD, DisUnit, abj: true);
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X0Y0_牙CP = new ColorP(X0Y0_牙, 牙CD, DisUnit, abj: true);
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X0Y0_線CP = new ColorP(X0Y0_線, 線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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|
X0Y1_牙CP = new ColorP(X0Y1_牙, 牙CD, DisUnit, abj: true);
|
|
X0Y1_線CP = new ColorP(X0Y1_線, 線CD, DisUnit, abj: true);
|
|
X0Y1_折線1CP = new ColorP(X0Y1_折線1, 折線1CD, DisUnit, abj: true);
|
|
X0Y1_折線2CP = new ColorP(X0Y1_折線2, 折線2CD, DisUnit, abj: true);
|
|
X0Y1_折線3CP = new ColorP(X0Y1_折線3, 折線3CD, DisUnit, abj: true);
|
|
X0Y1_穴CP = new ColorP(X0Y1_穴, 穴CD, DisUnit, abj: true);
|
|
濃度 = e.濃度;
|
|
鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
|
|
鎖1.接続(鎖1_接続点);
|
|
int num = (右 ? (-10) : 10);
|
|
鎖1.角度B += num;
|
|
鎖表示 = e.鎖表示;
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
base.Dispose();
|
|
鎖1.Dispose();
|
|
}
|
|
|
|
public override void SetAngle0()
|
|
{
|
|
double num = (右 ? (-1.0) : 1.0);
|
|
X0Y0_牙.AngleBase = num * -22.0;
|
|
X0Y1_牙.AngleBase = num * -22.0;
|
|
X0Y0_輪_革.AngleBase = num * -21.0;
|
|
本体.JoinPAall();
|
|
}
|
|
|
|
public override void 描画0(RenderArea Are)
|
|
{
|
|
本体.Draw(Are);
|
|
if (!欠損_)
|
|
{
|
|
鎖1.描画0(Are);
|
|
}
|
|
}
|
|
|
|
public override bool Is革(Par 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()
|
|
{
|
|
if (本体.IndexY == 0)
|
|
{
|
|
X0Y0_棘_棘1CP.Update();
|
|
X0Y0_棘_棘2CP.Update();
|
|
X0Y0_棘_棘3CP.Update();
|
|
X0Y0_牙CP.Update();
|
|
X0Y0_線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();
|
|
鎖1.接続PA();
|
|
鎖1.色更新();
|
|
}
|
|
else
|
|
{
|
|
X0Y1_牙CP.Update();
|
|
X0Y1_線CP.Update();
|
|
X0Y1_折線1CP.Update();
|
|
X0Y1_折線2CP.Update();
|
|
X0Y1_折線3CP.Update();
|
|
X0Y1_穴CP.Update();
|
|
}
|
|
}
|
|
|
|
private void 配色(体配色 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(体配色 体配色)
|
|
{
|
|
刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
刺_棘2CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
刺_棘3CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
牙CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
線CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
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();
|
|
折線1CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
折線2CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
折線3CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
穴CD = new ColorD();
|
|
穴CD.線 = Col.Black;
|
|
穴CD.色 = new Color2(ref Col.Black, ref 体配色.甲0O.Col2);
|
|
}
|
|
|
|
private void 配色T0(体配色 体配色)
|
|
{
|
|
刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
|
刺_棘2CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
|
刺_棘3CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
|
牙CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
線CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
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();
|
|
折線1CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
折線2CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
折線3CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
穴CD = new ColorD();
|
|
穴CD.線 = Col.Black;
|
|
穴CD.色 = new Color2(ref Col.Black, ref 体配色.甲0O.Col2);
|
|
}
|
|
|
|
private void 配色T1(体配色 体配色)
|
|
{
|
|
刺_棘1CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
刺_棘2CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
刺_棘3CD = new ColorD(ref Col.Black, ref 体配色.甲0O);
|
|
牙CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
|
線CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
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();
|
|
折線1CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
折線2CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
折線3CD = new ColorD(ref Col.Black, ref Color2.Empty);
|
|
穴CD = new ColorD();
|
|
穴CD.線 = Col.Black;
|
|
穴CD.色 = new Color2(ref Col.Black, ref 体配色.甲0O.Col2);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|