169 lines
3.3 KiB
C#
169 lines
3.3 KiB
C#
using System.Linq;
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using _2DGAMELIB;
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namespace SlaveMatrix
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{
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public class SideHair_肢系 : SideHair
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{
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public Par X0Y0_髪;
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public ColorD 髪CD;
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public ColorP X0Y0_髪CP;
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public Ele[] 肢_接続;
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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 髪_表示
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{
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get
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{
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return X0Y0_髪.Dra;
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}
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set
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{
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X0Y0_髪.Dra = value;
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X0Y0_髪.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 髪_表示;
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}
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set
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{
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髪_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 髪CD.不透明度;
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}
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set
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{
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髪CD.不透明度 = value;
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}
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}
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public JointS 肢_接続点 => new JointS(本体, X0Y0_髪, 0);
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public SideHair_肢系(double DisUnit, 配色指定 配色指定, 体配色 体配色, ModeEventDispatcher Med, SideHair_肢系D e)
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{
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SideHair_肢系 横髪_肢系2 = this;
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ThisType = GetType();
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Dif dif = new Dif();
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dif.Tag = "肢系";
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dif.Add(new Pars(Sta.胴体["横髪左"][0][5]));
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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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X0Y0_髪 = pars["髪"].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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髪_表示 = e.髪_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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if (e.肢_接続.Count > 0)
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{
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Ele f;
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肢_接続 = e.肢_接続.Select(delegate(EleD g)
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{
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f = g.GetEle(DisUnit, Med, 体配色);
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f.Par = 横髪_肢系2;
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f.ConnectionType = ConnectionInfo.SideHair_肢系_肢_接続;
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f.接続(横髪_肢系2.肢_接続点);
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return f;
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}).ToArray();
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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_髪CP = new ColorP(X0Y0_髪, 髪CD, DisUnit, abj: false);
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濃度 = 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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X0Y0_髪CP.Update();
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}
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private void 配色(体配色 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(体配色 体配色)
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{
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髪CD = new ColorD(ref 体配色.髪線, ref 体配色.髪O);
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}
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}
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}
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