601 lines
15 KiB
C#
601 lines
15 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 Torso_蛇 : 長胴 //Long torso?
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{
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public ShapePart X0Y0_Torso_鱗;
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public ShapePart X0Y0_Torso_鱗左;
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public ShapePart X0Y0_Torso_鱗右;
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public ShapePart X0Y0_Torso_Torso;
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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 ColorD Torso_鱗CD;
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public ColorD Torso_鱗左CD;
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public ColorD Torso_鱗右CD;
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public ColorD Torso_TorsoCD;
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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_Torso_鱗CP;
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public ColorP X0Y0_Torso_鱗左CP;
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public ColorP X0Y0_Torso_鱗右CP;
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public ColorP X0Y0_Torso_TorsoCP;
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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 拘束鎖 鎖1;
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public 拘束鎖 鎖2;
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public Ele[] 左_接続;
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public Ele[] 右_接続;
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public Ele[] Torso_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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輪表示 = 拘束_;
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}
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}
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public bool Torso_鱗_表示
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{
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get
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{
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return X0Y0_Torso_鱗.Dra;
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}
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set
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{
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X0Y0_Torso_鱗.Dra = value;
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X0Y0_Torso_鱗.Hit = value;
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}
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}
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public bool Torso_鱗左_表示
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{
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get
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{
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return X0Y0_Torso_鱗左.Dra;
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}
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set
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{
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X0Y0_Torso_鱗左.Dra = value;
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X0Y0_Torso_鱗左.Hit = value;
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}
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}
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public bool Torso_鱗右_表示
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{
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get
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{
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return X0Y0_Torso_鱗右.Dra;
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}
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set
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{
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X0Y0_Torso_鱗右.Dra = value;
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X0Y0_Torso_鱗右.Hit = value;
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}
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}
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public bool Torso_表示
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{
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get
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{
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return X0Y0_Torso_Torso.Dra;
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}
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set
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{
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X0Y0_Torso_Torso.Dra = value;
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X0Y0_Torso_Torso.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 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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鎖2.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 Torso_鱗_表示;
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}
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set
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{
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Torso_鱗_表示 = value;
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Torso_鱗左_表示 = value;
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Torso_鱗右_表示 = value;
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Torso_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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鎖1.表示 = value;
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鎖2.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 Torso_鱗CD.不透明度;
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}
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set
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{
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Torso_鱗CD.不透明度 = value;
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Torso_鱗左CD.不透明度 = value;
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Torso_鱗右CD.不透明度 = value;
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Torso_TorsoCD.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 左_接続点 => new JointS(Body, X0Y0_Torso_Torso, 2);
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public JointS 右_接続点 => new JointS(Body, X0Y0_Torso_Torso, 3);
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public JointS Torso_接続点 => new JointS(Body, X0Y0_Torso_Torso, 1);
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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 Torso_蛇(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, Torso_蛇D e)
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{
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Torso_蛇 Torso_蛇2 = this;
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ThisType = GetType();
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Pars pars = new Pars();
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pars.Tag = "蛇";
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pars.Add(new Pars(Sta.半身["長物"][0][2]["胴2"].ToPars()));
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pars.Add(new Pars(Sta.半身["長物"][0][2]["輪1"].ToPars()));
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Dif dif = new Dif();
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dif.Tag = pars.Tag;
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dif.Add(pars);
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Body = new Difs();
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Body.Tag = dif.Tag;
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Body.Add(dif);
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Pars pars2 = Body[0][0];
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Pars pars3 = pars2["胴2"].ToPars();
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X0Y0_Torso_鱗 = pars3["鱗"].ToPar();
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X0Y0_Torso_鱗左 = pars3["鱗左"].ToPar();
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X0Y0_Torso_鱗右 = pars3["鱗右"].ToPar();
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X0Y0_Torso_Torso = pars3["胴"].ToPar();
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pars3 = pars2["輪1"].ToPars();
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X0Y0_輪_革 = pars3["革"].ToPar();
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X0Y0_輪_金具1 = pars3["金具1"].ToPar();
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X0Y0_輪_金具2 = pars3["金具2"].ToPar();
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X0Y0_輪_金具3 = pars3["金具3"].ToPar();
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X0Y0_輪_金具左 = pars3["金具左"].ToPar();
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X0Y0_輪_金具右 = pars3["金具右"].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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Torso_鱗_表示 = e.Torso_鱗_表示;
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Torso_鱗左_表示 = e.Torso_鱗左_表示;
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Torso_鱗右_表示 = e.Torso_鱗右_表示;
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Torso_表示 = e.Torso_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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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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Ele f;
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if (e.左_接続.Count > 0)
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{
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左_接続 = e.左_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 = Torso_蛇2;
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f.ConnectionType = ConnectionInfo.Torso_蛇_左_接続;
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f.接続(Torso_蛇2.左_接続点);
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return f;
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}).ToArray();
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}
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if (e.右_接続.Count > 0)
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{
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右_接続 = e.右_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 = Torso_蛇2;
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f.ConnectionType = ConnectionInfo.Torso_蛇_右_接続;
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f.接続(Torso_蛇2.右_接続点);
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return f;
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}).ToArray();
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}
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if (e.Torso_接続.Count > 0)
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{
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Torso_接続 = e.Torso_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 = Torso_蛇2;
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f.ConnectionType = ConnectionInfo.Torso_蛇_Torso_接続;
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f.接続(Torso_蛇2.Torso_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_Torso_鱗CP = new ColorP(X0Y0_Torso_鱗, Torso_鱗CD, DisUnit, abj: true);
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X0Y0_Torso_鱗左CP = new ColorP(X0Y0_Torso_鱗左, Torso_鱗左CD, DisUnit, abj: true);
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X0Y0_Torso_鱗右CP = new ColorP(X0Y0_Torso_鱗右, Torso_鱗右CD, DisUnit, abj: true);
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X0Y0_Torso_TorsoCP = new ColorP(X0Y0_Torso_Torso, Torso_TorsoCD, 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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Intensity = e.濃度;
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鎖1 = new 拘束鎖(DisUnit, 右, 配色指定, 体配色, Xasix);
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鎖2 = new 拘束鎖(DisUnit, !右, 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2.接続(鎖2_接続点);
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int num = (右 ? (-10) : 10);
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鎖1.角度B += num;
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鎖2.角度B -= num;
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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_Torso_鱗);
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Are.Draw(X0Y0_Torso_鱗左);
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Are.Draw(X0Y0_Torso_鱗右);
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Are.Draw(X0Y0_Torso_Torso);
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if (Torso_接続 != null && Torso_接続[0].拘束 && Torso_接続[0] is Torso_蛇)
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{
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((Torso_蛇)Torso_接続[0]).拘束具描画(Are);
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}
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}
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public void 拘束具描画(RenderArea Are)
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{
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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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鎖2.描画0(Are);
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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();
|
|
鎖2.Dispose();
|
|
}
|
|
|
|
public override void SetAngle0()
|
|
{
|
|
if (Par != null && !(Par is 長物_蛇) && Par.Par != null && !(Par.Par is 長物_蛇))
|
|
{
|
|
_ = 右;
|
|
X0Y0_Torso_Torso.AngleBase = 20.0.GetRanAngle();
|
|
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 色更新()
|
|
{
|
|
X0Y0_Torso_鱗CP.Update();
|
|
X0Y0_Torso_鱗左CP.Update();
|
|
X0Y0_Torso_鱗右CP.Update();
|
|
X0Y0_Torso_TorsoCP.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2.接続PA();
|
|
鎖1.色更新();
|
|
鎖2.色更新();
|
|
}
|
|
|
|
public 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)
|
|
{
|
|
Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
|
Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
|
Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
|
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
|
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)
|
|
{
|
|
Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
|
Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
|
Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.刺青O);
|
|
Torso_TorsoCD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
|
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)
|
|
{
|
|
Torso_鱗CD = new ColorD(ref Col.Black, ref 体配色.鱗1O);
|
|
Torso_鱗左CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
|
Torso_鱗右CD = new ColorD(ref Col.Black, ref 体配色.鱗0O);
|
|
Torso_TorsoCD = new ColorD(ref Col.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();
|
|
}
|
|
|
|
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);
|
|
鎖2.配色鎖(配色);
|
|
}
|
|
}
|
|
}
|