Files
SlaveMatrix-SDL/SlaveMatrix/SlaveMatrix/BodyPartClasses/Leg_蹄.cs

437 lines
10 KiB
C#

using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix
{
public class Leg_蹄 :
{
public Par X0Y0_Leg;
public Par X0Y0_筋;
public Par X0Y0_脚輪_革;
public Par X0Y0_脚輪_金具1;
public Par X0Y0_脚輪_金具2;
public Par X0Y0_脚輪_金具3;
public Par X0Y0_脚輪_金具左;
public Par X0Y0_脚輪_金具右;
public ColorD LegCD;
public ColorD CD;
public ColorD _革CD;
public ColorD _金具1CD;
public ColorD _金具2CD;
public ColorD _金具3CD;
public ColorD _金具左CD;
public ColorD _金具右CD;
public ColorP X0Y0_LegCP;
public ColorP X0Y0_筋CP;
public ColorP X0Y0_脚輪_革CP;
public ColorP X0Y0_脚輪_金具1CP;
public ColorP X0Y0_脚輪_金具2CP;
public ColorP X0Y0_脚輪_金具3CP;
public ColorP X0Y0_脚輪_金具左CP;
public ColorP X0Y0_脚輪_金具右CP;
public 1;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
_表示 = _;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
= _;
}
}
public bool Leg_表示
{
get
{
return X0Y0_Leg.Dra;
}
set
{
X0Y0_Leg.Dra = value;
X0Y0_Leg.Hit = value;
}
}
public bool _表示
{
get
{
return X0Y0_筋.Dra;
}
set
{
X0Y0_筋.Dra = value;
X0Y0_筋.Hit = value;
}
}
public bool _革_表示
{
get
{
return X0Y0_脚輪_革.Dra;
}
set
{
X0Y0_脚輪_革.Dra = value;
X0Y0_脚輪_革.Hit = value;
}
}
public bool _金具1_表示
{
get
{
return X0Y0_脚輪_金具1.Dra;
}
set
{
X0Y0_脚輪_金具1.Dra = value;
X0Y0_脚輪_金具1.Hit = value;
}
}
public bool _金具2_表示
{
get
{
return X0Y0_脚輪_金具2.Dra;
}
set
{
X0Y0_脚輪_金具2.Dra = value;
X0Y0_脚輪_金具2.Hit = value;
}
}
public bool _金具3_表示
{
get
{
return X0Y0_脚輪_金具3.Dra;
}
set
{
X0Y0_脚輪_金具3.Dra = value;
X0Y0_脚輪_金具3.Hit = value;
}
}
public bool _金具左_表示
{
get
{
return X0Y0_脚輪_金具左.Dra;
}
set
{
X0Y0_脚輪_金具左.Dra = value;
X0Y0_脚輪_金具左.Hit = value;
}
}
public bool _金具右_表示
{
get
{
return X0Y0_脚輪_金具右.Dra;
}
set
{
X0Y0_脚輪_金具右.Dra = value;
X0Y0_脚輪_金具右.Hit = value;
}
}
public bool
{
get
{
return _革_表示;
}
set
{
_革_表示 = value;
_金具1_表示 = value;
_金具2_表示 = value;
_金具3_表示 = value;
_金具左_表示 = value;
_金具右_表示 = value;
}
}
public bool
{
get
{
return 1.;
}
set
{
1. = value;
}
}
public override bool
{
get
{
return Leg_表示;
}
set
{
Leg_表示 = value;
_表示 = value;
_革_表示 = value;
_金具1_表示 = value;
_金具2_表示 = value;
_金具3_表示 = value;
_金具左_表示 = value;
_金具右_表示 = value;
1. = value;
}
}
public override double Intensity
{
get
{
return LegCD.;
}
set
{
LegCD. = value;
CD. = value;
_革CD. = value;
_金具1CD. = value;
_金具2CD. = value;
_金具3CD. = value;
_金具左CD. = value;
_金具右CD. = value;
}
}
public JointS _接続点 => new JointS(Body, X0Y0_Leg, 0);
public JointS 1_ => new JointS(Body, X0Y0_脚輪_金具左, 0);
public JointS 2_ => new JointS(Body, X0Y0_脚輪_金具右, 0);
public Leg_蹄(double DisUnit, , BodyColorSet , ModeEventDispatcher Med, Leg_蹄D e)
{
Leg_蹄 Leg_蹄2 = this;
ThisType = GetType();
Dif dif = new Dif(Sta.["四足脚"][1]);
Body = new Difs();
Body.Tag = dif.Tag;
Body.Add(dif);
Pars pars = Body[0][0];
X0Y0_Leg = pars["脚"].ToPar();
X0Y0_筋 = pars["筋"].ToPar();
Pars pars2 = pars["脚輪"].ToPars();
X0Y0_脚輪_革 = pars2["革"].ToPar();
X0Y0_脚輪_金具1 = pars2["金具1"].ToPar();
X0Y0_脚輪_金具2 = pars2["金具2"].ToPar();
X0Y0_脚輪_金具3 = pars2["金具3"].ToPar();
X0Y0_脚輪_金具左 = pars2["金具左"].ToPar();
X0Y0_脚輪_金具右 = pars2["金具右"].ToPar();
Body.SetJoints();
= new JointD(Body);
= e.;
X = e.X;
Y = e.Y;
C = e.C;
C = e.C;
B = e.B;
C = e.C;
B = e.B;
C = e.C;
XB = e.XB;
XC = e.XC;
YB = e.YB;
YC = e.YC;
= e.;
= e.;
Xv = e.Xv;
Yv = e.Yv;
Xi = e.Xi;
Yi = e.Yi;
= e.;
X = e.X;
Y = e.Y;
Leg_表示 = e.Leg_表示;
_表示 = e._表示;
_革_表示 = e._革_表示;
_金具1_表示 = e._金具1_表示;
_金具2_表示 = e._金具2_表示;
_金具3_表示 = e._金具3_表示;
_金具左_表示 = e._金具左_表示;
_金具右_表示 = e._金具右_表示;
= e.;
= e.;
= e.;
= e.;
if (!e.)
{
= false;
}
if (e._接続.Count > 0)
{
Ele f;
_接続 = e._接続.Select(delegate(EleD g)
{
f = g.GetEle(DisUnit, Med, );
f.Par = Leg_蹄2;
f.ConnectionType = ConnectionInfo.Leg_蹄_足_接続;
f.(Leg_蹄2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_LegCP = new ColorP(X0Y0_Leg, LegCD, DisUnit, abj: true);
X0Y0_筋CP = new ColorP(X0Y0_筋, CD, DisUnit, abj: false);
X0Y0_脚輪_革CP = new ColorP(X0Y0_脚輪_革, _革CD, DisUnit, abj: true);
X0Y0_脚輪_金具1CP = new ColorP(X0Y0_脚輪_金具1, _金具1CD, DisUnit, abj: true);
X0Y0_脚輪_金具2CP = new ColorP(X0Y0_脚輪_金具2, _金具2CD, DisUnit, abj: true);
X0Y0_脚輪_金具3CP = new ColorP(X0Y0_脚輪_金具3, _金具3CD, DisUnit, abj: true);
X0Y0_脚輪_金具左CP = new ColorP(X0Y0_脚輪_金具左, _金具左CD, DisUnit, abj: true);
X0Y0_脚輪_金具右CP = new ColorP(X0Y0_脚輪_金具右, _金具右CD, DisUnit, abj: true);
Intensity = e.;
1 = new (DisUnit, , , , Xasix);
1.(1_);
int num = ( ? (-10) : 10);
1.B -= num;
= e.;
}
public override void 0(RenderArea Are)
{
Body.Draw(Are);
1.0(Are);
}
public override void Dispose()
{
base.Dispose();
1.Dispose();
}
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_Leg.AngleBase = num * -136.0;
Body.JoinPAall();
}
public override bool Is革(Par p)
{
if (p != X0Y0_脚輪_革 && p != X0Y0_脚輪_金具1 && p != X0Y0_脚輪_金具2 && p != X0Y0_脚輪_金具3 && p != X0Y0_脚輪_金具左)
{
return p == X0Y0_脚輪_金具右;
}
return true;
}
public override void ()
{
X0Y0_LegCP.Update();
X0Y0_筋CP.Update();
X0Y0_脚輪_革CP.Update();
X0Y0_脚輪_金具1CP.Update();
X0Y0_脚輪_金具2CP.Update();
X0Y0_脚輪_金具3CP.Update();
X0Y0_脚輪_金具左CP.Update();
X0Y0_脚輪_金具右CP.Update();
1.PA();
1.();
}
private void (BodyColorSet )
{
N0();
}
private void N0(BodyColorSet )
{
LegCD = new ColorD(ref Col.Black, ref .0O);
CD = new ColorD(ref ., ref .0O);
_革CD = new ColorD();
_金具1CD = new ColorD();
_金具2CD = new ColorD();
_金具3CD = new ColorD();
_金具左CD = new ColorD();
_金具右CD = new ColorD();
}
public void ( )
{
_革CD. = .;
_金具1CD. = .;
_金具2CD. = _金具1CD.;
_金具3CD. = _金具1CD.;
_金具左CD. = _金具1CD.;
_金具右CD. = _金具1CD.;
}
public void ( )
{
1.();
}
}
}