240 lines
5.2 KiB
C#
240 lines
5.2 KiB
C#
using System.Linq;
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using _2DGAMELIB;
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using SlaveMatrix.GameClasses;
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namespace SlaveMatrix
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{
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public class UpperArm_蹄 : 獣UpperArm
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{
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public ShapePart X0Y0_筋肉上;
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public ShapePart X0Y0_UpperArm;
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public ShapePart X0Y0_筋肉下;
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public ColorD 筋肉上CD;
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public ColorD UpperArmCD;
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public ColorD 筋肉下CD;
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public ColorP X0Y0_筋肉上CP;
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public ColorP X0Y0_UpperArmCP;
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public ColorP X0Y0_筋肉下CP;
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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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筋肉上_表示 = 筋肉_;
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筋肉下_表示 = 筋肉_;
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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 筋肉上_表示
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{
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get
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{
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return X0Y0_筋肉上.Dra;
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}
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set
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{
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X0Y0_筋肉上.Dra = value;
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X0Y0_筋肉上.Hit = value;
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}
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}
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public bool UpperArm_表示
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{
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get
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{
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return X0Y0_UpperArm.Dra;
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}
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set
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{
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X0Y0_UpperArm.Dra = value;
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X0Y0_UpperArm.Hit = value;
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}
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}
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public bool 筋肉下_表示
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{
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get
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{
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return X0Y0_筋肉下.Dra;
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}
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set
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{
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X0Y0_筋肉下.Dra = value;
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X0Y0_筋肉下.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 筋肉上_表示;
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}
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set
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{
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筋肉上_表示 = value;
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UpperArm_表示 = value;
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筋肉下_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 筋肉上CD.不透明度;
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}
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set
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{
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筋肉上CD.不透明度 = value;
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UpperArmCD.不透明度 = value;
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筋肉下CD.不透明度 = value;
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}
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}
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public bool 肘部_外線
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{
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get
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{
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return X0Y0_UpperArm.GetOP()[(!右) ? 1 : 3].Outline;
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}
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set
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{
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X0Y0_UpperArm.GetOP()[(!右) ? 1 : 3].Outline = value;
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}
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}
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public JointS LowerArm_接続点 => new JointS(Body, X0Y0_UpperArm, 1);
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public UpperArm_蹄(double DisUnit, 配色指定 配色指定, BodyColorSet 体配色, ModeEventDispatcher Med, UpperArm_蹄D e)
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{
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UpperArm_蹄 UpperArm_蹄2 = this;
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ThisType = GetType();
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MorphVariant morphVariant = new MorphVariant(GlobalState.腕左["四足UpperArm"][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_筋肉上 = partGroup["筋肉上"].ToPar();
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X0Y0_UpperArm = partGroup["上腕"].ToPar();
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X0Y0_筋肉下 = partGroup["筋肉下"].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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筋肉上_表示 = e.筋肉上_表示;
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UpperArm_表示 = e.UpperArm_表示;
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筋肉下_表示 = e.筋肉下_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.LowerArm_接続.Count > 0)
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{
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Element f;
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LowerArm_接続 = e.LowerArm_接続.Select(delegate(ElementData g)
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{
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f = g.GetEle(DisUnit, Med, 体配色);
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f.Par = UpperArm_蹄2;
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f.ConnectionType = ConnectionInfo.UpperArm_蹄_LowerArm_接続;
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f.接続(UpperArm_蹄2.LowerArm_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_筋肉上CP = new ColorP(X0Y0_筋肉上, 筋肉上CD, DisUnit, abj: false);
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X0Y0_UpperArmCP = new ColorP(X0Y0_UpperArm, UpperArmCD, DisUnit, abj: true);
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X0Y0_筋肉下CP = new ColorP(X0Y0_筋肉下, 筋肉下CD, DisUnit, abj: false);
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Intensity = e.濃度;
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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_UpperArm.SetAngleBase(num * -96.0);
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Body.JoinPAall();
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}
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public override void 色更新()
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{
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X0Y0_筋肉上CP.Update();
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X0Y0_UpperArmCP.Update();
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X0Y0_筋肉下CP.Update();
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}
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private void 配色(BodyColorSet 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(BodyColorSet 体配色)
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{
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筋肉上CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
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UpperArmCD = new ColorD(ref ColorHelper.Black, ref 体配色.毛0O);
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筋肉下CD = new ColorD(ref 体配色.薄線, ref 体配色.毛0O);
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}
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}
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}
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