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

240 lines
5.3 KiB
C#

using System.Linq;
using _2DGAMELIB;
namespace SlaveMatrix
{
public class LowerArm_蹄 : LowerArm
{
public Par X0Y0_LowerArm;
public Par X0Y0_筋肉_筋肉下;
public Par X0Y0_筋肉_筋肉上;
public ColorD LowerArmCD;
public ColorD _筋肉下CD;
public ColorD _筋肉上CD;
public ColorP X0Y0_LowerArmCP;
public ColorP X0Y0_筋肉_筋肉下CP;
public ColorP X0Y0_筋肉_筋肉上CP;
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
_筋肉下_表示 = _;
_筋肉上_表示 = _;
}
}
public override bool
{
get
{
return _;
}
set
{
_ = value;
}
}
public bool LowerArm_表示
{
get
{
return X0Y0_LowerArm.Dra;
}
set
{
X0Y0_LowerArm.Dra = value;
X0Y0_LowerArm.Hit = value;
}
}
public bool _筋肉下_表示
{
get
{
return X0Y0_筋肉_筋肉下.Dra;
}
set
{
X0Y0_筋肉_筋肉下.Dra = value;
X0Y0_筋肉_筋肉下.Hit = value;
}
}
public bool _筋肉上_表示
{
get
{
return X0Y0_筋肉_筋肉上.Dra;
}
set
{
X0Y0_筋肉_筋肉上.Dra = value;
X0Y0_筋肉_筋肉上.Hit = value;
}
}
public override bool
{
get
{
return LowerArm_表示;
}
set
{
LowerArm_表示 = value;
_筋肉下_表示 = value;
_筋肉上_表示 = value;
}
}
public override double Intensity
{
get
{
return LowerArmCD.;
}
set
{
LowerArmCD. = value;
_筋肉下CD. = value;
_筋肉上CD. = value;
}
}
public override bool _外線
{
get
{
return X0Y0_LowerArm.OP[ ? 4 : 0].Outline;
}
set
{
X0Y0_LowerArm.OP[ ? 4 : 0].Outline = value;
}
}
public JointS _接続点 => new JointS(Body, X0Y0_LowerArm, 2);
public LowerArm_蹄(double DisUnit, , BodyColorSet , ModeEventDispatcher Med, LowerArm_蹄D e)
{
LowerArm_蹄 LowerArm_蹄2 = this;
ThisType = GetType();
Dif dif = new Dif(Sta.["四足LowerArm"][1]);
Body = new Difs();
Body.Tag = dif.Tag;
Body.Add(dif);
Pars pars = Body[0][0];
X0Y0_LowerArm = pars["下腕"].ToPar();
Pars pars2 = pars["筋肉"].ToPars();
X0Y0_筋肉_筋肉下 = pars2["筋肉下"].ToPar();
X0Y0_筋肉_筋肉上 = pars2["筋肉上"].ToPar();
Xasix = false;
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;
LowerArm_表示 = e.LowerArm_表示;
_筋肉下_表示 = e._筋肉下_表示;
_筋肉上_表示 = e._筋肉上_表示;
= 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 = LowerArm_蹄2;
f.ConnectionType = ConnectionInfo.LowerArm_蹄_手_接続;
f.(LowerArm_蹄2._接続点);
return f;
}).ToArray();
}
base. = ;
();
X0Y0_LowerArmCP = new ColorP(X0Y0_LowerArm, LowerArmCD, DisUnit, abj: true);
X0Y0_筋肉_筋肉下CP = new ColorP(X0Y0_筋肉_筋肉下, _筋肉下CD, DisUnit, abj: false);
X0Y0_筋肉_筋肉上CP = new ColorP(X0Y0_筋肉_筋肉上, _筋肉上CD, DisUnit, abj: false);
Intensity = e.;
}
public override void SetAngle0()
{
double num = ( ? (-1.0) : 1.0);
X0Y0_LowerArm.AngleBase = num * 160.0;
Body.JoinPAall();
}
public override void ()
{
X0Y0_LowerArmCP.Update();
X0Y0_筋肉_筋肉下CP.Update();
X0Y0_筋肉_筋肉上CP.Update();
}
private void (BodyColorSet )
{
N0();
}
private void N0(BodyColorSet )
{
LowerArmCD = new ColorD(ref Col.Black, ref .0O);
_筋肉下CD = new ColorD(ref ., ref .0O);
_筋肉上CD = new ColorD(ref ., ref .0O);
}
}
}