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mirror of synced 2024-11-27 17:00:50 +01:00

0.6.0.6 - Add optional offset values for characters on menus and result screen

- Add optional offset values for characters on menus and result screen
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Takkkom 2024-10-28 12:11:23 +09:00 committed by GitHub
parent f0b0e615fb
commit 34182262b0
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GPG Key ID: B5690EEEBB952194
4 changed files with 24 additions and 4 deletions

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@ -250,8 +250,8 @@ class CMenuCharacter {
_tex.vcScaleRatio.X *= resolutionRatioX; _tex.vcScaleRatio.X *= resolutionRatioX;
_tex.vcScaleRatio.Y *= resolutionRatioY; _tex.vcScaleRatio.Y *= resolutionRatioY;
float _x = x; float _x = x + (OpenTaiko.Skin.Characters_Menu_Offset[_charaId][0] * _tex.vcScaleRatio.X);
float _y = y; float _y = y + (OpenTaiko.Skin.Characters_Menu_Offset[_charaId][1] * _tex.vcScaleRatio.Y);
if (player % 2 == 0) { if (player % 2 == 0) {
_tex.t2D拡大率考慮下中心基準描画( _tex.t2D拡大率考慮下中心基準描画(

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@ -208,8 +208,8 @@ class CResultCharacter {
float resolutionRatioX = OpenTaiko.Skin.Resolution[0] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][0]; float resolutionRatioX = OpenTaiko.Skin.Resolution[0] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][0];
float resolutionRatioY = OpenTaiko.Skin.Resolution[1] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][1]; float resolutionRatioY = OpenTaiko.Skin.Resolution[1] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][1];
float _x = x; float _x = x + (OpenTaiko.Skin.Characters_Result_Offset[_charaId][0] * _tex.vcScaleRatio.X);
float _y = y; float _y = y + (OpenTaiko.Skin.Characters_Result_Offset[_charaId][1] * _tex.vcScaleRatio.Y);
_tex.vcScaleRatio.X *= resolutionRatioX; _tex.vcScaleRatio.X *= resolutionRatioX;
_tex.vcScaleRatio.Y *= resolutionRatioY; _tex.vcScaleRatio.Y *= resolutionRatioY;

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@ -7760,6 +7760,8 @@ internal class CSkin : IDisposable {
public int[][] Characters_Resolution; public int[][] Characters_Resolution;
public int[][] Characters_Heya_Render_Offset; public int[][] Characters_Heya_Render_Offset;
public bool[] Characters_UseResult1P; public bool[] Characters_UseResult1P;
public int[][] Characters_Menu_Offset;
public int[][] Characters_Result_Offset;
public int[][] Characters_X; public int[][] Characters_X;
public int[][] Characters_Y; public int[][] Characters_Y;
public int[][] Characters_4P; public int[][] Characters_4P;

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@ -1093,6 +1093,8 @@ class TextureLoader {
OpenTaiko.Skin.Characters_Resolution = new int[OpenTaiko.Skin.Characters_Ptn][]; OpenTaiko.Skin.Characters_Resolution = new int[OpenTaiko.Skin.Characters_Ptn][];
OpenTaiko.Skin.Characters_Heya_Render_Offset = new int[OpenTaiko.Skin.Characters_Ptn][]; OpenTaiko.Skin.Characters_Heya_Render_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
OpenTaiko.Skin.Characters_UseResult1P = new bool[OpenTaiko.Skin.Characters_Ptn]; OpenTaiko.Skin.Characters_UseResult1P = new bool[OpenTaiko.Skin.Characters_Ptn];
OpenTaiko.Skin.Characters_Menu_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
OpenTaiko.Skin.Characters_Result_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
OpenTaiko.Skin.Characters_X = new int[OpenTaiko.Skin.Characters_Ptn][]; OpenTaiko.Skin.Characters_X = new int[OpenTaiko.Skin.Characters_Ptn][];
OpenTaiko.Skin.Characters_Y = new int[OpenTaiko.Skin.Characters_Ptn][]; OpenTaiko.Skin.Characters_Y = new int[OpenTaiko.Skin.Characters_Ptn][];
OpenTaiko.Skin.Characters_4P = new int[OpenTaiko.Skin.Characters_Ptn][]; OpenTaiko.Skin.Characters_4P = new int[OpenTaiko.Skin.Characters_Ptn][];
@ -1679,6 +1681,8 @@ class TextureLoader {
#region [Default values] #region [Default values]
OpenTaiko.Skin.Characters_Menu_Offset[i] = new int[] { 0, 0 };
OpenTaiko.Skin.Characters_Result_Offset[i] = new int[] { 0, 0 };
OpenTaiko.Skin.Characters_X[i] = new int[] { 0, 0 }; OpenTaiko.Skin.Characters_X[i] = new int[] { 0, 0 };
OpenTaiko.Skin.Characters_Y[i] = new int[] { 0, 537 }; OpenTaiko.Skin.Characters_Y[i] = new int[] { 0, 537 };
OpenTaiko.Skin.Characters_4P[i] = new int[] { 165, 68 }; OpenTaiko.Skin.Characters_4P[i] = new int[] { 165, 68 };
@ -1782,6 +1786,20 @@ class TextureLoader {
strParam = strArray[1].Trim(); strParam = strArray[1].Trim();
switch (strCommand) { switch (strCommand) {
case "Menu_Offset": {
string[] strSplit = strParam.Split(',');
for (int k = 0; k < 2; k++) {
OpenTaiko.Skin.Characters_Menu_Offset[i][k] = int.Parse(strSplit[k]);
}
break;
}
case "Result_Offset": {
string[] strSplit = strParam.Split(',');
for (int k = 0; k < 2; k++) {
OpenTaiko.Skin.Characters_Result_Offset[i][k] = int.Parse(strSplit[k]);
}
break;
}
case "Game_Chara_X": { case "Game_Chara_X": {
string[] strSplit = strParam.Split(','); string[] strSplit = strParam.Split(',');
for (int k = 0; k < 2; k++) { for (int k = 0; k < 2; k++) {