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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@ -250,8 +250,8 @@ class CMenuCharacter {
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_tex.vcScaleRatio.X *= resolutionRatioX;
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_tex.vcScaleRatio.X *= resolutionRatioX;
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_tex.vcScaleRatio.Y *= resolutionRatioY;
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_tex.vcScaleRatio.Y *= resolutionRatioY;
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float _x = x;
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float _x = x + (OpenTaiko.Skin.Characters_Menu_Offset[_charaId][0] * _tex.vcScaleRatio.X);
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float _y = y;
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float _y = y + (OpenTaiko.Skin.Characters_Menu_Offset[_charaId][1] * _tex.vcScaleRatio.Y);
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if (player % 2 == 0) {
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if (player % 2 == 0) {
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_tex.t2D拡大率考慮下中心基準描画(
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_tex.t2D拡大率考慮下中心基準描画(
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@ -208,8 +208,8 @@ class CResultCharacter {
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float resolutionRatioX = OpenTaiko.Skin.Resolution[0] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][0];
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float resolutionRatioX = OpenTaiko.Skin.Resolution[0] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][0];
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float resolutionRatioY = OpenTaiko.Skin.Resolution[1] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][1];
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float resolutionRatioY = OpenTaiko.Skin.Resolution[1] / (float)OpenTaiko.Skin.Characters_Resolution[_charaId][1];
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float _x = x;
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float _x = x + (OpenTaiko.Skin.Characters_Result_Offset[_charaId][0] * _tex.vcScaleRatio.X);
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float _y = y;
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float _y = y + (OpenTaiko.Skin.Characters_Result_Offset[_charaId][1] * _tex.vcScaleRatio.Y);
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_tex.vcScaleRatio.X *= resolutionRatioX;
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_tex.vcScaleRatio.X *= resolutionRatioX;
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_tex.vcScaleRatio.Y *= resolutionRatioY;
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_tex.vcScaleRatio.Y *= resolutionRatioY;
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@ -7760,6 +7760,8 @@ internal class CSkin : IDisposable {
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public int[][] Characters_Resolution;
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public int[][] Characters_Resolution;
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public int[][] Characters_Heya_Render_Offset;
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public int[][] Characters_Heya_Render_Offset;
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public bool[] Characters_UseResult1P;
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public bool[] Characters_UseResult1P;
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public int[][] Characters_Menu_Offset;
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public int[][] Characters_Result_Offset;
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public int[][] Characters_X;
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public int[][] Characters_X;
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public int[][] Characters_Y;
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public int[][] Characters_Y;
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public int[][] Characters_4P;
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public int[][] Characters_4P;
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@ -1093,6 +1093,8 @@ class TextureLoader {
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OpenTaiko.Skin.Characters_Resolution = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_Resolution = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_Heya_Render_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_Heya_Render_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_UseResult1P = new bool[OpenTaiko.Skin.Characters_Ptn];
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OpenTaiko.Skin.Characters_UseResult1P = new bool[OpenTaiko.Skin.Characters_Ptn];
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OpenTaiko.Skin.Characters_Menu_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_Result_Offset = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_X = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_X = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_Y = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_Y = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_4P = new int[OpenTaiko.Skin.Characters_Ptn][];
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OpenTaiko.Skin.Characters_4P = new int[OpenTaiko.Skin.Characters_Ptn][];
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@ -1679,6 +1681,8 @@ class TextureLoader {
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#region [Default values]
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#region [Default values]
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OpenTaiko.Skin.Characters_Menu_Offset[i] = new int[] { 0, 0 };
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OpenTaiko.Skin.Characters_Result_Offset[i] = new int[] { 0, 0 };
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OpenTaiko.Skin.Characters_X[i] = new int[] { 0, 0 };
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OpenTaiko.Skin.Characters_X[i] = new int[] { 0, 0 };
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OpenTaiko.Skin.Characters_Y[i] = new int[] { 0, 537 };
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OpenTaiko.Skin.Characters_Y[i] = new int[] { 0, 537 };
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OpenTaiko.Skin.Characters_4P[i] = new int[] { 165, 68 };
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OpenTaiko.Skin.Characters_4P[i] = new int[] { 165, 68 };
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@ -1782,6 +1786,20 @@ class TextureLoader {
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strParam = strArray[1].Trim();
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strParam = strArray[1].Trim();
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switch (strCommand) {
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switch (strCommand) {
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case "Menu_Offset": {
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string[] strSplit = strParam.Split(',');
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for (int k = 0; k < 2; k++) {
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OpenTaiko.Skin.Characters_Menu_Offset[i][k] = int.Parse(strSplit[k]);
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}
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break;
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}
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case "Result_Offset": {
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string[] strSplit = strParam.Split(',');
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for (int k = 0; k < 2; k++) {
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OpenTaiko.Skin.Characters_Result_Offset[i][k] = int.Parse(strSplit[k]);
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}
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break;
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}
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case "Game_Chara_X": {
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case "Game_Chara_X": {
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string[] strSplit = strParam.Split(',');
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string[] strSplit = strParam.Split(',');
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for (int k = 0; k < 2; k++) {
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for (int k = 0; k < 2; k++) {
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