Fix the two diffs having different lenghts early end bug
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fee7f4c665
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430e513b18
@ -1107,11 +1107,13 @@ namespace TJAPlayer3
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}
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this.b連打中[ player ] = true;
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if(actChara.CharaAction_Balloon_Breaking != null)
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if(actChara.CharaAction_Balloon_Breaking[player] != null)
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{
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actChara.アクションタイマーリセット(player);
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actChara.bマイどんアクション中[player] = true;
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actChara.CharaAction_Balloon_Breaking[player] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[actChara.iCurrentCharacter[player]] - 1, TJAPlayer3.Skin.Game_Chara_Balloon_Timer, TJAPlayer3.Timer);
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actChara.CharaAction_Balloon_Breaking[player] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[actChara.iCurrentCharacter[player]] - 1,
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//TJAPlayer3.Skin.Game_Chara_Balloon_Timer
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TJAPlayer3.Skin.Characters_Balloon_Timer[actChara.iCurrentCharacter[player]], TJAPlayer3.Timer);
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}
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@ -1124,7 +1126,9 @@ namespace TJAPlayer3
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{
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this.actBalloon.ct風船アニメ[player] = new CCounter(0, 9, 14, TJAPlayer3.Timer);
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}
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this.eRollState = E連打State.balloon;
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pChip.nRollCount++;
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this.n風船残り[ player ]--;
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@ -1155,12 +1159,12 @@ namespace TJAPlayer3
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//this.actChara.b風船連打中 = false;
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pChip.b可視 = false;
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this.actChara.bマイどんアクション中[player] = false; // 風船終了後、再生されていたアクションがされないようにするために追加。(AioiLight)
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if (actChara.CharaAction_Balloon_Broke != null)
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if (actChara.CharaAction_Balloon_Broke[player] != null)
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{
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actChara.アクションタイマーリセット(player);
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actChara.bマイどんアクション中[player] = true;
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actChara.CharaAction_Balloon_Broke[player] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Broke_Ptn[actChara.iCurrentCharacter[player]] - 1, TJAPlayer3.Skin.Characters_Balloon_Timer[actChara.iCurrentCharacter[player]], TJAPlayer3.Timer);
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if(actChara.CharaAction_Balloon_Delay != null )actChara.CharaAction_Balloon_Delay[player] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[player]] - 1, 1, TJAPlayer3.Timer);
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if(actChara.CharaAction_Balloon_Delay[player] != null )actChara.CharaAction_Balloon_Delay[player] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[player]] - 1, 1, TJAPlayer3.Timer);
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}
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this.eRollState = E連打State.none;
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}
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@ -1329,7 +1333,9 @@ namespace TJAPlayer3
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if (pChip.nノーツ終了時刻ms <= (CSound管理.rc演奏用タイマ.n現在時刻 * (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0)))
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{
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this.b連打中[nPlayer] = false;
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//this.actChara.b風船連打中 = false;
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// this.actChara.b風船連打中[nPlayer] = false;
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pChip.bHit = true;
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pChip.IsHitted = true;
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break;
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@ -2848,14 +2854,25 @@ namespace TJAPlayer3
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if( chip現在処理中の連打チップ[ nPlayer ] != null )
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{
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chip現在処理中の連打チップ[ nPlayer ].bHit = true;
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if (nPlayer == 0 && chip現在処理中の連打チップ[nPlayer].nBalloon > chip現在処理中の連打チップ[nPlayer].nRollCount && chip現在処理中の連打チップ[nPlayer].nRollCount > 0 && actChara.CharaAction_Balloon_Miss != null)
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if (nPlayer == 0
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&& chip現在処理中の連打チップ[nPlayer].nBalloon > chip現在処理中の連打チップ[nPlayer].nRollCount
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&& chip現在処理中の連打チップ[nPlayer].nRollCount > 0
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&& actChara.CharaAction_Balloon_Miss[nPlayer] != null)
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{
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if (TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[actChara.iCurrentCharacter[nPlayer]] > 0)
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{
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actChara.アクションタイマーリセット(nPlayer);
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actChara.bマイどんアクション中[nPlayer] = true;
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actChara.CharaAction_Balloon_Miss[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[actChara.iCurrentCharacter[nPlayer]] - 1, TJAPlayer3.Skin.Characters_Balloon_Timer[actChara.iCurrentCharacter[nPlayer]], TJAPlayer3.Timer);
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if (actChara.CharaAction_Balloon_Delay != null) actChara.CharaAction_Balloon_Delay[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[nPlayer]] - 1, 1, TJAPlayer3.Timer);
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actChara.CharaAction_Balloon_Miss[nPlayer] = new CCounter(0,
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TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[actChara.iCurrentCharacter[nPlayer]] - 1,
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TJAPlayer3.Skin.Characters_Balloon_Timer[actChara.iCurrentCharacter[nPlayer]],
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TJAPlayer3.Timer);
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if (actChara.CharaAction_Balloon_Delay != null) actChara.CharaAction_Balloon_Delay[nPlayer] = new CCounter(0,
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TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[nPlayer]] - 1,
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1,
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TJAPlayer3.Timer);
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}
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}
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chip現在処理中の連打チップ[nPlayer] = null;
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@ -333,7 +333,10 @@ namespace TJAPlayer3
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if (TJAPlayer3.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][CharaAction_Balloon_Miss[i].n現在の値] != null)
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{
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TJAPlayer3.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][CharaAction_Balloon_Miss[i].n現在の値].Opacity = nowOpacity;
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TJAPlayer3.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][CharaAction_Balloon_Miss[i].n現在の値].t2D描画(TJAPlayer3.app.Device, (TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Characters_Balloon_X[this.iCurrentCharacter[i]][0], TJAPlayer3.Skin.Characters_Balloon_Y[this.iCurrentCharacter[i]][i]);
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TJAPlayer3.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][CharaAction_Balloon_Miss[i].n現在の値].t2D描画(TJAPlayer3.app.Device,
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(TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0])
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+ TJAPlayer3.Skin.Characters_Balloon_X[this.iCurrentCharacter[i]][0],
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TJAPlayer3.Skin.Characters_Balloon_Y[this.iCurrentCharacter[i]][i]);
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}
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player : i);
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if (CharaAction_Balloon_Miss[i].b終了値に達した)
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@ -169,54 +169,6 @@ namespace TJAPlayer3
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{
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TJAPlayer3.stage演奏ドラム画面.actChara.b風船連打中[player] = false;
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TJAPlayer3.stage演奏ドラム画面.b連打中[player] = false;
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//this.tEnd();
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////this.ct風船終了.n現在の値 = 0;
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//if (this.ct風船終了.b進行中)
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//{
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// this.ct風船終了.t進行db();
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// if (this.ct風船終了.b終了値に達した)
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// {
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// this.ct風船終了.t停止();
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// this.ct風船終了.n現在の値 = 0D;
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// CDTXMania.stage演奏ドラム画面.actChara.b風船連打中 = false;
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// CDTXMania.stage演奏ドラム画面.b連打中[player] = false;
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// }
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//}
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//if (this.ct風船終了.b進行中)
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//{
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// int nY = 0;
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// int nT = 255;
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// if (this.ct風船終了.n現在の値 <= 10)
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// {
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// nY = (int)this.ct風船終了.n現在の値;
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// }
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// else if (this.ct風船終了.n現在の値 > 10)
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// {
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// nY = 100;
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// }
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// //else if( this.ct風船終了.n現在の値 > 800 )
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// {
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// //nY = 100;
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// //nT = 0;
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// }
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// if (CDTXMania.Tx.Chara_Balloon_Broken != null)
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// CDTXMania.Tx.Chara_Balloon_Broken.t2D描画(CDTXMania.app.Device, 240, 140 - nY);
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// //this.txキャラクター_風船終了.n透明度 = nT;
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// CDTXMania.act文字コンソール.tPrint( 0, 0, C文字コンソール.Eフォント種別.赤, this.ct風船終了.n現在の値.ToString() );
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//}
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//if (!this.ct風船終了.b終了値に達してないdb)
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//{
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// //CDTXMania.stage演奏ドラム画面.actChara.b風船連打中 = false;
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// //CDTXMania.stage演奏ドラム画面.b連打中[player] = false;
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//}
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////CDTXMania.stage演奏ドラム画面.actChara.b風船連打中 = false;
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}
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@ -206,6 +206,9 @@ namespace TJAPlayer3
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base.On活性化();
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base.eフェーズID = CStage.Eフェーズ.共通_通常状態;//初期化すれば、リザルト変遷は止まる。
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ifp[0] = false;
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ifp[1] = false;
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// MODIFY_BEGIN #25398 2011.06.07 FROM
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if ( TJAPlayer3.bコンパクトモード )
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{
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@ -479,13 +482,22 @@ namespace TJAPlayer3
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this.actLaneTaiko.ゴーゴー炎();
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// bIsFinishedPlaying was dependent on 2P in this case
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for ( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ )
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{
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bIsFinishedPlaying = this.t進行描画_チップ( E楽器パート.DRUMS, i );
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// bIsFinishedPlaying = this.t進行描画_チップ(E楽器パート.DRUMS, i);
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bool btmp = this.t進行描画_チップ(E楽器パート.DRUMS, i);
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if (btmp == true)
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ifp[i] = true;
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this.t進行描画_チップ_連打( E楽器パート.DRUMS, i );
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}
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bIsFinishedPlaying = (TJAPlayer3.ConfigIni.nPlayerCount > 1 ) ? ifp[0] && ifp[1] : ifp[0];
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this.actDan.On進行描画();
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this.actMtaiko.On進行描画();
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@ -573,11 +585,13 @@ namespace TJAPlayer3
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int Character = this.actChara.iCurrentCharacter[i];
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if (TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0)
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{
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if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[0] >= 100)
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if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[i] >= 100)
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{
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double dbUnit = (((60.0 / (TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM))));
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this.actChara.アクションタイマーリセット(i);
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this.actChara.ctキャラクターアクション_10コンボMAX[i] = new CCounter(0, TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] - 1, (dbUnit / TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character]) * 2, CSound管理.rc演奏用タイマ);
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this.actChara.ctキャラクターアクション_10コンボMAX[i] = new CCounter(0,
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TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] - 1,
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(dbUnit / TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character]) * 2, CSound管理.rc演奏用タイマ);
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this.actChara.ctキャラクターアクション_10コンボMAX[i].t進行db();
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this.actChara.ctキャラクターアクション_10コンボMAX[i].n現在の値 = 0;
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this.actChara.bマイどんアクション中[i] = true;
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@ -624,7 +638,9 @@ namespace TJAPlayer3
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}
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public CAct演奏DrumsチップファイアD actChipFireD;
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private CAct演奏Drumsグラフ actGraph; // #24074 2011.01.23 add ikanick
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private bool[] ifp = { false, false };
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private CAct演奏Drumsグラフ actGraph; // #24074 2011.01.23 add ikanick
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private CAct演奏Drumsパッド actPad;
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public CAct演奏Drumsレーン actLane;
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public CAct演奏DrumsMtaiko actMtaiko;
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