diff --git a/TJAPlayer3/Stages/07.Game/CStage演奏画面共通.cs b/TJAPlayer3/Stages/07.Game/CStage演奏画面共通.cs index 0828297e..2422f32b 100644 --- a/TJAPlayer3/Stages/07.Game/CStage演奏画面共通.cs +++ b/TJAPlayer3/Stages/07.Game/CStage演奏画面共通.cs @@ -1107,11 +1107,13 @@ namespace TJAPlayer3 } this.b連打中[ player ] = true; - if(actChara.CharaAction_Balloon_Breaking != null) + if(actChara.CharaAction_Balloon_Breaking[player] != null) { actChara.アクションタイマーリセット(player); actChara.bマイどんアクション中[player] = true; - 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); + 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.Skin.Characters_Balloon_Timer[actChara.iCurrentCharacter[player]], TJAPlayer3.Timer); } @@ -1124,7 +1126,9 @@ namespace TJAPlayer3 { this.actBalloon.ct風船アニメ[player] = new CCounter(0, 9, 14, TJAPlayer3.Timer); } + this.eRollState = E連打State.balloon; + pChip.nRollCount++; this.n風船残り[ player ]--; @@ -1155,12 +1159,12 @@ namespace TJAPlayer3 //this.actChara.b風船連打中 = false; pChip.b可視 = false; 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) - if (actChara.CharaAction_Balloon_Broke != null) + if (actChara.CharaAction_Balloon_Broke[player] != null) { actChara.アクションタイマーリセット(player); actChara.bマイどんアクション中[player] = true; 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); - 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); + 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); } this.eRollState = E連打State.none; } @@ -1329,7 +1333,9 @@ namespace TJAPlayer3 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))) { this.b連打中[nPlayer] = false; - //this.actChara.b風船連打中 = false; + + // this.actChara.b風船連打中[nPlayer] = false; + pChip.bHit = true; pChip.IsHitted = true; break; @@ -2848,14 +2854,25 @@ namespace TJAPlayer3 if( chip現在処理中の連打チップ[ nPlayer ] != null ) { chip現在処理中の連打チップ[ nPlayer ].bHit = true; - 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) + 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[nPlayer] != null) { if (TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[actChara.iCurrentCharacter[nPlayer]] > 0) { actChara.アクションタイマーリセット(nPlayer); actChara.bマイどんアクション中[nPlayer] = true; - 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); - 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); + + 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); + + 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); } } chip現在処理中の連打チップ[nPlayer] = null; diff --git a/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drumsキャラクター.cs b/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drumsキャラクター.cs index eebd7515..01867306 100644 --- a/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drumsキャラクター.cs +++ b/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drumsキャラクター.cs @@ -333,7 +333,10 @@ namespace TJAPlayer3 if (TJAPlayer3.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][CharaAction_Balloon_Miss[i].n現在の値] != null) { TJAPlayer3.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][CharaAction_Balloon_Miss[i].n現在の値].Opacity = nowOpacity; - 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]); + 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]); } 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); if (CharaAction_Balloon_Miss[i].b終了値に達した) diff --git a/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drums風船.cs b/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drums風船.cs index 97f00692..fe51d6a9 100644 --- a/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drums風船.cs +++ b/TJAPlayer3/Stages/07.Game/Taiko/CAct演奏Drums風船.cs @@ -169,54 +169,6 @@ namespace TJAPlayer3 { TJAPlayer3.stage演奏ドラム画面.actChara.b風船連打中[player] = false; TJAPlayer3.stage演奏ドラム画面.b連打中[player] = false; - //this.tEnd(); - ////this.ct風船終了.n現在の値 = 0; - //if (this.ct風船終了.b進行中) - //{ - // this.ct風船終了.t進行db(); - // if (this.ct風船終了.b終了値に達した) - // { - // this.ct風船終了.t停止(); - // this.ct風船終了.n現在の値 = 0D; - // CDTXMania.stage演奏ドラム画面.actChara.b風船連打中 = false; - // CDTXMania.stage演奏ドラム画面.b連打中[player] = false; - // } - //} - - //if (this.ct風船終了.b進行中) - //{ - // int nY = 0; - // int nT = 255; - - - // if (this.ct風船終了.n現在の値 <= 10) - // { - // nY = (int)this.ct風船終了.n現在の値; - // } - // else if (this.ct風船終了.n現在の値 > 10) - // { - // nY = 100; - // } - // //else if( this.ct風船終了.n現在の値 > 800 ) - // { - // //nY = 100; - // //nT = 0; - // } - - // if (CDTXMania.Tx.Chara_Balloon_Broken != null) - // CDTXMania.Tx.Chara_Balloon_Broken.t2D描画(CDTXMania.app.Device, 240, 140 - nY); - // //this.txキャラクター_風船終了.n透明度 = nT; - // 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() ); - - - //} - //if (!this.ct風船終了.b終了値に達してないdb) - //{ - // //CDTXMania.stage演奏ドラム画面.actChara.b風船連打中 = false; - // //CDTXMania.stage演奏ドラム画面.b連打中[player] = false; - //} - ////CDTXMania.stage演奏ドラム画面.actChara.b風船連打中 = false; - } diff --git a/TJAPlayer3/Stages/07.Game/Taiko/CStage演奏ドラム画面.cs b/TJAPlayer3/Stages/07.Game/Taiko/CStage演奏ドラム画面.cs index a704ff6e..8030560d 100644 --- a/TJAPlayer3/Stages/07.Game/Taiko/CStage演奏ドラム画面.cs +++ b/TJAPlayer3/Stages/07.Game/Taiko/CStage演奏ドラム画面.cs @@ -206,6 +206,9 @@ namespace TJAPlayer3 base.On活性化(); 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。 + ifp[0] = false; + ifp[1] = false; + // MODIFY_BEGIN #25398 2011.06.07 FROM if ( TJAPlayer3.bコンパクトモード ) { @@ -479,13 +482,22 @@ namespace TJAPlayer3 this.actLaneTaiko.ゴーゴー炎(); + // bIsFinishedPlaying was dependent on 2P in this case + + for ( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ ) { - bIsFinishedPlaying = this.t進行描画_チップ( E楽器パート.DRUMS, i ); + // bIsFinishedPlaying = this.t進行描画_チップ(E楽器パート.DRUMS, i); + bool btmp = this.t進行描画_チップ(E楽器パート.DRUMS, i); + if (btmp == true) + ifp[i] = true; + this.t進行描画_チップ_連打( E楽器パート.DRUMS, i ); } + bIsFinishedPlaying = (TJAPlayer3.ConfigIni.nPlayerCount > 1 ) ? ifp[0] && ifp[1] : ifp[0]; + this.actDan.On進行描画(); this.actMtaiko.On進行描画(); @@ -573,11 +585,13 @@ namespace TJAPlayer3 int Character = this.actChara.iCurrentCharacter[i]; if (TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0) { - if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[0] >= 100) + if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[i] >= 100) { double dbUnit = (((60.0 / (TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM)))); this.actChara.アクションタイマーリセット(i); - 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); + 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); this.actChara.ctキャラクターアクション_10コンボMAX[i].t進行db(); 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; this.actChara.bマイどんアクション中[i] = true; @@ -624,7 +638,9 @@ namespace TJAPlayer3 } public CAct演奏DrumsチップファイアD actChipFireD; - private CAct演奏Drumsグラフ actGraph; // #24074 2011.01.23 add ikanick + private bool[] ifp = { false, false }; + + private CAct演奏Drumsグラフ actGraph; // #24074 2011.01.23 add ikanick private CAct演奏Drumsパッド actPad; public CAct演奏Drumsレーン actLane; public CAct演奏DrumsMtaiko actMtaiko;