Exit menu button, game exit screen, fix dan intro animation
This commit is contained in:
parent
1229f14d06
commit
4b2e82777d
@ -127,17 +127,17 @@ namespace TJAPlayer3
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Entry_Donchan_Normal[i] = TxC(TITLE + @"Donchan_Normal\" + i.ToString() + ".png");
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}
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for(int i = 0; i < 6; i++)
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for(int i = 0; i < 7; i++)
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{
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ModeSelect_Bar[i] = TxC(TITLE + @"ModeSelect_Bar_" + i.ToString() + ".png");
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}
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for(int i = 0; i < 6; i++)
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for(int i = 0; i < 7; i++)
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{
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ModeSelect_Bar_Chara[i] = TxC(TITLE + @"ModeSelect_Bar_Chara_" + i.ToString() + ".png");
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}
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ModeSelect_Bar[6] = TxC(TITLE + @"ModeSelect_Bar_Overlay.png");
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ModeSelect_Bar[7] = TxC(TITLE + @"ModeSelect_Bar_Overlay.png");
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#endregion
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@ -942,8 +942,8 @@ namespace TJAPlayer3
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public CTexture[] Entry_Player = new CTexture[3];
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public CTexture[] Donchan_Entry = new CTexture[44];
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public CTexture[] Entry_Donchan_Normal = new CTexture[13];
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public CTexture[] ModeSelect_Bar = new CTexture[7];
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public CTexture[] ModeSelect_Bar_Chara = new CTexture[6];
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public CTexture[] ModeSelect_Bar = new CTexture[8];
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public CTexture[] ModeSelect_Bar_Chara = new CTexture[7];
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#endregion
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@ -298,38 +298,26 @@ namespace TJAPlayer3
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}
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if (bモード選択)
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{
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if (this.n現在の選択行モード選択 == (int)E戻り値.CONFIG - 1)
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{
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TJAPlayer3.Skin.sound決定音.t再生する();
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n現在の選択行モード選択 = (int)E戻り値.CONFIG - 1;
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this.actFO.tフェードアウト開始(0, 500);
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base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;
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}
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else if (this.n現在の選択行モード選択 == (int)E戻り値.DANGAMESTART - 1)
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bool operationSucceded = false;
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if (this.n現在の選択行モード選択 == (int)E戻り値.DANGAMESTART - 1)
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{
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if (TJAPlayer3.Songs管理.list曲ルート_Dan.Count > 0 && TJAPlayer3.ConfigIni.nPlayerCount != 2)
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{
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TJAPlayer3.Skin.sound決定音.t再生する();
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n現在の選択行モード選択 = (int)E戻り値.DANGAMESTART - 1;
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this.actFO.tフェードアウト開始(0, 500);
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base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;
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}
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else
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{
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TJAPlayer3.Skin.soundError.t再生する();
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}
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if (TJAPlayer3.Songs管理.list曲ルート_Dan.Count > 0 && TJAPlayer3.ConfigIni.nPlayerCount != 2)
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operationSucceded = true;
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}
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else if (this.n現在の選択行モード選択 == (int)E戻り値.GAMESTART - 1)
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{
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TJAPlayer3.Skin.sound決定音.t再生する();
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n現在の選択行モード選択 = (int)E戻り値.GAMESTART - 1;
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this.actFO.tフェードアウト開始(0, 500);
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base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;
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}
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else
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else if (this.n現在の選択行モード選択 == (int)E戻り値.GAMESTART - 1
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|| this.n現在の選択行モード選択 == (int)E戻り値.EXIT - 1
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|| this.n現在の選択行モード選択 == (int)E戻り値.CONFIG - 1)
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operationSucceded = true;
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if (operationSucceded == true)
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{
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TJAPlayer3.Skin.soundError.t再生する();
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TJAPlayer3.Skin.sound決定音.t再生する();
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this.actFO.tフェードアウト開始(0, 500);
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base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;
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}
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else
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TJAPlayer3.Skin.soundError.t再生する();
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}
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}
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@ -583,8 +571,25 @@ namespace TJAPlayer3
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if(this.stModeBar[i].n現在存在している行 == 1 && ctBarMove.n現在の値 >= 150)
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{
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int BarAnime = ctBarAnimeIn.n現在の値 >= (int)(26 * 16.6f) + 100 ? 0 : ctBarAnimeIn.n現在の値 >= (int)(26 * 16.6f) && ctBarAnimeIn.n現在の値 <= (int)(26 * 16.6f) + 100 ? 40 + (int)((ctBarAnimeIn.n現在の値 - (26 * 16.6)) / 100f * 71f) : ctBarAnimeIn.n現在の値 < (int)(26 * 16.6f) ? 40 : 111;
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int BarAnime1 = BarAnime == 0 ? ctBarMove.n現在の値 >= 150 ? 40 + (int)((ctBarMove.n現在の値 - 150) / 100f * 71f) : ctBarMove.n現在の値 < 150 ? 40 : 111 : 0;
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int BarAnime1 = BarAnime == 0 ? ctBarMove.n現在の値 >= 150 ? 40 + (int)((ctBarMove.n現在の値 - 150) / 100f * 71f) : ctBarMove.n現在の値 < 150 ? 40 : 111 : 0;
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#region [Disable visualy 1p specific buttons if 2p]
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if (restricted1p[i] == true && TJAPlayer3.ConfigIni.nPlayerCount > 1)
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{
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TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].color4 = Color.DarkGray;
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(idxToTex(i)).color4 = Color.DarkGray;
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this.stModeBar[i].BarTexture.color4 = Color.DarkGray;
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}
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else
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{
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TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].color4 = Color.White;
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(idxToTex(i)).color4 = Color.White;
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this.stModeBar[i].BarTexture.color4 = Color.White;
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}
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#endregion
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this.stModeBar[i].BarTexture.Opacity = (int)((ctBarAnimeIn.n現在の値 - (16 * 16.6f)) * 1.23f);
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this.stModeBar[i].BarTexture.vc拡大縮小倍率.Y = 1.0f;
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@ -617,15 +622,8 @@ namespace TJAPlayer3
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TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].t2D中心基準描画(TJAPlayer3.app.Device, 640 + TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].szテクスチャサイズ.Width / 4 - 114 + anime, 360,
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new Rectangle(TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].szテクスチャサイズ.Width / 2, 0, TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].szテクスチャサイズ.Width / 2, TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].szテクスチャサイズ.Height));
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// TJAPlayer3.Tx.ModeSelect_Bar_Text[i].Opacity = 255;
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// TJAPlayer3.Tx.ModeSelect_Bar_Text[i]?.t2D中心基準描画(TJAPlayer3.app.Device, 640, 355 - BarAnimeCount / 1.5f, new Rectangle(0, 0, 642, 122));
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(idxToTex(i))?.t2D中心基準描画(TJAPlayer3.app.Device, 631, 379 - BarAnimeCount / 1.5f);
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// TJAPlayer3.Tx.ModeSelect_Bar_Text[i].Opacity = (int)(BarAnimeCount * 2.55f);
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// TJAPlayer3.Tx.ModeSelect_Bar_Text[i]?.t2D中心基準描画(TJAPlayer3.app.Device, 640, 355 + 132 / 2, new Rectangle(0, 122, 642, 148));
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if (i < this.ttkBoxText.Length)
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{
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CTexture currentText = TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(this.ttkBoxText[i]);
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@ -659,6 +657,23 @@ namespace TJAPlayer3
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#endregion
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#region [Disable visualy 1p specific buttons if 2p]
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if (restricted1p[i] == true && TJAPlayer3.ConfigIni.nPlayerCount > 1)
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{
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TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].color4 = Color.DarkGray;
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(idxToTex(i)).color4 = Color.DarkGray;
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this.stModeBar[i].BarTexture.color4 = Color.DarkGray;
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}
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else
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{
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TJAPlayer3.Tx.ModeSelect_Bar_Chara[i].color4 = Color.White;
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(idxToTex(i)).color4 = Color.White;
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this.stModeBar[i].BarTexture.color4 = Color.White;
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}
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#endregion
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BarMoveX = ctBarMove.n現在の値 <= 100 ? (int)(pos.X - posSelect.X) - (int)(ctBarMove.n現在の値 / 100f * (pos.X - posSelect.X)) : 0;
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BarMoveY = ctBarMove.n現在の値 <= 100 ? (int)(pos.Y - posSelect.Y) - (int)(ctBarMove.n現在の値 / 100f * (pos.Y - posSelect.Y)) : 0;
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@ -667,9 +682,6 @@ namespace TJAPlayer3
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this.stModeBar[i].BarTexture.t2D描画(TJAPlayer3.app.Device, pos.X + BarAnimeX - BarMoveX, pos.Y + BarAnimeY - BarMoveY);
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TJAPlayer3.Tx.ModeSelect_Bar[this.nbModes].t2D描画(TJAPlayer3.app.Device, pos.X + BarAnimeX - BarMoveX, pos.Y + BarAnimeY - BarMoveY);
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// TJAPlayer3.Tx.ModeSelect_Bar_Text[i].Opacity = 255;
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// TJAPlayer3.Tx.ModeSelect_Bar_Text[i]?.t2D描画(TJAPlayer3.app.Device, pos.X + BarAnimeX - BarMoveX, pos.Y + BarAnimeY - BarMoveY - 13, new Rectangle(0, 0, 642, 122));
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(idxToTex(i))?.t2D中心基準描画(TJAPlayer3.app.Device, pos.X + BarAnimeX - BarMoveX + 311, pos.Y + BarAnimeY - BarMoveY + 72);
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}
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}
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@ -817,8 +829,9 @@ namespace TJAPlayer3
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private Point[] ptモード選択バー座標 =
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{ new Point(290, 107), new Point(319, 306), new Point(356, 513) };
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private int nbModes = 6;
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private STModeBar[] stModeBar = new STModeBar[6];
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private int nbModes = 7;
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private STModeBar[] stModeBar = new STModeBar[7];
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private bool[] restricted1p = { false, true, true, false, true, false, false };
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private struct STModeBar
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{
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@ -69,7 +69,7 @@ namespace TJAPlayer3
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int stamp = this.段位リスト.ctDaniIn.n現在の値;
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float zoom = Math.Max(1f, 5000 / (float)stamp);
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float zoom = Math.Min(1.14f, Math.Max(1f, (float)Math.Pow(stamp / 3834f, 0.5f)));
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TJAPlayer3.Tx.Dani_Background.vc拡大縮小倍率.X = zoom;
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TJAPlayer3.Tx.Dani_Background.vc拡大縮小倍率.Y = zoom;
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@ -106,8 +106,8 @@ namespace TJAPlayer3
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int quarter = TJAPlayer3.Tx.Dani_Dan_Text.szテクスチャサイズ.Width / 4;
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int[] xAxis = { 250, 1030 };
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int[] yAxis = { 148, 572 };
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int[] xAxis = { 300, 980 };
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int[] yAxis = { 198, 522 };
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int[] appearStamps = { 1645, 2188, 2646, 3152 };
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for (int i = 0; i < 4; i++)
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@ -79,16 +79,13 @@ namespace TJAPlayer3
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}
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public override int On進行描画()
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{
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/*
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if( !TJAPlayer3.ConfigIni.bEndingAnime ) //2017.01.27 DD
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{
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return 1;
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}
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//if( this.ds背景 != null )
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//{
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// this.ds背景.t再生開始();
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// this.ds背景.t現時点における最新のスナップイメージをTextureに転写する( this.tx背景 );
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//}
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*/
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if( !base.b活性化してない )
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{
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if( base.b初めての進行描画 )
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@ -101,60 +98,7 @@ namespace TJAPlayer3
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this.ct時間稼ぎ.t進行();
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if( TJAPlayer3.Tx.Exit_Background != null )
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{
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//if( this.ds背景 != null )
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//{
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// if( this.ds背景.b上下反転 )
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// this.tx背景.t2D上下反転描画( CDTXMania.app.Device, 0, 0 );
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// else
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// this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );
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//}
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//else
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TJAPlayer3.Tx.Exit_Background.t2D描画( TJAPlayer3.app.Device, 0, 0 );
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}
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// if( this.ct時間稼ぎ.n現在の値 < 2000 )
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// {
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// if( this.tx文字 != null )
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// {
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// this.tx文字2.fZ軸中心回転 = -0.8f;
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// this.tx文字3.fZ軸中心回転 = ( -1.6f * ( this.ct時間稼ぎ.n現在の値 / 1280.0f ) ) >= -1.6f ? ( -1.6f * ( this.ct時間稼ぎ.n現在の値 / 1280.0f ) ) : -1.6f ;
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// this.tx文字2.vc拡大縮小倍率 = new Vector3( 4.0f, 4.0f, 1.0f );
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// this.tx文字3.vc拡大縮小倍率 = new Vector3( 4.0f, 4.0f, 1.0f );
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// this.tx文字2.t2D描画( CDTXMania.app.Device, 1100 - (int)( 1.30f * this.ct時間稼ぎ.n現在の値), 1600 - (int)( 1.6f * this.ct時間稼ぎ.n現在の値), new System.Drawing.Rectangle( 0, 0, 620, 92 ) );
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// this.tx文字3.t2D描画( CDTXMania.app.Device, -250 + (int)( 1.10f * this.ct時間稼ぎ.n現在の値), 1600 - (int)( 1.6f * this.ct時間稼ぎ.n現在の値), new System.Drawing.Rectangle( 0, 92, 620, 94 ) );
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// }
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// }
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// else
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// {
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// if( this.tx文字 != null )
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// {
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// this.tx文字2.fZ軸中心回転 = 0f;
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// this.tx文字3.fZ軸中心回転 = 0f;
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// this.tx文字2.vc拡大縮小倍率 = new Vector3( 1.3f, 1.3f, 1.0f );
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// this.tx文字3.vc拡大縮小倍率 = new Vector3( 1.3f, 1.3f, 1.0f );
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// this.tx文字2.t2D描画( CDTXMania.app.Device, 480, 376, new System.Drawing.Rectangle( 0, 0, 620, 92 ) );
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// this.tx文字3.t2D描画( CDTXMania.app.Device, 500, 486, new System.Drawing.Rectangle( 0, 92, 620, 95 ) );
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// this.tx文字.t2D描画( CDTXMania.app.Device, 662, 613, new System.Drawing.Rectangle( 0, 187, 620, 44 ) );
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// }
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// if( this.tx白 != null )
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//{
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// this.tx白.n透明度 = ( 2255 + 300 ) - ( this.ct時間稼ぎ.n現在の値 );
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// for( int i = 0; i <= ( SampleFramework.GameWindowSize.Width / 64 ); i++ )
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// {
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// for( int j = 0; j <= ( SampleFramework.GameWindowSize.Height / 64 ); j++ )
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// {
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// this.tx白.t2D描画( CDTXMania.app.Device, i * 64, j * 64 );
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// }
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// }
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//}
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// }
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TJAPlayer3.Tx.Exit_Background?.t2D描画( TJAPlayer3.app.Device, 0, 0 );
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if( this.ct時間稼ぎ.b終了値に達した && !TJAPlayer3.Skin.soundゲーム終了音.b再生中 )
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{
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