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mirror of synced 2024-11-30 18:24:32 +01:00

Few more cleaning and translate some classes names to english

This commit is contained in:
0auBSQ 2024-06-19 05:01:24 +09:00
parent abaa830ac1
commit 60a221e3b0
32 changed files with 5826 additions and 6567 deletions

View File

@ -318,9 +318,6 @@ namespace TJAPlayer3
// メソッド
protected virtual void tコンボ表示_ドラム(int nCombo値, int nジャンプインデックス)
{
}
private void showComboEffect(int cat, int i, int rightX, int y, int nPlayer)
{
@ -601,25 +598,6 @@ namespace TJAPlayer3
#endregion
}
protected virtual void tコンボ表示_ギター(int nCombo値, int nジャンプインデックス)
{
}
protected virtual void tコンボ表示_ベース(int nCombo値, int nジャンプインデックス)
{
}
protected void tコンボ表示_ギター(int nCombo値, int n表示中央X, int n表示中央Y, int nジャンプインデックス)
{
}
protected void tコンボ表示_ベース(int nCombo値, int n表示中央X, int n表示中央Y, int nジャンプインデックス)
{
}
protected void tコンボ表示_ギターベース(int nCombo値, int n表示中央X, int n表示中央Y, int nジャンプインデックス)
{
}
// CActivity 実装
public override void Activate()

View File

@ -1,63 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using FDK;
namespace TJAPlayer3
{
internal abstract class CAct演奏Danger共通 : CActivity
{
// コンストラクタ
public CAct演奏Danger共通()
{
base.IsDeActivated = true;
}
// CActivity 実装
public override void Activate()
{
for ( int i = 0; i < 3; i++ )
{
this.bDanger中[i] = false;
}
// this.ct移動用 = new CCounter();
// this.ct透明度用 = new CCounter();
this.ct移動用 = null;
this.ct透明度用 = null;
base.Activate();
}
public override void DeActivate()
{
this.ct移動用 = null;
this.ct透明度用 = null;
base.DeActivate();
}
/// <summary>
/// DANGER描画
/// </summary>
/// <param name="bIsDangerDrums">DrumsがDangerならtrue</param>
/// <param name="bIsDamgerGuitar">GuitarがDangerならtrue</param>
/// <param name="bIsDangerBass">BassがDangerならtrue</param>
/// <returns></returns>
public abstract int t進行描画( bool bIsDangerDrums, bool bIsDamgerGuitar, bool bIsDangerBass );
// その他
#region [ private ]
//-----------------
protected bool[] bDanger中 = { false, false, false};
protected CCounter ct移動用;
protected CCounter ct透明度用;
//-----------------
#endregion
}
}

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@ -1,134 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Drawing;
using System.Diagnostics;
using FDK;
namespace TJAPlayer3
{
internal class CAct演奏ステータスパネル共通 : CActivity
{
// コンストラクタ
public CAct演奏ステータスパネル共通()
{
this.stパネルマップ = new STATUSPANEL[ 12 ]; // yyagi: 以下、手抜きの初期化でスマン
// { "DTXMANIA", 0 }, { "EXTREME", 1 }, ... みたいに書きたいが___
string[] labels = new string[ 12 ] {
"DTXMANIA", "EXTREME", "ADVANCED", "ADVANCE", "BASIC", "RAW",
"REAL", "EASY", "EX-REAL", "ExREAL", "ExpertReal", "NORMAL"
};
int[] status = new int[ 12 ] {
0, 1, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8
};
for ( int i = 0; i < 12; i++ )
{
this.stパネルマップ[ i ] = new STATUSPANEL();
this.stパネルマップ[ i ].status = status[ i ];
this.stパネルマップ[ i ].label = labels[ i ];
}
#region [ () ]
//STATUSPANEL[] statuspanelArray = new STATUSPANEL[ 12 ];
//STATUSPANEL statuspanel = new STATUSPANEL();
//statuspanel.status = 0;
//statuspanel.label = "DTXMANIA";
//statuspanelArray[ 0 ] = statuspanel;
//STATUSPANEL statuspanel2 = new STATUSPANEL();
//statuspanel2.status = 1;
//statuspanel2.label = "EXTREME";
//statuspanelArray[ 1 ] = statuspanel2;
//STATUSPANEL statuspanel3 = new STATUSPANEL();
//statuspanel3.status = 2;
//statuspanel3.label = "ADVANCED";
//statuspanelArray[ 2 ] = statuspanel3;
//STATUSPANEL statuspanel4 = new STATUSPANEL();
//statuspanel4.status = 2;
//statuspanel4.label = "ADVANCE";
//statuspanelArray[ 3 ] = statuspanel4;
//STATUSPANEL statuspanel5 = new STATUSPANEL();
//statuspanel5.status = 3;
//statuspanel5.label = "BASIC";
//statuspanelArray[ 4 ] = statuspanel5;
//STATUSPANEL statuspanel6 = new STATUSPANEL();
//statuspanel6.status = 4;
//statuspanel6.label = "RAW";
//statuspanelArray[ 5 ] = statuspanel6;
//STATUSPANEL statuspanel7 = new STATUSPANEL();
//statuspanel7.status = 5;
//statuspanel7.label = "REAL";
//statuspanelArray[ 6 ] = statuspanel7;
//STATUSPANEL statuspanel8 = new STATUSPANEL();
//statuspanel8.status = 6;
//statuspanel8.label = "EASY";
//statuspanelArray[ 7 ] = statuspanel8;
//STATUSPANEL statuspanel9 = new STATUSPANEL();
//statuspanel9.status = 7;
//statuspanel9.label = "EX-REAL";
//statuspanelArray[ 8 ] = statuspanel9;
//STATUSPANEL statuspanel10 = new STATUSPANEL();
//statuspanel10.status = 7;
//statuspanel10.label = "ExREAL";
//statuspanelArray[ 9 ] = statuspanel10;
//STATUSPANEL statuspanel11 = new STATUSPANEL();
//statuspanel11.status = 7;
//statuspanel11.label = "ExpertReal";
//statuspanelArray[ 10 ] = statuspanel11;
//STATUSPANEL statuspanel12 = new STATUSPANEL();
//statuspanel12.status = 8;
//statuspanel12.label = "NORMAL";
//statuspanelArray[ 11 ] = statuspanel12;
//this.stパネルマップ = statuspanelArray;
#endregion
base.IsDeActivated = true;
}
// メソッド
public void tラベル名からステータスパネルを決定する( string strラベル名 )
{
if ( string.IsNullOrEmpty( strラベル名 ) )
{
this.nStatus = 0;
}
else
{
foreach ( STATUSPANEL statuspanel in this.stパネルマップ )
{
if ( strラベル名.Equals( statuspanel.label, StringComparison.CurrentCultureIgnoreCase ) ) // #24482 2011.2.17 yyagi ignore case
{
this.nStatus = statuspanel.status;
return;
}
}
this.nStatus = 0;
}
}
// CActivity 実装
public override void Activate()
{
this.nStatus = 0;
base.Activate();
}
#region [ protected ]
//-----------------
[StructLayout( LayoutKind.Sequential )]
protected struct STATUSPANEL
{
public string label;
public int status;
}
protected int nStatus;
protected STATUSPANEL[] stパネルマップ = null;
//-----------------
#endregion
}
}

View File

@ -356,7 +356,6 @@ namespace TJAPlayer3
cInvisibleChip.Reset();
base.Activate();
this.tステータスパネルの選択();
this.tパネル文字列の設定();
//this.演奏判定ライン座標();
this.bIsGOGOTIME = new bool[] { false, false, false, false, false };
@ -774,36 +773,34 @@ namespace TJAPlayer3
public CAct演奏AVI actAVI;
public Rainbow Rainbow;
public CAct演奏Combo共通 actCombo;
protected CAct演奏Danger共通 actDANGER;
//protected CActFIFOBlack actFI;
public CActFIFOStart actFI;
protected CActFIFOBlack actFO;
protected CActFIFOResult actFOClear;
public CAct演奏ゲージ共通 actGauge;
public CAct演奏DrumsDancer actDancer;
protected CAct演奏Drums判定文字列 actJudgeString;
public CActImplDancer actDancer;
protected CActImplJudgeText actJudgeString;
public TaikoLaneFlash actTaikoLaneFlash;
public CAct演奏パネル文字列 actPanel;
public CAct演奏演奏情報 actPlayInfo;
public CAct演奏スコア共通 actScore;
public CAct演奏ステージ失敗 actStageFailed;
protected CAct演奏ステータスパネル共通 actStatusPanels;
protected CAct演奏スクロール速度 act譜面スクロール速度;
protected CAct演奏Drums連打 actRoll;
protected CAct演奏Drums風船 actBalloon;
public CAct演奏Drumsキャラクター actChara;
protected CAct演奏Drums連打キャラ actRollChara;
protected CAct演奏Drumsコンボ吹き出し actComboBalloon;
protected CActImplRoll actRoll;
protected CActImplBalloon actBalloon;
public CActImplCharacter actChara;
protected CActImplRollEffect actRollChara;
protected CActImplComboBalloon actComboBalloon;
protected CAct演奏Combo音声 actComboVoice;
protected CAct演奏PauseMenu actPauseMenu;
public CAct演奏Drumsチップエフェクト actChipEffects;
public CAct演奏DrumsFooter actFooter;
public CAct演奏DrumsRunner actRunner;
public CAct演奏DrumsMob actMob;
public CActImplChipEffects actChipEffects;
public CActImplFooter actFooter;
public CActImplRunner actRunner;
public CActImplMob actMob;
public Dan_Cert actDan;
public AIBattle actAIBattle;
public CAct演奏DrumsTrainingMode actTokkun;
public CActImplTrainingMode actTokkun;
public bool bPAUSE;
public bool[] bIsAlreadyCleared;
public bool[] bIsAlreadyMaxed;
@ -1328,18 +1325,6 @@ namespace TJAPlayer3
this.nHand[ nPlayer ] = 0;
}
protected void tステータスパネルの選択()
{
if ( TJAPlayer3.bコンパクトモード )
{
this.actStatusPanels.tラベル名からステータスパネルを決定する( null );
}
else if ( TJAPlayer3.stageSongSelect.rChoosenSong != null )
{
this.actStatusPanels.tラベル名からステータスパネルを決定する( TJAPlayer3.stageSongSelect.rChoosenSong.ar難易度ラベル[ TJAPlayer3.stageSongSelect.nChoosenSongDifficulty[0]] );
}
}
protected bool tRollProcess( CDTX.CChip pChip, double dbProcess_time, int num, int sort, int Input, int nPlayer )
{
if (dbProcess_time >= pChip.n発声時刻ms && dbProcess_time < pChip.nーツ終了時刻ms)
@ -1513,7 +1498,7 @@ namespace TJAPlayer3
{
if (nCurrentKusudamaCount > 0)
{
actChara.ChangeAnime(player, CAct演奏Drumsキャラクター.Anime.Kusudama_Breaking, true);
actChara.ChangeAnime(player, CActImplCharacter.Anime.Kusudama_Breaking, true);
for(int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++)
{
this.b連打中[i] = true;
@ -1534,7 +1519,7 @@ namespace TJAPlayer3
else
{
this.b連打中[player] = true;
actChara.ChangeAnime(player, CAct演奏Drumsキャラクター.Anime.Balloon_Breaking, true);
actChara.ChangeAnime(player, CActImplCharacter.Anime.Balloon_Breaking, true);
if (this.actBalloon.ct風船アニメ[player].IsUnEnded)
@ -1629,7 +1614,7 @@ namespace TJAPlayer3
actBalloon.KusuBroke();
for(int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++)
{
actChara.ChangeAnime(i, CAct演奏Drumsキャラクター.Anime.Kusudama_Broke, true);
actChara.ChangeAnime(i, CActImplCharacter.Anime.Kusudama_Broke, true);
if (actChara.CharaAction_Balloon_Delay[i] != null) actChara.CharaAction_Balloon_Delay[i] = new CCounter(0, TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[i]] - 1, 1, TJAPlayer3.Timer);
}
}
@ -1648,7 +1633,7 @@ namespace TJAPlayer3
//this.actChara.b風船連打中 = false;
pChip.b可視 = false;
{
actChara.ChangeAnime(player, CAct演奏Drumsキャラクター.Anime.Balloon_Broke, true);
actChara.ChangeAnime(player, CActImplCharacter.Anime.Balloon_Broke, true);
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);
}
}
@ -1977,7 +1962,7 @@ namespace TJAPlayer3
{
if(TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.Become_Maxed, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Become_Maxed, true);
}
this.bIsAlreadyMaxed[nPlayer] = true;
}
@ -1985,7 +1970,7 @@ namespace TJAPlayer3
{
if(TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.Become_Cleared, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Become_Cleared, true);
}
this.bIsAlreadyCleared[nPlayer] = true;
TJAPlayer3.stage演奏ドラム画面.actBackground.ClearIn(nPlayer);
@ -2003,7 +1988,7 @@ namespace TJAPlayer3
this.bIsAlreadyMaxed[nPlayer] = false;
if(TJAPlayer3.Skin.Characters_SoulOut_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.SoulOut, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.SoulOut, true);
}
}
else if (!bIsGOGOTIME[nPlayer])
@ -2012,14 +1997,14 @@ namespace TJAPlayer3
{
if(TJAPlayer3.Skin.Characters_MissIn_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.MissIn, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.MissIn, true);
}
}
else if (Chara_MissCount[nPlayer] == 6 - 1)
{
if(TJAPlayer3.Skin.Characters_MissDownIn_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.MissDownIn, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.MissDownIn, true);
}
}
}
@ -2028,7 +2013,7 @@ namespace TJAPlayer3
this.bIsAlreadyCleared[nPlayer] = false;
if (TJAPlayer3.Skin.Characters_ClearOut_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.ClearOut, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.ClearOut, true);
}
TJAPlayer3.stage演奏ドラム画面.actBackground.ClearOut(nPlayer);
@ -2072,7 +2057,7 @@ namespace TJAPlayer3
{
// 魂ゲージMAXではない
// ジャンプ_ーマル
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.Return, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Return, true);
//this.actChara.キャラクター_アクション_10コンボ();
}
}
@ -2375,22 +2360,22 @@ namespace TJAPlayer3
// Edit character values here
if (!pChip.bGOGOTIME) //2018.03.11 kairera0467 チップに埋め込んだフラグから読み取る
{
if (TJAPlayer3.Skin.Characters_10Combo_Ptn[Character] != 0 && this.actChara.eNowAnime[nPlayer] != CAct演奏Drumsキャラクター.Anime.Combo10 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
if (TJAPlayer3.Skin.Characters_10Combo_Ptn[Character] != 0 && this.actChara.eNowAnime[nPlayer] != CActImplCharacter.Anime.Combo10 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
if (!HGaugeMethods.UNSAFE_IsRainbow(nPlayer))
{
// 魂ゲージMAXではない
// ジャンプ_ーマル
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.Combo10, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Combo10, true);
}
}
if (TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0 && this.actChara.eNowAnime[nPlayer] != CAct演奏Drumsキャラクター.Anime.Combo10_Max && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
if (TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0 && this.actChara.eNowAnime[nPlayer] != CActImplCharacter.Anime.Combo10_Max && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
{
if (HGaugeMethods.UNSAFE_IsRainbow(nPlayer))
{
// 魂ゲージMAX
// ジャンプ_MAX
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.Combo10_Max, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Combo10_Max, true);
}
}
}
@ -3342,8 +3327,6 @@ namespace TJAPlayer3
this.actAVI.t進行描画( x, y );
}
}
protected abstract void t進行描画_DANGER();
protected void t進行描画_STAGEFAILED()
{
// Transition for failed games
@ -3684,7 +3667,7 @@ namespace TJAPlayer3
for (int p = 0; p < TJAPlayer3.ConfigIni.nPlayerCount; p++)
{
{
this.actChara.ChangeAnime(p, CAct演奏Drumsキャラクター.Anime.Kusudama_Miss, true);
this.actChara.ChangeAnime(p, CActImplCharacter.Anime.Kusudama_Miss, true);
if (actChara.CharaAction_Balloon_Delay[p] != null) actChara.CharaAction_Balloon_Delay[p] = new CCounter(0,
TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[p]] - 1,
@ -3704,7 +3687,7 @@ namespace TJAPlayer3
&& chip現在処理中の連打チップ[nPlayer].nRollCount > 0)
{
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.Balloon_Miss, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Balloon_Miss, true);
if (actChara.CharaAction_Balloon_Delay[nPlayer] != null) actChara.CharaAction_Balloon_Delay[nPlayer] = new CCounter(0,
TJAPlayer3.Skin.Characters_Balloon_Delay[actChara.iCurrentCharacter[nPlayer]] - 1,
@ -4047,7 +4030,7 @@ namespace TJAPlayer3
{
// 魂ゲージMAXではない
// ゴーゴースタート_ーマル
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.GoGoStart, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.GoGoStart, true);
//this.actChara.キャラクター_アクション_10コンボ();
}
}
@ -4055,7 +4038,7 @@ namespace TJAPlayer3
{
if (!HGaugeMethods.UNSAFE_IsRainbow(nPlayer) && HGaugeMethods.UNSAFE_FastNormaCheck(nPlayer))
{
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.GoGoStart_Clear, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.GoGoStart_Clear, true);
}
}
if (TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded)
@ -4064,7 +4047,7 @@ namespace TJAPlayer3
{
// 魂ゲージMAX
// ゴーゴースタート_MAX
this.actChara.ChangeAnime(nPlayer, CAct演奏Drumsキャラクター.Anime.GoGoStart_Max, true);
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.GoGoStart_Max, true);
}
}

View File

@ -9,13 +9,13 @@ using System.Collections.Generic;
namespace TJAPlayer3
{
internal class CAct演奏Drums背景 : CActivity
internal class CActImplBackground : CActivity
{
// 本家っぽい背景を表示させるメソッド。
//
// 拡張性とかないんで。はい、ヨロシクゥ!
//
public CAct演奏Drums背景()
public CActImplBackground()
{
base.IsDeActivated = true;
}

View File

@ -8,57 +8,12 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drums風船 : CActivity
internal class CActImplBalloon : CActivity
{
public CAct演奏Drums風船()
public CActImplBalloon()
{
ST文字位置[] st文字位置Array = new ST文字位置[11];
ST文字位置 st文字位置 = new ST文字位置();
st文字位置.ch = '0';
st文字位置.pt = new Point(0, 0);
st文字位置Array[0] = st文字位置;
ST文字位置 st文字位置2 = new ST文字位置();
st文字位置2.ch = '1';
st文字位置2.pt = new Point(62, 0);
st文字位置Array[1] = st文字位置2;
ST文字位置 st文字位置3 = new ST文字位置();
st文字位置3.ch = '2';
st文字位置3.pt = new Point(124, 0);
st文字位置Array[2] = st文字位置3;
ST文字位置 st文字位置4 = new ST文字位置();
st文字位置4.ch = '3';
st文字位置4.pt = new Point(186, 0);
st文字位置Array[3] = st文字位置4;
ST文字位置 st文字位置5 = new ST文字位置();
st文字位置5.ch = '4';
st文字位置5.pt = new Point(248, 0);
st文字位置Array[4] = st文字位置5;
ST文字位置 st文字位置6 = new ST文字位置();
st文字位置6.ch = '5';
st文字位置6.pt = new Point(310, 0);
st文字位置Array[5] = st文字位置6;
ST文字位置 st文字位置7 = new ST文字位置();
st文字位置7.ch = '6';
st文字位置7.pt = new Point(372, 0);
st文字位置Array[6] = st文字位置7;
ST文字位置 st文字位置8 = new ST文字位置();
st文字位置8.ch = '7';
st文字位置8.pt = new Point(434, 0);
st文字位置Array[7] = st文字位置8;
ST文字位置 st文字位置9 = new ST文字位置();
st文字位置9.ch = '8';
st文字位置9.pt = new Point(496, 0);
st文字位置Array[8] = st文字位置9;
ST文字位置 st文字位置10 = new ST文字位置();
st文字位置10.ch = '9';
st文字位置10.pt = new Point(558, 0);
st文字位置Array[9] = st文字位置10;
this.st文字位置 = st文字位置Array;
base.IsDeActivated = true;
}
@ -253,14 +208,6 @@ namespace TJAPlayer3
private KusudamaScript KusudamaScript;
//private CTexture tx連打枠;
//private CTexture tx連打数字;
private readonly ST文字位置[] st文字位置;
//private CTexture txキャラクター;
//private CTexture txキャラクター_風船終了;
//private CTexture[] tx風船枠 = new CTexture[6];
private CCounter ct風船終了;
private CCounter ct風船ふきだしアニメ;

View File

@ -18,9 +18,9 @@ namespace TJAPlayer3
//_ゴーゴータイムモーション
//_クリア時モーション
//
internal class CAct演奏Drumsキャラクター : CActivity
internal class CActImplCharacter : CActivity
{
public CAct演奏Drumsキャラクター()
public CActImplCharacter()
{
}

View File

@ -9,11 +9,11 @@ using Rectangle = System.Drawing.Rectangle;
namespace TJAPlayer3
{
internal class CAct演奏Drumsチップエフェクト : CActivity
internal class CActImplChipEffects : CActivity
{
// コンストラクタ
public CAct演奏Drumsチップエフェクト()
public CActImplChipEffects()
{
//base.b活性化してない = true;
}

View File

@ -11,14 +11,14 @@ using Color = System.Drawing.Color;
namespace TJAPlayer3
{
internal class CAct演奏Drums演奏終了演出 : CActivity
internal class CActImplClearAnimation : CActivity
{
/// <summary>
/// 課題
/// _クリア失敗 →素材不足(確保はできる。切り出しと加工をしてないだけ。)
/// _
/// </summary>
public CAct演奏Drums演奏終了演出()
public CActImplClearAnimation()
{
base.IsDeActivated = true;
}

View File

@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace TJAPlayer3
{
internal class CActImplCombo : CAct演奏Combo共通
{
// CAct演奏Combo共通 実装
protected override void tコンボ表示_太鼓(int nCombo値, int nジャンプインデックス, int nPlayer)
{
base.tコンボ表示_太鼓( nCombo値, nジャンプインデックス, nPlayer );
}
}
}

View File

@ -7,7 +7,7 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsコンボ吹き出し : CActivity
internal class CActImplComboBalloon : CActivity
{
// コンストラクタ
@ -15,7 +15,7 @@ namespace TJAPlayer3
/// 100コンボごとに出る吹き出し。
/// 本当は「10000点」のところも動かしたいけど、技術不足だし保留。
/// </summary>
public CAct演奏Drumsコンボ吹き出し()
public CActImplComboBalloon()
{
for (int i = 0; i < 10; i++)
{

View File

@ -8,12 +8,12 @@ using System.Diagnostics;
namespace TJAPlayer3
{
internal class CAct演奏DrumsDancer : CActivity
internal class CActImplDancer : CActivity
{
/// <summary>
/// 踊り子
/// </summary>
public CAct演奏DrumsDancer()
public CActImplDancer()
{
base.IsDeActivated = true;
}

View File

@ -11,11 +11,11 @@ using Color = System.Drawing.Color;
namespace TJAPlayer3
{
internal class CAct演奏DrumsチップファイアD : CActivity
internal class CActImplFireworks : CActivity
{
// コンストラクタ
public CAct演奏DrumsチップファイアD()
public CActImplFireworks()
{
base.IsDeActivated = true;
}
@ -135,49 +135,6 @@ namespace TJAPlayer3
}
}
}
public void Start紙吹雪()
{
return;
/*
if (this.tx紙吹雪 != null)
{
for (int i = 0; i < 256; i++)
{
for (int j = 0; j < 16; j++)
{
if (!this.st紙吹雪[j].b使用中)
{
this.st紙吹雪[j].b使用中 = true;
int n回転初期値 = CDTXMania.Random.Next(360);
int nX拡散方向 = CDTXMania.Random.Next(10);
int n拡散の大きさ = CDTXMania.Random.Next( 50, 1400 );
int n重力加速 = CDTXMania.Random.Next( 6, 100 );
double num7 = ( n拡散の大きさ / 1000.0 ) + (1 / 100.0); // 拡散の大きさ
//double num7 = 0.9 + ( ( (double) CDTXMania.Random.Next( 40 ) ) / 100.0 );
this.st紙吹雪[ j ].nGraphic = CDTXMania.Random.Next(3);
this.st紙吹雪[ j ].nColor = CDTXMania.Random.Next(3);
this.st紙吹雪[j].ct進行 = new CCounter(0, 500, 5, CDTXMania.Timer); // カウンタ
this.st紙吹雪[j].fX = 1000; //X座標(仮)
this.st紙吹雪[j].fY = ((( 470 + (((float)Math.Sin((double)this.st紙吹雪[j].f半径)) * this.st紙吹雪[j].f半径)) )); //Y座標
//this.st紙吹雪[j].f加速度X = (float)(num7 * Math.Cos((Math.PI * 2 * n回転初期値) / 360.0));
//this.st紙吹雪[ j ].f加速度X = (float)( ( num7 * Math.Cos((Math.PI * 2 * n回転初期値) / 360.0)) > 0.005 ? Math.Abs( num7 * Math.Cos((Math.PI * 2 * n回転初期値) / 360.0)) : num7 * Math.Cos((Math.PI * 2 * n回転初期値) / 360.0) );
this.st紙吹雪[ j ].f加速度X = (float)Math.Abs(num7 * Math.Cos((Math.PI * 2 * n回転初期値) / 360.0)) - ( nX拡散方向 / 20.0f );
this.st紙吹雪[j].f加速度Y = (float)-Math.Abs( num7 * (Math.Sin((Math.PI * 2 * n回転初期値) / 360.0))) - 0.05f;
//this.st紙吹雪[j].f加速度Y = (float)( num7 * (Math.Sin((Math.PI * 2 * n回転初期値) / 360.0))) - 0.05f;
this.st紙吹雪[j].f加速度の加速度X = 1.009f + (float)(num7 / 1000);
this.st紙吹雪[j].f加速度の加速度Y = 0.989f + (float)(num7 / 1000);
//this.st紙吹雪[j].f重力加速度 = 0.0100f;
this.st紙吹雪[j].f重力加速度 = n重力加速 / 10000.0f;
this.st紙吹雪[j].f半径 = (float)(0.5 + (((double)CDTXMania.Random.Next(40)) / 100.0));
break;
}
}
}
} */
}
// CActivity 実装
@ -212,26 +169,10 @@ namespace TJAPlayer3
}
public override void CreateManagedResource()
{
// this.txアタックエフェクトUpper = CDTXMania.tテクスチャの生成Af( CSkin.Path( @"Graphics\7_explosion_upper.png" ) );
// this.txアタックエフェクトUpper_big = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_explosion_upper_big.png" ) );
//if( this.txアタックエフェクトUpper != null )
//{
// this.txアタックエフェクトUpper.b加算合成 = true;
//}
// this.tx大音符花火[0] = CDTXMania.tテクスチャの生成Af( CSkin.Path( @"Graphics\7_explosion_bignotes_red.png" ) );
// this.tx大音符花火[0].b加算合成 = true;
// this.tx大音符花火[1] = CDTXMania.tテクスチャの生成Af( CSkin.Path( @"Graphics\7_explosion_bignotes_blue.png" ) );
// this.tx大音符花火[1].b加算合成 = true;
//this.tx紙吹雪 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_particle paper.png" ) );
base.CreateManagedResource();
}
public override void ReleaseManagedResource()
{
//CDTXMania.tテクスチャの解放( ref this.txアタックエフェクトUpper );
//CDTXMania.tテクスチャの解放( ref this.txアタックエフェクトUpper_big );
// CDTXMania.tテクスチャの解放( ref this.tx大音符花火[ 0 ] );
// CDTXMania.tテクスチャの解放( ref this.tx大音符花火[ 1 ] );
//CDTXMania.tテクスチャの解放( ref this.tx紙吹雪 );
base.ReleaseManagedResource();
}
public override int Draw()

View File

@ -7,12 +7,12 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏DrumsFooter : CActivity
internal class CActImplFooter : CActivity
{
/// <summary>
/// フッター
/// </summary>
public CAct演奏DrumsFooter()
public CActImplFooter()
{
base.IsDeActivated = true;
}

View File

@ -8,7 +8,7 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsゲージ : CAct演奏ゲージ共通
internal class CActImplGauge : CAct演奏ゲージ共通
{
// プロパティ
@ -38,7 +38,7 @@ namespace TJAPlayer3
/// _Danger時にゲージの色が変わる演出の実装。
/// _Danger、MAX時のアニメーション実装。
/// </summary>
public CAct演奏Drumsゲージ()
public CActImplGauge()
{
base.IsDeActivated = true;
}

View File

@ -8,11 +8,11 @@ using System.Drawing;
namespace TJAPlayer3
{
internal class CAct演奏Drums判定文字列 : CActivity
internal class CActImplJudgeText : CActivity
{
// コンストラクタ
public CAct演奏Drums判定文字列()
public CActImplJudgeText()
{
base.IsDeActivated = true;
}

View File

@ -6,9 +6,9 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsレーン : CActivity
internal class CActImplLane : CActivity
{
public CAct演奏Drumsレーン()
public CActImplLane()
{
base.IsDeActivated = true;
}

View File

@ -12,14 +12,14 @@ using Color = System.Drawing.Color;
namespace TJAPlayer3
{
internal class CAct演奏Drumsレーン太鼓 : CActivity
internal class CActImplLaneTaiko : CActivity
{
/// <summary>
/// レーンを描画するクラス。
///
///
/// </summary>
public CAct演奏Drumsレーン太鼓()
public CActImplLaneTaiko()
{
base.IsDeActivated = true;
}

View File

@ -7,12 +7,12 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏DrumsMob : CActivity
internal class CActImplMob : CActivity
{
/// <summary>
/// 踊り子
/// </summary>
public CAct演奏DrumsMob()
public CActImplMob()
{
base.IsDeActivated = true;
}

View File

@ -9,13 +9,13 @@ using Rectangle = System.Drawing.Rectangle;
namespace TJAPlayer3
{
internal class CAct演奏DrumsMtaiko : CActivity
internal class CActImplMtaiko : CActivity
{
/// <summary>
/// mtaiko部分を描画するクラス。左側だけ。
///
/// </summary>
public CAct演奏DrumsMtaiko()
public CActImplMtaiko()
{
base.IsDeActivated = true;
}

View File

@ -7,85 +7,12 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsパッド : CActivity
internal class CActImplPad : CActivity
{
// コンストラクタ
public CAct演奏Drumsパッド()
public CActImplPad()
{
ST基本位置[] st基本位置Array = new ST基本位置[ 10 ];
//LC
ST基本位置 st基本位置 = new ST基本位置();
st基本位置.x = 263;
st基本位置.y = 10;
st基本位置.rc = new Rectangle( 0, 0, 0x60, 0x60 );
st基本位置Array[ 0 ] = st基本位置;
//HH
ST基本位置 st基本位置2 = new ST基本位置();
st基本位置2.x = 336;
st基本位置2.y = 10;
st基本位置2.rc = new Rectangle( 0x60, 0, 0x60, 0x60 );
st基本位置Array[ 1 ] = st基本位置2;
//SD
ST基本位置 st基本位置3 = new ST基本位置();
st基本位置3.x = 446;
st基本位置3.y = 10;
st基本位置3.rc = new Rectangle( 0, 0x60, 0x60, 0x60 );
st基本位置Array[ 2 ] = st基本位置3;
//BD
ST基本位置 st基本位置4 = new ST基本位置();
st基本位置4.x = 565;
st基本位置4.y = 10;
st基本位置4.rc = new Rectangle( 0, 0xc0, 0x60, 0x60);
st基本位置Array[ 3 ] = st基本位置4;
//HT
ST基本位置 st基本位置5 = new ST基本位置();
st基本位置5.x = 510;
st基本位置5.y = 10;
st基本位置5.rc = new Rectangle( 0x60, 0x60, 0x60, 0x60 );
st基本位置Array[ 4 ] = st基本位置5;
//LT
ST基本位置 st基本位置6 = new ST基本位置();
st基本位置6.x = 622;
st基本位置6.y = 10;
st基本位置6.rc = new Rectangle( 0xc0, 0x60, 0x60, 0x60 );
st基本位置Array[ 5 ] = st基本位置6;
//FT
ST基本位置 st基本位置7 = new ST基本位置();
st基本位置7.x = 672;
st基本位置7.y = 10;
st基本位置7.rc = new Rectangle( 288, 0x60, 0x60, 0x60 );
st基本位置Array[ 6 ] = st基本位置7;
//CY
ST基本位置 st基本位置8 = new ST基本位置();
st基本位置8.x = 0x2df;
st基本位置8.y = 10;
st基本位置8.rc = new Rectangle( 0xc0, 0, 0x60, 0x60 );
st基本位置Array[ 7 ] = st基本位置8;
//RD
ST基本位置 st基本位置9 = new ST基本位置();
st基本位置9.x = 0x317;
st基本位置9.y = 10;
st基本位置9.rc = new Rectangle( 288, 0, 0x60, 0x60 );
st基本位置Array[ 8 ] = st基本位置9;
//LP
ST基本位置 st基本位置10 = new ST基本位置();
st基本位置10.x = 0x18c;
st基本位置10.y = 10;
st基本位置10.rc = new Rectangle( 0x60, 0xc0, 0x60, 0x60);
st基本位置Array[ 9 ] = st基本位置10;
this.st基本位置 = st基本位置Array;
base.IsDeActivated = true;
}
@ -191,20 +118,10 @@ namespace TJAPlayer3
public int nY座標オフセットdot;
public int nY座標加速度dot;
}
[StructLayout( LayoutKind.Sequential )]
private struct ST基本位置
{
public int x;
public int y;
public Rectangle rc;
}
private long nY座標制御タイマ;
private long nフラッシュ制御タイマ;
private readonly int[] n描画順 = new int[] { 9, 3, 2, 6, 5, 4, 8, 7, 1, 0 };
// LP BD SD FT HT LT RD CY HH LC
private STパッド状態[] stパッド状態 = new STパッド状態[ 10 ];
private readonly ST基本位置[] st基本位置;
//-----------------
#endregion
}

View File

@ -8,59 +8,13 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drums連打 : CActivity
internal class CActImplRoll : CActivity
{
public CAct演奏Drums連打()
public CActImplRoll()
{
ST文字位置[] st文字位置Array = new ST文字位置[ 11 ];
ST文字位置 st文字位置 = new ST文字位置();
st文字位置.ch = '0';
st文字位置.pt = new Point( 0, 0 );
st文字位置Array[ 0 ] = st文字位置;
ST文字位置 st文字位置2 = new ST文字位置();
st文字位置2.ch = '1';
st文字位置2.pt = new Point( 62, 0 );
st文字位置Array[ 1 ] = st文字位置2;
ST文字位置 st文字位置3 = new ST文字位置();
st文字位置3.ch = '2';
st文字位置3.pt = new Point( 124, 0 );
st文字位置Array[ 2 ] = st文字位置3;
ST文字位置 st文字位置4 = new ST文字位置();
st文字位置4.ch = '3';
st文字位置4.pt = new Point( 186, 0 );
st文字位置Array[ 3 ] = st文字位置4;
ST文字位置 st文字位置5 = new ST文字位置();
st文字位置5.ch = '4';
st文字位置5.pt = new Point( 248, 0 );
st文字位置Array[ 4 ] = st文字位置5;
ST文字位置 st文字位置6 = new ST文字位置();
st文字位置6.ch = '5';
st文字位置6.pt = new Point( 310, 0 );
st文字位置Array[ 5 ] = st文字位置6;
ST文字位置 st文字位置7 = new ST文字位置();
st文字位置7.ch = '6';
st文字位置7.pt = new Point( 372, 0 );
st文字位置Array[ 6 ] = st文字位置7;
ST文字位置 st文字位置8 = new ST文字位置();
st文字位置8.ch = '7';
st文字位置8.pt = new Point( 434, 0 );
st文字位置Array[ 7 ] = st文字位置8;
ST文字位置 st文字位置9 = new ST文字位置();
st文字位置9.ch = '8';
st文字位置9.pt = new Point( 496, 0 );
st文字位置Array[ 8 ] = st文字位置9;
ST文字位置 st文字位置10 = new ST文字位置();
st文字位置10.ch = '9';
st文字位置10.pt = new Point( 558, 0 );
st文字位置Array[ 9 ] = st文字位置10;
this.st文字位置 = st文字位置Array;
base.IsDeActivated = true;
base.IsDeActivated = true;
}
public override void Activate()
@ -181,9 +135,7 @@ namespace TJAPlayer3
public bool[] b表示;
public int[] n連打数;
public CCounter[] ct連打枠カウンター;
//private CTexture tx連打枠;
//private CTexture tx連打数字;
private readonly ST文字位置[] st文字位置;
public CCounter[] ct連打アニメ;
private float[] RollScale = new float[]
{

View File

@ -7,11 +7,11 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drums連打キャラ : CActivity
internal class CActImplRollEffect : CActivity
{
// コンストラクタ
public CAct演奏Drums連打キャラ()
public CActImplRollEffect()
{
base.IsDeActivated = true;
}
@ -22,32 +22,6 @@ namespace TJAPlayer3
{
if (TJAPlayer3.ConfigIni.SimpleMode) return;
//if( CDTXMania.Tx.Effects_Roll[0] != null )
//{
// int[] arXseed = new int[] { 56, -10, 200, 345, 100, 451, 600, 260, -30, 534, 156, 363 };
// for (int i = 0; i < 1; i++)
// {
// for (int j = 0; j < 64; j++)
// {
// if (!this.st連打キャラ[j].b使用中)
// {
// this.st連打キャラ[j].b使用中 = true;
// if(this.nTex枚数 <= 1) this.st連打キャラ[j].nColor = 0;
// else this.st連打キャラ[j].nColor = CDTXMania.Random.Next( 0, this.nTex枚数 - 1);
// this.st連打キャラ[j].ct進行 = new CCounter( 0, 1000, 4, CDTXMania.Timer); // カウンタ
// //位置生成(β版)
// int nXseed = CDTXMania.Random.Next(12);
// this.st連打キャラ[ j ].fX開始点 = arXseed[ nXseed ];
// this.st連打キャラ[j].fX = arXseed[ nXseed ];
// this.st連打キャラ[j].fY = 720;
// this.st連打キャラ[j].fX加速度 = 5/2;
// this.st連打キャラ[j].fY加速度 = 5/2;
// break;
// }
// }
// }
//}
for (int i = 0; i < 128; i++)
{
if(!RollCharas[i].IsUsing)
@ -93,12 +67,7 @@ namespace TJAPlayer3
public override void Activate()
{
//for (int i = 0; i < 64; i++)
//{
// this.st連打キャラ[i] = new ST連打キャラ();
// this.st連打キャラ[i].b使用中 = false;
// this.st連打キャラ[i].ct進行 = new CCounter();
//}
for (int i = 0; i < 128; i++)
{
RollCharas[i] = new RollChara();
@ -111,10 +80,7 @@ namespace TJAPlayer3
}
public override void DeActivate()
{
//for (int i = 0; i < 64; i++)
//{
// this.st連打キャラ[i].ct進行 = null;
//}
for (int i = 0; i < 128; i++)
{
RollCharas[i].Counter = null;
@ -123,51 +89,18 @@ namespace TJAPlayer3
}
public override void CreateManagedResource()
{
//this.nTex枚数 = 4;
//this.txChara = new CTexture[ this.nTex枚数 ];
//for (int i = 0; i < this.nTex枚数; i++)
//{
// this.txChara[ i ] = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\RollEffect\00\" + i.ToString() + ".png" ) );
//}
base.CreateManagedResource();
}
public override void ReleaseManagedResource()
{
// for (int i = 0; i < this.nTex枚数; i++)
// {
//CDTXMania.tテクスチャの解放( ref this.txChara[ i ] );
// }
base.ReleaseManagedResource();
}
public override int Draw()
{
if ( !base.IsDeActivated && !TJAPlayer3.ConfigIni.SimpleMode)
{
//for( int i = 0; i < 64; i++ )
//{
// if( this.st連打キャラ[i].b使用中 )
// {
// this.st連打キャラ[i].n前回のValue = this.st連打キャラ[i].ct進行.n現在の値;
// this.st連打キャラ[i].ct進行.t進行();
// if (this.st連打キャラ[i].ct進行.b終了値に達した)
// {
// this.st連打キャラ[i].ct進行.t停止();
// this.st連打キャラ[i].b使用中 = false;
// }
// for (int n = this.st連打キャラ[i].n前回のValue; n < this.st連打キャラ[i].ct進行.n現在の値; n++)
// {
// this.st連打キャラ[i].fX += this.st連打キャラ[i].fX加速度;
// this.st連打キャラ[i].fY -= this.st連打キャラ[i].fY加速度;
// }
// if(CDTXMania.Tx.Effects_Roll[ this.st連打キャラ[ i ].nColor ] != null )
// {
// CDTXMania.Tx.Effects_Roll[ this.st連打キャラ[ i ].nColor ].t2D描画( CDTXMania.app.Device, (int)this.st連打キャラ[i].fX, (int)this.st連打キャラ[i].fY, new Rectangle( this.st連打キャラ[i].nColor * 0, 0, 128, 128 ) );
// }
// }
//}
if (TJAPlayer3.ConfigIni.nPlayerCount > 2) return 0;

View File

@ -8,12 +8,12 @@ using System.Diagnostics;
namespace TJAPlayer3
{
internal class CAct演奏DrumsRunner : CActivity
internal class CActImplRunner : CActivity
{
/// <summary>
/// ランナー
/// </summary>
public CAct演奏DrumsRunner()
public CActImplRunner()
{
base.IsDeActivated = true;
}

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@ -7,7 +7,7 @@ using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsスコア : CAct演奏スコア共通
internal class CActImplScore : CAct演奏スコア共通
{
// CActivity 実装(共通クラスからの差分のみ)

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@ -7,7 +7,7 @@ using FDK;
namespace TJAPlayer3
{
class CAct演奏Drumsスコアランク : CActivity
class CActImplScoreRank : CActivity
{
public override void Activate()
{

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@ -9,9 +9,9 @@ using System.Drawing;
namespace TJAPlayer3
{
class CAct演奏DrumsTrainingMode : CActivity
class CActImplTrainingMode : CActivity
{
public CAct演奏DrumsTrainingMode()
public CActImplTrainingMode()
{
base.IsDeActivated = true;
}

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@ -1,74 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using FDK;
namespace TJAPlayer3
{
internal class CAct演奏DrumsDanger : CAct演奏Danger共通
{
// コンストラクタ
//public CAct演奏DrumsDanger()
//{
// base.b活性化してない = true;
//}
// CActivity 実装
//public override void On活性化()
//{
// this.bDanger中 = false;
// this.ct移動用 = new CCounter();
// this.ct透明度用 = new CCounter();
// base.On活性化();
//}
//public override void On非活性化()
//{
// this.ct移動用 = null;
// this.ct透明度用 = null;
// base.On非活性化();
//}
public override void CreateManagedResource()
{
base.CreateManagedResource();
}
public override void ReleaseManagedResource()
{
TJAPlayer3.tテクスチャの解放( ref this.txDANGER );
base.ReleaseManagedResource();
}
public override int Draw()
{
throw new InvalidOperationException( "t進行描画(bool)のほうを使用してください。" );
}
/// <summary>
/// ドラム画面のDANGER描画
/// </summary>
/// <param name="bIsDangerDrums">DrumsのゲージがDangerかどうか(Guitar/Bassと共用のゲージ)</param>
/// <param name="bIsDangerGuitar">Guitarのゲージ(未使用)</param>
/// <param name="bIsDangerBass">Bassのゲージ(未使用)</param>
/// <returns></returns>
public override int t進行描画( bool bIsDangerDrums, bool bIsDangerGuitar, bool bIsDangerBass )
{
return 0;
}
// その他
#region [ private ]
//-----------------
//private bool bDanger中;
//private CCounter ct移動用;
//private CCounter ct透明度用;
// private const int n右位置 = 0x12a;
// private const int n左位置 = 0x26;
private readonly Rectangle[] rc領域 = new Rectangle[] { new Rectangle( 0, 0, 0x20, 0x40 ), new Rectangle( 0x20, 0, 0x20, 0x40 ) };
private CTexture txDANGER;
//-----------------
#endregion
}
}

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@ -1,60 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Drawing;
using System.IO;
using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsグラフ : CActivity
{
// コンストラクタ
public CAct演奏Drumsグラフ()
{
base.IsDeActivated = true;
}
// CActivity 実装
public override void Activate()
{
base.Activate();
}
public override void DeActivate()
{
base.DeActivate();
}
public override void CreateManagedResource()
{
base.CreateManagedResource();
}
public override void ReleaseManagedResource()
{
base.ReleaseManagedResource();
}
public override int Draw()
{
if( !base.IsDeActivated )
{
if( base.IsFirstDraw )
{
}
}
return 0;
}
// その他
#region [ private ]
//----------------
//-----------------
#endregion
}
}

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@ -1,25 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace TJAPlayer3
{
internal class CAct演奏DrumsコンボDGB : CAct演奏Combo共通
{
// CAct演奏Combo共通 実装
protected override void tコンボ表示_ギター( int nCombo値, int nジャンプインデックス )
{
}
protected override void tコンボ表示_ドラム( int nCombo値, int nジャンプインデックス )
{
}
protected override void tコンボ表示_ベース( int nCombo値, int nジャンプインデックス )
{
}
protected override void tコンボ表示_太鼓(int nCombo値, int nジャンプインデックス, int nPlayer)
{
base.tコンボ表示_太鼓( nCombo値, nジャンプインデックス, nPlayer );
}
}
}

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@ -1,44 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Drawing;
using FDK;
namespace TJAPlayer3
{
internal class CAct演奏Drumsステータスパネル : CAct演奏ステータスパネル共通
{
// コンストラクタ
public override void Activate()
{
base.Activate();
}
public override void CreateManagedResource()
{
base.CreateManagedResource();
}
public override void ReleaseManagedResource()
{
base.ReleaseManagedResource();
}
public override int Draw()
{
return 0;
}
// その他
#region [ private ]
//-----------------
//-----------------
#endregion
}
}

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@ -25,17 +25,14 @@ namespace TJAPlayer3
base.eStageID = CStage.EStage.Game;
base.ePhaseID = CStage.EPhase.Common_NORMAL;
base.IsDeActivated = true;
base.ChildActivities.Add( this.actPad = new CAct演奏Drumsパッド() );
base.ChildActivities.Add( this.actCombo = new CAct演奏DrumsコンボDGB() );
base.ChildActivities.Add( this.actDANGER = new CAct演奏DrumsDanger() );
base.ChildActivities.Add( this.actChipFireD = new CAct演奏DrumsチップファイアD() );
base.ChildActivities.Add( this.actPad = new CActImplPad() );
base.ChildActivities.Add( this.actCombo = new CActImplCombo() );
base.ChildActivities.Add( this.actChipFireD = new CActImplFireworks() );
base.ChildActivities.Add( this.Rainbow = new Rainbow() );
base.ChildActivities.Add( this.actGauge = new CAct演奏Drumsゲージ() );
base.ChildActivities.Add( this.actGraph = new CAct演奏Drumsグラフ() ); // #24074 2011.01.23 add ikanick
base.ChildActivities.Add( this.actJudgeString = new CAct演奏Drums判定文字列() );
base.ChildActivities.Add( this.actGauge = new CActImplGauge() );
base.ChildActivities.Add( this.actJudgeString = new CActImplJudgeText() );
base.ChildActivities.Add( this.actTaikoLaneFlash = new TaikoLaneFlash() );
base.ChildActivities.Add( this.actScore = new CAct演奏Drumsスコア() );
base.ChildActivities.Add( this.actStatusPanels = new CAct演奏Drumsステータスパネル() );
base.ChildActivities.Add( this.actScore = new CActImplScore() );
base.ChildActivities.Add( this.act譜面スクロール速度 = new CAct演奏スクロール速度() );
base.ChildActivities.Add( this.actAVI = new CAct演奏AVI() );
base.ChildActivities.Add( this.actPanel = new CAct演奏パネル文字列() );
@ -45,32 +42,32 @@ namespace TJAPlayer3
base.ChildActivities.Add( this.actFI = new CActFIFOStart() );
base.ChildActivities.Add( this.actFO = new CActFIFOBlack() );
base.ChildActivities.Add( this.actFOClear = new CActFIFOResult() );
base.ChildActivities.Add( this.actLane = new CAct演奏Drumsレーン() );
base.ChildActivities.Add( this.actEnd = new CAct演奏Drums演奏終了演出() );
base.ChildActivities.Add( this.actDancer = new CAct演奏DrumsDancer() );
base.ChildActivities.Add( this.actMtaiko = new CAct演奏DrumsMtaiko() );
base.ChildActivities.Add( this.actLaneTaiko = new CAct演奏Drumsレーン太鼓() );
base.ChildActivities.Add( this.actRoll = new CAct演奏Drums連打() );
base.ChildActivities.Add( this.actBalloon = new CAct演奏Drums風船() );
base.ChildActivities.Add( this.actChara = new CAct演奏Drumsキャラクター() );
base.ChildActivities.Add( this.actLane = new CActImplLane() );
base.ChildActivities.Add( this.actEnd = new CActImplClearAnimation() );
base.ChildActivities.Add( this.actDancer = new CActImplDancer() );
base.ChildActivities.Add( this.actMtaiko = new CActImplMtaiko() );
base.ChildActivities.Add( this.actLaneTaiko = new CActImplLaneTaiko() );
base.ChildActivities.Add( this.actRoll = new CActImplRoll() );
base.ChildActivities.Add( this.actBalloon = new CActImplBalloon() );
base.ChildActivities.Add( this.actChara = new CActImplCharacter() );
base.ChildActivities.Add( this.actGame = new CAct演奏Drumsゲームモード() );
base.ChildActivities.Add( this.actBackground = new CAct演奏Drums背景() );
base.ChildActivities.Add( this.actRollChara = new CAct演奏Drums連打キャラ() );
base.ChildActivities.Add( this.actComboBalloon = new CAct演奏Drumsコンボ吹き出し() );
base.ChildActivities.Add( this.actBackground = new CActImplBackground() );
base.ChildActivities.Add( this.actRollChara = new CActImplRollEffect() );
base.ChildActivities.Add( this.actComboBalloon = new CActImplComboBalloon() );
base.ChildActivities.Add( this.actComboVoice = new CAct演奏Combo音声() );
base.ChildActivities.Add( this.actPauseMenu = new CAct演奏PauseMenu() );
base.ChildActivities.Add(this.actChipEffects = new CAct演奏Drumsチップエフェクト());
base.ChildActivities.Add(this.actFooter = new CAct演奏DrumsFooter());
base.ChildActivities.Add(this.actRunner = new CAct演奏DrumsRunner());
base.ChildActivities.Add(this.actMob = new CAct演奏DrumsMob());
base.ChildActivities.Add(this.actChipEffects = new CActImplChipEffects());
base.ChildActivities.Add(this.actFooter = new CActImplFooter());
base.ChildActivities.Add(this.actRunner = new CActImplRunner());
base.ChildActivities.Add(this.actMob = new CActImplMob());
base.ChildActivities.Add(this.GoGoSplash = new GoGoSplash());
base.ChildActivities.Add(this.FlyingNotes = new FlyingNotes());
base.ChildActivities.Add(this.FireWorks = new FireWorks());
base.ChildActivities.Add(this.PuchiChara = new PuchiChara());
base.ChildActivities.Add(this.ScoreRank = new CAct演奏Drumsスコアランク());
base.ChildActivities.Add(this.ScoreRank = new CActImplScoreRank());
base.ChildActivities.Add(this.actDan = new Dan_Cert());
base.ChildActivities.Add(this.actTokkun = new CAct演奏DrumsTrainingMode());
base.ChildActivities.Add(this.actTokkun = new CActImplTrainingMode());
base.ChildActivities.Add(this.actAIBattle = new AIBattle());
#region[ ]
ST文字位置[] st文字位置Array = new ST文字位置[ 12 ];
@ -650,7 +647,7 @@ namespace TJAPlayer3
if (HGaugeMethods.UNSAFE_IsRainbow(i))
{
double dbUnit = (((60.0 / (TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM[i]))));
this.actChara.ChangeAnime(i, CAct演奏Drumsキャラクター.Anime.Combo10_Max, true);
this.actChara.ChangeAnime(i, CActImplCharacter.Anime.Combo10_Max, true);
}
}
}
@ -658,14 +655,14 @@ namespace TJAPlayer3
{
if (TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character] != 0)
{
this.actChara.ChangeAnime(i, CAct演奏Drumsキャラクター.Anime.Cleared, true);;
this.actChara.ChangeAnime(i, CActImplCharacter.Anime.Cleared, true);;
}
}
else
{
if (TJAPlayer3.Skin.Characters_ClearOut_Ptn[Character] != 0)
{
this.actChara.ChangeAnime(i, CAct演奏Drumsキャラクター.Anime.ClearOut, true);
this.actChara.ChangeAnime(i, CActImplCharacter.Anime.ClearOut, true);
}
}
}
@ -707,22 +704,21 @@ namespace TJAPlayer3
public char ch;
public Point pt;
}
public CAct演奏DrumsチップファイアD actChipFireD;
public CActImplFireworks actChipFireD;
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;
public CAct演奏Drumsレーン太鼓 actLaneTaiko;
public CAct演奏Drums演奏終了演出 actEnd;
private CActImplPad actPad;
public CActImplLane actLane;
public CActImplMtaiko actMtaiko;
public CActImplLaneTaiko actLaneTaiko;
public CActImplClearAnimation actEnd;
private CAct演奏Drumsゲームモード actGame;
public CAct演奏DrumsTrainingMode actTokkun;
public CAct演奏Drums背景 actBackground;
public CActImplTrainingMode actTokkun;
public CActImplBackground actBackground;
public GoGoSplash GoGoSplash;
public FlyingNotes FlyingNotes;
public FireWorks FireWorks;
public PuchiChara PuchiChara;
public CAct演奏Drumsスコアランク ScoreRank;
public CActImplScoreRank ScoreRank;
private bool bフィルイン中;
private readonly EPad[] eチャンネルtoパッド = new EPad[]
{
@ -910,10 +906,6 @@ namespace TJAPlayer3
{
base.t進行描画_AVI( 0, 0 );
}
protected override void t進行描画_DANGER()
{
this.actDANGER.t進行描画( this.actGauge.IsDanger(EInstrumentPad.DRUMS), false, false );
}
private void t進行描画_チップファイアD()
{
@ -2545,10 +2537,10 @@ namespace TJAPlayer3
this.n風船残り[i],
i,
NotesManager.IsFuzeRoll(chkChip)
? CAct演奏Drums風船.EBalloonType.FUSEROLL
? CActImplBalloon.EBalloonType.FUSEROLL
: NotesManager.IsKusudama(chkChip)
? CAct演奏Drums風船.EBalloonType.KUSUDAMA
: CAct演奏Drums風船.EBalloonType.BALLOON
? CActImplBalloon.EBalloonType.KUSUDAMA
: CActImplBalloon.EBalloonType.BALLOON
);
}
else