Fix major animation issues caused by forgotten legacy code
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fe4d34df06
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62ccf24329
@ -1337,8 +1337,8 @@ namespace TJAPlayer3
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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.Game_Chara_Ptn_Balloon_Broke - 1, TJAPlayer3.Skin.Game_Chara_Balloon_Timer, TJAPlayer3.Timer);
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if(actChara.CharaAction_Balloon_Delay != null )actChara.CharaAction_Balloon_Delay[player] = new CCounter(0, TJAPlayer3.Skin.Game_Chara_Balloon_Delay - 1, 1, TJAPlayer3.Timer);
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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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}
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this.eRollState = E連打State.none;
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}
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@ -1582,7 +1582,7 @@ namespace TJAPlayer3
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if ((int)actGauge.db現在のゲージ値[nPlayer] >= 100 && this.bIsAlreadyMaxed[nPlayer] == false)
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{
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if(TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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if(TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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{
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this.actChara.アクションタイマーリセット(nPlayer);
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this.actChara.ctキャラクターアクション_魂MAX[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character] - 1, (dbUnit / TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character]) * 2, CSound管理.rc演奏用タイマ);
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@ -1594,7 +1594,7 @@ namespace TJAPlayer3
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}
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if ((int)actGauge.db現在のゲージ値[nPlayer] >= 80 && this.bIsAlreadyCleared[nPlayer] == false)
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{
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if(TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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if(TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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{
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this.actChara.アクションタイマーリセット(nPlayer);
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this.actChara.ctキャラクターアクション_ノルマ[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character] - 1, (dbUnit / TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character]) * 2, CSound管理.rc演奏用タイマ);
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@ -1795,7 +1795,7 @@ namespace TJAPlayer3
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// Edit character values here
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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
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{
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if (TJAPlayer3.Skin.Game_Chara_Ptn_10combo != 0 && !this.actChara.ctキャラクターアクション_ノルマ[nPlayer].b進行中 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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if (TJAPlayer3.Skin.Characters_10Combo_Ptn[Character] != 0 && !this.actChara.ctキャラクターアクション_ノルマ[nPlayer].b進行中 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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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[nPlayer] < 100)
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{
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@ -1809,7 +1809,7 @@ namespace TJAPlayer3
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//this.actChara.マイどん_アクション_10コンボ();
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}
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}
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if (TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max != 0 && !this.actChara.ctキャラクターアクション_魂MAX[nPlayer].b進行中 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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if (TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0 && !this.actChara.ctキャラクターアクション_魂MAX[nPlayer].b進行中 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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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[nPlayer] >= 100)
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{
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@ -3329,12 +3329,12 @@ namespace TJAPlayer3
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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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{
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if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss > 0)
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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.Game_Chara_Ptn_Balloon_Miss - 1, TJAPlayer3.Skin.Game_Chara_Balloon_Timer, TJAPlayer3.Timer);
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if (actChara.CharaAction_Balloon_Delay != null) actChara.CharaAction_Balloon_Delay[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Game_Chara_Balloon_Delay - 1, 1, TJAPlayer3.Timer);
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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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}
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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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@ -3740,7 +3740,7 @@ namespace TJAPlayer3
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int Character = this.actChara.iCurrentCharacter[nPlayer];
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{
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if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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if (TJAPlayer3.Skin.Characters_GoGoStart_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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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[nPlayer] < 100)
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{
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@ -3754,7 +3754,7 @@ namespace TJAPlayer3
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//this.actChara.マイどん_アクション_10コンボ();
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}
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}
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if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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if (TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
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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[nPlayer] >= 100)
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{
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@ -207,7 +207,7 @@ namespace TJAPlayer3
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{
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if (this.ctキャラクターアクション_10コンボ[i].b進行中)
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{
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if (TJAPlayer3.Tx.Characters_10Combo[Character] != null && TJAPlayer3.Skin.Game_Chara_Ptn_10combo != 0)
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if (TJAPlayer3.Tx.Characters_10Combo[Character] != null && TJAPlayer3.Skin.Characters_10Combo_Ptn[Character] != 0)
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{
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TJAPlayer3.Tx.Characters_10Combo[Character][(int)this.ctキャラクターアクション_10コンボ[i].n現在の値].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
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}
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@ -222,7 +222,7 @@ namespace TJAPlayer3
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if (this.ctキャラクターアクション_10コンボMAX[i].b進行中)
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{
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if (TJAPlayer3.Tx.Characters_10Combo_Maxed[Character] != null && TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max != 0)
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if (TJAPlayer3.Tx.Characters_10Combo_Maxed[Character] != null && TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0)
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{
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TJAPlayer3.Tx.Characters_10Combo_Maxed[Character][(int)this.ctキャラクターアクション_10コンボMAX[i].n現在の値].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
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}
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@ -237,7 +237,7 @@ namespace TJAPlayer3
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if (this.ctキャラクターアクション_ゴーゴースタート[i].b進行中)
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{
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if (TJAPlayer3.Tx.Characters_GoGoStart[Character] != null && TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart != 0)
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if (TJAPlayer3.Tx.Characters_GoGoStart[Character] != null && TJAPlayer3.Skin.Characters_GoGoStart_Ptn[Character] != 0)
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{
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TJAPlayer3.Tx.Characters_GoGoStart[Character][(int)this.ctキャラクターアクション_ゴーゴースタート[i].n現在の値].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
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}
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@ -305,10 +305,10 @@ namespace TJAPlayer3
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{
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for (int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++)
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{
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if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking != 0) CharaAction_Balloon_Breaking[i]?.t進行();
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if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke != 0) CharaAction_Balloon_Broke[i]?.t進行();
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if (TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[iCurrentCharacter[i]] != 0) CharaAction_Balloon_Breaking[i]?.t進行();
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if (TJAPlayer3.Skin.Characters_Balloon_Broke_Ptn[iCurrentCharacter[i]] != 0) CharaAction_Balloon_Broke[i]?.t進行();
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CharaAction_Balloon_Delay[i]?.t進行();
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if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss != 0) CharaAction_Balloon_Miss[i]?.t進行();
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if (TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[iCurrentCharacter[i]] != 0) CharaAction_Balloon_Miss[i]?.t進行();
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CharaAction_Balloon_FadeOut[i].Tick();
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if (bマイどんアクション中[i])
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@ -583,11 +583,12 @@ namespace TJAPlayer3
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base.eフェーズID = CStage.Eフェーズ.演奏_演奏終了演出;
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this.actEnd.Start();
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if (TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max != 0)
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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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{
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int Character = this.actChara.iCurrentCharacter[i];
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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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