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 9a5b51e2..aa23be23 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 @@ -1337,8 +1337,8 @@ namespace TJAPlayer3 { 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.Game_Chara_Ptn_Balloon_Broke - 1, TJAPlayer3.Skin.Game_Chara_Balloon_Timer, TJAPlayer3.Timer); - if(actChara.CharaAction_Balloon_Delay != null )actChara.CharaAction_Balloon_Delay[player] = new CCounter(0, TJAPlayer3.Skin.Game_Chara_Balloon_Delay - 1, 1, TJAPlayer3.Timer); + 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); } this.eRollState = E連打State.none; } @@ -1582,7 +1582,7 @@ namespace TJAPlayer3 if ((int)actGauge.db現在のゲージ値[nPlayer] >= 100 && this.bIsAlreadyMaxed[nPlayer] == false) { - if(TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) + if(TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) { this.actChara.アクションタイマーリセット(nPlayer); 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); @@ -1594,7 +1594,7 @@ namespace TJAPlayer3 } if ((int)actGauge.db現在のゲージ値[nPlayer] >= 80 && this.bIsAlreadyCleared[nPlayer] == false) { - if(TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) + if(TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) { this.actChara.アクションタイマーリセット(nPlayer); 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); @@ -1795,7 +1795,7 @@ 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.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) + 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) { if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[nPlayer] < 100) { @@ -1809,7 +1809,7 @@ namespace TJAPlayer3 //this.actChara.マイどん_アクション_10コンボ(); } } - 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) + 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) { if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[nPlayer] >= 100) { @@ -3329,12 +3329,12 @@ namespace TJAPlayer3 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 (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss > 0) + 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.Game_Chara_Ptn_Balloon_Miss - 1, TJAPlayer3.Skin.Game_Chara_Balloon_Timer, TJAPlayer3.Timer); - if (actChara.CharaAction_Balloon_Delay != null) actChara.CharaAction_Balloon_Delay[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Game_Chara_Balloon_Delay - 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; @@ -3740,7 +3740,7 @@ namespace TJAPlayer3 int Character = this.actChara.iCurrentCharacter[nPlayer]; { - if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) + if (TJAPlayer3.Skin.Characters_GoGoStart_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) { if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[nPlayer] < 100) { @@ -3754,7 +3754,7 @@ namespace TJAPlayer3 //this.actChara.マイどん_アクション_10コンボ(); } } - if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) + if (TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した) { if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[nPlayer] >= 100) { 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 cfe43c9e..05593137 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 @@ -207,7 +207,7 @@ namespace TJAPlayer3 { if (this.ctキャラクターアクション_10コンボ[i].b進行中) { - if (TJAPlayer3.Tx.Characters_10Combo[Character] != null && TJAPlayer3.Skin.Game_Chara_Ptn_10combo != 0) + if (TJAPlayer3.Tx.Characters_10Combo[Character] != null && TJAPlayer3.Skin.Characters_10Combo_Ptn[Character] != 0) { 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]); } @@ -222,7 +222,7 @@ namespace TJAPlayer3 if (this.ctキャラクターアクション_10コンボMAX[i].b進行中) { - if (TJAPlayer3.Tx.Characters_10Combo_Maxed[Character] != null && TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max != 0) + if (TJAPlayer3.Tx.Characters_10Combo_Maxed[Character] != null && TJAPlayer3.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0) { 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]); } @@ -237,7 +237,7 @@ namespace TJAPlayer3 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) { - if (TJAPlayer3.Tx.Characters_GoGoStart[Character] != null && TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart != 0) + if (TJAPlayer3.Tx.Characters_GoGoStart[Character] != null && TJAPlayer3.Skin.Characters_GoGoStart_Ptn[Character] != 0) { 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]); } @@ -305,10 +305,10 @@ namespace TJAPlayer3 { for (int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++) { - if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking != 0) CharaAction_Balloon_Breaking[i]?.t進行(); - if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke != 0) CharaAction_Balloon_Broke[i]?.t進行(); + if (TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[iCurrentCharacter[i]] != 0) CharaAction_Balloon_Breaking[i]?.t進行(); + if (TJAPlayer3.Skin.Characters_Balloon_Broke_Ptn[iCurrentCharacter[i]] != 0) CharaAction_Balloon_Broke[i]?.t進行(); CharaAction_Balloon_Delay[i]?.t進行(); - if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss != 0) CharaAction_Balloon_Miss[i]?.t進行(); + if (TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[iCurrentCharacter[i]] != 0) CharaAction_Balloon_Miss[i]?.t進行(); CharaAction_Balloon_FadeOut[i].Tick(); if (bマイどんアクション中[i]) 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 7afcd953..374c7ebb 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 @@ -583,11 +583,12 @@ namespace TJAPlayer3 base.eフェーズID = CStage.Eフェーズ.演奏_演奏終了演出; this.actEnd.Start(); - if (TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max != 0) + + 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) { - int Character = this.actChara.iCurrentCharacter[i]; 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);