Fix dan exam 1080p fixed offsets
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@ -995,17 +995,21 @@ namespace TJAPlayer3
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false,
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dan_C[i]);
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int _offexX = (int)(22f * TJAPlayer3.Skin.Resolution[0] / 1280f);
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int _offexY = (int)(48f * TJAPlayer3.Skin.Resolution[1] / 720f);
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int _examX = barXOffset + TJAPlayer3.Skin.Game_DanC_Exam_Offset[0] - TJAPlayer3.Tx.DanC_ExamType.szテクスチャサイズ.Width + _offexX;
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int _examY = lowerBarYOffset - TJAPlayer3.Skin.Game_DanC_Exam_Offset[1] - _offexY;
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// Exam type flag
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TJAPlayer3.Tx.DanC_ExamType?.t2D拡大率考慮下基準描画(TJAPlayer3.app.Device,
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barXOffset + TJAPlayer3.Skin.Game_DanC_Exam_Offset[0] - TJAPlayer3.Tx.DanC_ExamType.szテクスチャサイズ.Width + 22,
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lowerBarYOffset - TJAPlayer3.Skin.Game_DanC_Exam_Offset[1] - 48,
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_examX,
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_examY,
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new Rectangle(0, 0, TJAPlayer3.Skin.Game_DanC_ExamType_Size[0], TJAPlayer3.Skin.Game_DanC_ExamType_Size[1]));
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if ((int)dan_C[i].GetExamType() < this.ttkExams.Length)
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(this.ttkExams[(int)dan_C[i].GetExamType()]).t2D拡大率考慮中央基準描画(TJAPlayer3.app.Device,
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barXOffset + TJAPlayer3.Skin.Game_DanC_Exam_Offset[0] - TJAPlayer3.Tx.DanC_ExamType.szテクスチャサイズ.Width + 144,
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lowerBarYOffset - TJAPlayer3.Skin.Game_DanC_Exam_Offset[1] - 55);
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_examX + TJAPlayer3.Skin.Game_DanC_ExamType_Size[0] / 2,
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_examY - TJAPlayer3.Skin.Game_DanC_ExamType_Size[1] / 2);
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/*
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@ -1038,14 +1042,16 @@ namespace TJAPlayer3
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int _scale = (int)(14f * TJAPlayer3.Skin.Resolution[0] / 1280f);
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int _nbX = (int)(292f * TJAPlayer3.Skin.Resolution[0] / 1280f);
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int _nbY = (int)(64f * TJAPlayer3.Skin.Resolution[0] / 1280f);
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int _offexX = (int)(104f * TJAPlayer3.Skin.Resolution[0] / 1280f);
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int _offexY = (int)(21f * TJAPlayer3.Skin.Resolution[1] / 720f);
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TJAPlayer3.Tx.DanC_Gauge_Base?.t2D描画(TJAPlayer3.app.Device,
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TJAPlayer3.Skin.Game_DanC_X[0] - ((50 - dan_C[i].GetValue(false) / 2) * _scale) + 4,
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TJAPlayer3.Skin.Game_DanC_Y[0]);
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(this.ttkExams[(int)Exam.Type.Gauge]).t2D拡大率考慮中央基準描画(TJAPlayer3.app.Device,
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TJAPlayer3.Skin.Game_DanC_X[0] - ((50 - dan_C[i].GetValue(false) / 2) * _scale) + 104,
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TJAPlayer3.Skin.Game_DanC_Y[0] + 21);
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TJAPlayer3.Skin.Game_DanC_X[0] - ((50 - dan_C[i].GetValue(false) / 2) * _scale) + _offexX,
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TJAPlayer3.Skin.Game_DanC_Y[0] + _offexY);
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// Display percentage here
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DrawNumber(
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@ -50,7 +50,7 @@ DanResult_Roll=1533,142
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DanResult_MaxCombo=1533,205
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DanResult_TotalHit=1533,179
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DanResult_TotalHit=1533,268
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DanResult_Score=849,178
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