PuchiChara index is now configurable in the NamePlate.json file for each player
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@ -24,10 +24,12 @@ namespace TJAPlayer3
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public string[] Title = { "どんちゃんですよ!", "かっちゃんですよ!" };
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public string[] Dan = { "達人", "達人" };
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public bool[] DanGold = { false, true };
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public bool[] DanGold = { false, false };
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public int[] DanType = { 1, 2 };
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public int[] TitleType = { 1, 2 };
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public int[] PuchiChara = { 2, 11 };
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}
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public Data data = new Data();
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@ -752,7 +752,7 @@ namespace TJAPlayer3
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if (TJAPlayer3.ConfigIni.nPlayerCount == 2)
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{
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TJAPlayer3.Tx.SongSelect_Donchan_Select[ctDonchan_Select.n現在の値].t2D左右反転描画(TJAPlayer3.app.Device, 981, 330);
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this.PuchiChara.On進行描画(981 + 250, 330 + 230, false);
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this.PuchiChara.On進行描画(981 + 250, 330 + 230, false, player : 1);
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}
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TJAPlayer3.Tx.SongSelect_Donchan_Select[ctDonchan_Select.n現在の値].t2D描画(TJAPlayer3.app.Device, 0, 330);
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@ -765,12 +765,12 @@ namespace TJAPlayer3
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if (this.ctDonchan_Jump[1].n現在の値 > 0)
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{
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TJAPlayer3.Tx.SongSelect_Donchan_Jump[ctDonchan_Jump[1].n現在の値 >= 17 ? 17 : ctDonchan_Jump[1].n現在の値].t2D左右反転描画(TJAPlayer3.app.Device, 981, 330);
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this.PuchiChara.On進行描画(981 + 250, 330 + 230, false);
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this.PuchiChara.On進行描画(981 + 250, 330 + 230, false, player: 1);
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}
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else
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{
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TJAPlayer3.Tx.SongSelect_Donchan_Normal[ctDonchan_Normal.n現在の値].t2D左右反転描画(TJAPlayer3.app.Device, 981, 330);
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this.PuchiChara.On進行描画(981 + 250, 330 + 230, false);
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this.PuchiChara.On進行描画(981 + 250, 330 + 230, false, player: 1);
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}
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}
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if (this.ctDonchan_Jump[0].n現在の値 > 0)
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@ -261,7 +261,7 @@ namespace TJAPlayer3
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}
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if (this.b風船連打中[i] != true && CharaAction_Balloon_Delay[i].b終了値に達した)
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{
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画(TJAPlayer3.Skin.Game_PuchiChara_X[i], TJAPlayer3.Skin.Game_PuchiChara_Y[i], TJAPlayer3.stage演奏ドラム画面.bIsAlreadyMaxed[i]);
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画(TJAPlayer3.Skin.Game_PuchiChara_X[i], TJAPlayer3.Skin.Game_PuchiChara_Y[i], TJAPlayer3.stage演奏ドラム画面.bIsAlreadyMaxed[i], player : i);
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}
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}
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return base.On進行描画();
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@ -296,7 +296,7 @@ namespace TJAPlayer3
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TJAPlayer3.Tx.Chara_Balloon_Broke[CharaAction_Balloon_Broke[i].n現在の値].Opacity = nowOpacity;
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TJAPlayer3.Tx.Chara_Balloon_Broke[CharaAction_Balloon_Broke[i].n現在の値].t2D描画(TJAPlayer3.app.Device, (TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_Chara_Balloon_X[0], TJAPlayer3.Skin.Game_Chara_Balloon_Y[i]);
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}
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true);
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player : i);
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if (CharaAction_Balloon_Broke[i].b終了値に達した)
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{
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CharaAction_Balloon_Broke[i].t停止();
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@ -315,7 +315,7 @@ namespace TJAPlayer3
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TJAPlayer3.Tx.Chara_Balloon_Miss[CharaAction_Balloon_Miss[i].n現在の値].Opacity = nowOpacity;
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TJAPlayer3.Tx.Chara_Balloon_Miss[CharaAction_Balloon_Miss[i].n現在の値].t2D描画(TJAPlayer3.app.Device, (TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_Chara_Balloon_X[0], TJAPlayer3.Skin.Game_Chara_Balloon_Y[i]);
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}
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true);
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player : i);
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if (CharaAction_Balloon_Miss[i].b終了値に達した)
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{
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CharaAction_Balloon_Miss[i].t停止();
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@ -326,7 +326,7 @@ namespace TJAPlayer3
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else if (CharaAction_Balloon_Breaking[i]?.b進行中 == true && TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking != 0)
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{
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TJAPlayer3.Tx.Chara_Balloon_Breaking[CharaAction_Balloon_Breaking[i].n現在の値]?.t2D描画(TJAPlayer3.app.Device, (TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_Chara_Balloon_X[0], TJAPlayer3.Skin.Game_Chara_Balloon_Y[i]);
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, 255, true);
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TJAPlayer3.stage演奏ドラム画面.PuchiChara.On進行描画((TJAPlayer3.Skin.nScrollFieldX[0] - TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.nDefaultJudgePos[0, 0]) + TJAPlayer3.Skin.Game_PuchiChara_BalloonX[0], TJAPlayer3.Skin.Game_PuchiChara_BalloonY[i], false, 255, true, player : i);
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}
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//if (CDTXMania.stage演奏ドラム画面.actChara.CharaAction_Balloon_Breaking?.b終了値に達した == true)
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@ -50,7 +50,7 @@ namespace TJAPlayer3
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/// <param name="y">Y座標(中央)</param>
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/// <param name="alpha">不透明度</param>
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/// <returns></returns>
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public int On進行描画(int x, int y, bool isGrowing, int alpha = 255, bool isBalloon = false)
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public int On進行描画(int x, int y, bool isGrowing, int alpha = 255, bool isBalloon = false, int player = 0)
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{
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if (!TJAPlayer3.ConfigIni.ShowPuchiChara) return base.On進行描画();
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if (Counter == null || SineCounter == null || TJAPlayer3.Tx.PuchiChara == null) return base.On進行描画();
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@ -87,7 +87,12 @@ namespace TJAPlayer3
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** - Yellow light color filter when isGrowing is true
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*/
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int puriChar = 11;
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int puriChar = TJAPlayer3.NamePlateConfig.data.PuchiChara[player];
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if (puriChar < 0)
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puriChar = 0;
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else if (puriChar >= 120)
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puriChar = 119;
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int puriColumn = puriChar % 5;
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int puriRow = puriChar / 5;
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