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いろいろ改善16 (#536)

* いろいろ改善16

* 修正
This commit is contained in:
Takkkom 2023-12-10 19:20:48 +09:00 committed by GitHub
parent 54c4dc506d
commit 9ed8d671ef
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 60 additions and 21 deletions

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@ -1205,6 +1205,7 @@ namespace TJAPlayer3
};
public bool b大音符判定;
public bool bForceNormalGauge;
public int n両手判定の待ち時間;
public int nBranchAnime;
@ -1925,6 +1926,7 @@ namespace TJAPlayer3
this.nBranchAnime = 1;
this.b大音符判定 = false;
bForceNormalGauge = false;
this.n両手判定の待ち時間 = 50;
this.bJudgeCountDisplay = false;
@ -2528,6 +2530,9 @@ namespace TJAPlayer3
sw.WriteLine( "; 大音符の両手判定(0:OFF, 1:ON)" );
sw.WriteLine( "BigNotesJudge={0}", this.b大音符判定 ? 1 : 0 );
sw.WriteLine();
sw.WriteLine( "; ゲージをNormalに強制(0:OFF, 1:ON)" );
sw.WriteLine( "ForceNormalGauge={0}", this.bForceNormalGauge ? 1 : 0 );
sw.WriteLine();
sw.WriteLine( "; NoInfo(0:OFF, 1:ON)" );
sw.WriteLine( "NoInfo={0}", this.bNoInfo ? 1 : 0 );
sw.WriteLine();
@ -3704,6 +3709,10 @@ namespace TJAPlayer3
{
this.b大音符判定 = CConversion.bONorOFF( str4[ 0 ] );
}
else if ( str3.Equals( "ForceNormalGauge" ) )
{
this.bForceNormalGauge = CConversion.bONorOFF( str4[ 0 ] );
}
else if ( str3.Equals( "BranchAnime" ) )
{
this.nBranchAnime = CConversion.n値を文字列から取得して範囲内に丸めて返す( str4, 0, 1, this.nBranchAnime );

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@ -348,7 +348,7 @@ namespace TJAPlayer3
* - 2 : Extreme
*/
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[actualPlayer].data.Character];
GaugeType = (byte)HGaugeMethods.tGetGaugeTypeEnum(chara.effect.Gauge);
GaugeType = (byte)HGaugeMethods.tGetGaugeTypeEnum(chara.effect.tGetGaugeType());
// Gauge fill value
GaugeFill = (float)TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[storedPlayer];
// Generation timestamp (in ticks)

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@ -25,6 +25,11 @@ namespace TJAPlayer3
return mult;
}
public string tGetGaugeType()
{
return TJAPlayer3.ConfigIni.bForceNormalGauge || TJAPlayer3.stage選曲.n確定された曲の難易度[0] >= 5 ? "Normal" : Gauge;
}
[JsonProperty("gauge")]
public string Gauge;

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@ -452,7 +452,7 @@ namespace TJAPlayer3
return tNormaCheck(
(Difficulty)_dif,
TJAPlayer3.stage選曲.r確定された曲.arスコア[_dif]..nレベル[_dif],
tGetGaugeTypeEnum(chara.effect.Gauge),
tGetGaugeTypeEnum(chara.effect.tGetGaugeType()),
(float)TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[player],
UNSAFE_KillZonePercent(player)
);
@ -461,7 +461,7 @@ namespace TJAPlayer3
public static bool UNSAFE_IsRainbow(int player)
{
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[TJAPlayer3.GetActualPlayer(player)].data.Character];
if (tGetGaugeTypeEnum(chara.effect.Gauge) != EGaugeType.NORMAL) return false;
if (tGetGaugeTypeEnum(chara.effect.tGetGaugeType()) != EGaugeType.NORMAL) return false;
return (float)TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[player] >= 100f;
}
@ -489,7 +489,7 @@ namespace TJAPlayer3
return tHardGaugeGetKillscreenRatio(
difficulty,
level,
tGetGaugeTypeEnum(chara.effect.Gauge),
tGetGaugeTypeEnum(chara.effect.tGetGaugeType()),
perfectHits,
totalHits);
}
@ -625,7 +625,7 @@ namespace TJAPlayer3
float currentPercent = (float)TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[player];
// Gauge type
EGaugeType gaugeType = tGetGaugeTypeEnum(chara.effect.Gauge);
EGaugeType gaugeType = tGetGaugeTypeEnum(chara.effect.tGetGaugeType());
// Textures
int _4pGaugeIDX = (TJAPlayer3.ConfigIni.nPlayerCount >= 3) ? 1 : 0;
@ -690,7 +690,7 @@ namespace TJAPlayer3
int totalHits = dtxs[player].nーツ数[3];
// Gauge type
EGaugeType gaugeType = tGetGaugeTypeEnum(chara.effect.Gauge);
EGaugeType gaugeType = tGetGaugeTypeEnum(chara.effect.tGetGaugeType());
// Current percent
float currentPercent = segmentsDisplayed * 2f;

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@ -306,6 +306,9 @@ namespace TJAPlayer3
[10124] = "Use Extreme/Extra Transitions",
[10125] = "Play a skin-defined animation\nwhile switching between\nExtreme & Extra.",
[10126] = "Always use normal gauge",
[10127] = "Always use normal gauge",
[100] = "Taiko Mode",
[101] = "Dan-i Dojo",
[102] = "Taiko Towers",

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@ -359,6 +359,9 @@ namespace TJAPlayer3
[10124] = "裏表移行アニメーション",
[10125] = "裏表移行アニメーションを有効する",
[10126] = "ゲージをNormalに固定",
[10127] = "ゲージをNormalに固定します",
[100] = "演奏ゲーム",
[101] = "段位道場",
[102] = "太鼓タワー",

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@ -388,6 +388,10 @@ namespace TJAPlayer3
CLangManager.LangInstance.GetString(92));
this.list項目リスト.Add( this.iTaikoBigNotesJudge );
this.iTaikoForceNormalGauge = new CItemToggle(CLangManager.LangInstance.GetString(10126), TJAPlayer3.ConfigIni.bForceNormalGauge,
CLangManager.LangInstance.GetString(10127));
this.list項目リスト.Add( this.iTaikoForceNormalGauge );
this.iTaikoJudgeCountDisp = new CItemToggle(CLangManager.LangInstance.GetString(93), TJAPlayer3.ConfigIni.bJudgeCountDisplay,
CLangManager.LangInstance.GetString(94));
this.list項目リスト.Add( this.iTaikoJudgeCountDisp );
@ -1564,6 +1568,7 @@ namespace TJAPlayer3
private CItemToggle iTaikoJust;
private CItemToggle iTaikoJudgeCountDisp;
private CItemToggle iTaikoBigNotesJudge;
private CItemToggle iTaikoForceNormalGauge;
private CItemInteger iTaikoPlayerCount;
CItemToggle ShowChara;
CItemToggle ShowDancer;
@ -1734,6 +1739,8 @@ namespace TJAPlayer3
TJAPlayer3.ConfigIni.bJudgeCountDisplay = this.iTaikoJudgeCountDisp.bON;
TJAPlayer3.ConfigIni.ShowExExtraAnime = this.iShowExExtraAnime.bON;
TJAPlayer3.ConfigIni.b大音符判定 = this.iTaikoBigNotesJudge.bON;
TJAPlayer3.ConfigIni.bForceNormalGauge = this.iTaikoForceNormalGauge.bON;
}
//-----------------
#endregion

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@ -999,7 +999,7 @@ namespace TJAPlayer3
if (this.n現在選択中の曲の難易度 >= (int)Difficulty.Tower)
{
if (TJAPlayer3.ConfigIni.nPlayerCount == 1)
if (TJAPlayer3.ConfigIni.nPlayerCount == 1 && !TJAPlayer3.ConfigIni.bTokkunMode)
{
// Init tower variables
if (this.n現在選択中の曲の難易度 == (int)Difficulty.Tower)

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@ -45,6 +45,11 @@ namespace TJAPlayer3
this.sd読み込み音 = null;
}
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] >= 5 || TJAPlayer3.ConfigIni.nPlayerCount != 1)
{
TJAPlayer3.ConfigIni.bTokkunMode = false;
}
if (TJAPlayer3.bコンパクトモード)
{
string strDTXファイルパス = TJAPlayer3.strコンパクトモードファイル;

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@ -112,7 +112,7 @@ namespace TJAPlayer3
{
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[TJAPlayer3.GetActualPlayer(nPlayer)].data.Character];
switch (chara.effect.Gauge)
switch (chara.effect.tGetGaugeType())
{
default:
case "Normal":
@ -309,7 +309,7 @@ namespace TJAPlayer3
for (int i = 0; i < 3; i++)
{
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[TJAPlayer3.GetActualPlayer(nPlayer)].data.Character];
switch (chara.effect.Gauge)
switch (chara.effect.tGetGaugeType())
{
default:
case "Normal":
@ -326,7 +326,7 @@ namespace TJAPlayer3
for (int i = 0; i < 3; i++)
{
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[TJAPlayer3.GetActualPlayer(nPlayer)].data.Character];
switch (chara.effect.Gauge)
switch (chara.effect.tGetGaugeType())
{
default:
case "Normal":
@ -447,7 +447,7 @@ namespace TJAPlayer3
int nanidou = TJAPlayer3.stage選曲.n確定された曲の難易度[nPlayer];
int level = this.DTX[nPlayer].LEVELtaiko[nanidou];
switch (chara.effect.Gauge)
switch (chara.effect.tGetGaugeType())
{
case "Hard":
fDamage = -HGaugeMethods.tHardGaugeGetDamage((Difficulty)nanidou, level);

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@ -563,7 +563,7 @@ namespace TJAPlayer3
for (int player = 0; player < TJAPlayer3.ConfigIni.nPlayerCount; player++)
{
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[TJAPlayer3.GetActualPlayer(player)].data.Character];
switch (chara.effect.Gauge)
switch (chara.effect.tGetGaugeType())
{
default:
case "Normal":
@ -2126,7 +2126,7 @@ namespace TJAPlayer3
this.bIsAlreadyCleared[nPlayer] = false;
TJAPlayer3.stage演奏ドラム画面.actBackground.ClearOut(nPlayer);
switch (chara.effect.Gauge)
switch (chara.effect.tGetGaugeType())
{
case "Hard":
case "Extreme":
@ -5319,13 +5319,10 @@ namespace TJAPlayer3
}
this.actAVI.Stop();
this.actPanel.t歌詞テクスチャを削除する();
bool[] cleared = new bool[5];
for (int i = 0; i < 5; i++)
{
if (bIsAlreadyCleared[i])
{
TJAPlayer3.stage演奏ドラム画面.actBackground.ClearOut(i);
}
cleared[i] = bIsAlreadyCleared[i];
this.t演奏位置の変更(0, i);
this.actPlayInfo.NowMeasure[i] = 0;
JPOSCROLLX[i] = 0;
@ -5339,6 +5336,11 @@ namespace TJAPlayer3
TJAPlayer3.stage演奏ドラム画面.Activate();
for( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ )
{
if (!bIsAlreadyCleared[i] && cleared[i])
{
TJAPlayer3.stage演奏ドラム画面.actBackground.ClearOut(i);
}
if (NotesManager.IsKusudama(this.chip現在処理中の連打チップ[ i ]) && this.actChara.b風船連打中[i]) actBalloon.KusuMiss();
this.chip現在処理中の連打チップ[ i ] = null;
this.actChara.b風船連打中[i] = false;

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@ -222,6 +222,11 @@ namespace TJAPlayer3
for (int i = 0; i < 5; i++) {
ifp[i] = false;
isDeniedPlaying[i] = false;
if (bIsAlreadyCleared[i])
{
actBackground.ClearIn(i);
}
}
this.nStoredHit = new int[TJAPlayer3.ConfigIni.nPlayerCount];

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@ -104,9 +104,6 @@ namespace TJAPlayer3
public override void Activate()
{
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] != (int)Difficulty.Dan && TJAPlayer3.stage選曲.n確定された曲の難易度[0] != (int)Difficulty.Tower)
bgmResultIn.t再生する();
Trace.TraceInformation("結果ステージを活性化します。");
Trace.Indent();
@ -848,6 +845,9 @@ namespace TJAPlayer3
Trace.TraceInformation("結果ステージの活性化を完了しました。");
Trace.Unindent();
}
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] != (int)Difficulty.Dan && TJAPlayer3.stage選曲.n確定された曲の難易度[0] != (int)Difficulty.Tower)
bgmResultIn.t再生する();
}
public override void DeActivate()
{