(Pre. v0.5.1) Added button borders for Dan song select confirm modal, add upper ticks for the dan song select screen, remove useless legacy assets
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7669378c14
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@ -137,11 +137,6 @@ namespace TJAPlayer3
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ModeSelect_Bar_Chara[i] = TxC(TITLE + @"ModeSelect_Bar_Chara_" + i.ToString() + ".png");
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}
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for(int i = 0; i < 6; i++)
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{
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ModeSelect_Bar_Text[i] = TxC(TITLE + @"ModeSelect_Bar_Text_" + i.ToString() + ".png");
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}
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ModeSelect_Bar[6] = TxC(TITLE + @"ModeSelect_Bar_Overlay.png");
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#endregion
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@ -267,8 +262,9 @@ namespace TJAPlayer3
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Dani_Soul_Number = TxC(DANISELECT + "SoulNumber.png");
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Dani_Exam_Number = TxC(DANISELECT + "ExamNumber.png");
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Dani_Bar_Center = TxC(DANISELECT + "Bar_Center.png");
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Dani_Plate = TxC(DANISELECT + "Plate.png");
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < Challenge_Select.Length; i++)
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Challenge_Select[i] = TxC(DANISELECT + "Challenge_Select_" + i.ToString() + ".png");
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#endregion
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@ -922,6 +918,7 @@ namespace TJAPlayer3
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public CTexture[] NamePlate_Effect = new CTexture[5];
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#endregion
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#region 1_タイトル画面
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public CTexture Title_Background,
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Entry_Bar,
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Entry_Bar_Text;
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@ -934,7 +931,7 @@ namespace TJAPlayer3
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public CTexture[] Entry_Donchan_Normal = new CTexture[13];
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public CTexture[] ModeSelect_Bar = new CTexture[7];
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public CTexture[] ModeSelect_Bar_Chara = new CTexture[6];
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public CTexture[] ModeSelect_Bar_Text = new CTexture[6];
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#endregion
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#region 2_コンフィグ画面
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@ -1005,8 +1002,9 @@ namespace TJAPlayer3
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public CTexture Dani_Soul_Number;
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public CTexture Dani_Exam_Number;
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public CTexture Dani_Bar_Center;
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public CTexture Dani_Plate;
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public CTexture[] Challenge_Select = new CTexture[2];
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public CTexture[] Challenge_Select = new CTexture[3];
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#endregion
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@ -46,6 +46,8 @@ namespace TJAPlayer3
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ctDanAnimeIn = new CCounter();
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ctDaniIn = new CCounter(0, 3000, 1, TJAPlayer3.Timer);
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ctDanTick = new CCounter(0, 510, 3, TJAPlayer3.Timer);
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ctExamConditionsAnim = new CCounter(0, 4000, 1, TJAPlayer3.Timer);
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stバー情報 = new STバー情報[TJAPlayer3.Songs管理.list曲ルート_Dan.Count];
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@ -82,6 +84,7 @@ namespace TJAPlayer3
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ctDaniMoveAnime.t進行();
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ctDaniIn.t進行();
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ctDanAnimeIn.t進行();
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ctDanTick.t進行Loop();
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ctExamConditionsAnim.t進行Loop();
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@ -92,10 +95,10 @@ namespace TJAPlayer3
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ctDanAnimeIn.t開始(0, 90, 2f, TJAPlayer3.Timer);
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DaniInAnime = true;
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}
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}
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}
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#region [ バー表示 ]
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if (stバー情報.Length != 0)
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{
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TJAPlayer3.Tx.DanC_ExamType.vc拡大縮小倍率.X = 0.81f;
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@ -131,6 +134,68 @@ namespace TJAPlayer3
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#endregion
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#region [Upper plates]
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// stバー情報[n現在の選択行]
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int tickWidth = TJAPlayer3.Tx.Dani_Plate.szテクスチャサイズ.Width / 7;
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int tickHeight = TJAPlayer3.Tx.Dani_Plate.szテクスチャサイズ.Height;
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for (int idx = -13; idx < 14; idx++)
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{
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int currentSong = n現在の選択行 + idx;
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if (currentSong < 0)
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continue;
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if (currentSong >= stバー情報.Length)
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break;
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int xPos = 640 + idx * (tickWidth - 4);
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int yPos = idx == 0 ? 25 : 10;
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#region [Plate background]
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TJAPlayer3.Tx.Dani_Plate.Opacity = 255;
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TJAPlayer3.Tx.Dani_Plate.t2D拡大率考慮上中央基準描画(TJAPlayer3.app.Device, xPos, yPos, new Rectangle(0, 0, tickWidth, tickHeight));
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#endregion
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#region [Dan grade title]
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTextureTate(stバー情報[currentSong].ttkタイトル[stバー情報[currentSong].ttkタイトル.Length - 1])
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.t2D拡大率考慮上中央基準描画(TJAPlayer3.app.Device, xPos + 2, yPos + 36);
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#endregion
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#region [Plate flash]
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if (idx == 0)
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{
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TJAPlayer3.Tx.Dani_Plate.Opacity = Math.Abs(255 - ctDanTick.n現在の値);
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TJAPlayer3.Tx.Dani_Plate.t2D拡大率考慮上中央基準描画(TJAPlayer3.app.Device, xPos, yPos, new Rectangle(tickWidth * 6, 0, tickWidth, tickHeight));
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}
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#endregion
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#region [Goukaku plate]
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int currentRank = Math.Min(stバー情報[currentSong].clearGrade, 6) - 1;
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if (currentRank >= 0)
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{
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TJAPlayer3.Tx.DanResult_Rank.vc拡大縮小倍率.X = 0.24f;
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TJAPlayer3.Tx.DanResult_Rank.vc拡大縮小倍率.Y = 0.24f;
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TJAPlayer3.Tx.DanResult_Rank.t2D拡大率考慮上中央基準描画(TJAPlayer3.app.Device, xPos - 2, yPos - 24, new Rectangle(334 * currentRank, 0, 334, 334));
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}
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#endregion
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}
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#endregion
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return 0;
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}
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@ -143,6 +208,8 @@ namespace TJAPlayer3
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private CCounter ctDanAnimeIn;
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private CCounter ctDanTick;
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private CCounter ctDaniMoveAnime;
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public int n現在の選択行;
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@ -205,7 +272,7 @@ namespace TJAPlayer3
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#region [Song information]
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for (int i = 0; i < stバー情報[currentSong].ttkタイトル.Length; i++)
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for (int i = 0; i < stバー情報[currentSong].ttkタイトル.Length - 1; i++)
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(stバー情報[currentSong].ttkタイトル[i]).t2D描画(TJAPlayer3.app.Device, scroll + 401 + Anime, 173 + i * 73);
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for (int i = 0; i < stバー情報[currentSong].n曲難易度.Length; i++)
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TJAPlayer3.Tx.Dani_Difficulty_Cymbol.t2D中心基準描画(TJAPlayer3.app.Device, scroll + 377 + Anime, 180 + i * 73, new Rectangle(stバー情報[currentSong].n曲難易度[i] * 53, 0, 53, 53));
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@ -304,7 +371,7 @@ namespace TJAPlayer3
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{
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var song = TJAPlayer3.Songs管理.list曲ルート_Dan[i];
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stバー情報[i].ttkタイトル = new TitleTextureKey[TJAPlayer3.Songs管理.list曲ルート_Dan[i].DanSongs.Count];
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stバー情報[i].ttkタイトル = new TitleTextureKey[TJAPlayer3.Songs管理.list曲ルート_Dan[i].DanSongs.Count + 1];
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stバー情報[i].n曲難易度 = new int[TJAPlayer3.Songs管理.list曲ルート_Dan[i].DanSongs.Count];
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stバー情報[i].n曲レベル = new int[TJAPlayer3.Songs管理.list曲ルート_Dan[i].DanSongs.Count];
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for (int j = 0; j < TJAPlayer3.Songs管理.list曲ルート_Dan[i].DanSongs.Count; j++)
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@ -313,7 +380,12 @@ namespace TJAPlayer3
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stバー情報[i].n曲難易度[j] = song.DanSongs[j].Difficulty;
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stバー情報[i].n曲レベル[j] = song.DanSongs[j].Level;
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stバー情報[i].List_DanSongs = song.DanSongs;
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}
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}
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string tmp = song.strタイトル.Substring(0, 2);
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stバー情報[i].ttkタイトル[TJAPlayer3.Songs管理.list曲ルート_Dan[i].DanSongs.Count] = new TitleTextureKey(tmp, pfDanSong, Color.Black, Color.Transparent, 700);
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stバー情報[i].clearGrade = song.arスコア[6].譜面情報.nクリア[0];
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stバー情報[i].txBarCenter = TJAPlayer3.tテクスチャの生成(Path.GetDirectoryName(song.arスコア[6].ファイル情報.ファイルの絶対パス) + @"\Bar_Center.png");
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stバー情報[i].txDanPlate = TJAPlayer3.tテクスチャの生成(Path.GetDirectoryName(song.arスコア[6].ファイル情報.ファイルの絶対パス) + @"\Dan_Plate.png");
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@ -1,5 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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@ -34,7 +36,12 @@ namespace TJAPlayer3
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TJAPlayer3.Tx.Challenge_Select[0].Opacity = TJAPlayer3.stage段位選択.bDifficultyIn ? ctBarIn.n現在の値 : 255 - ctBarOut.n現在の値;
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TJAPlayer3.Tx.Challenge_Select[1].Opacity = TJAPlayer3.stage段位選択.bDifficultyIn ? ctBarIn.n現在の値 : 255 - ctBarOut.n現在の値;
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TJAPlayer3.Tx.Challenge_Select[2].Opacity = TJAPlayer3.stage段位選択.bDifficultyIn ? ctBarIn.n現在の値 : 255 - ctBarOut.n現在の値;
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TJAPlayer3.Tx.Challenge_Select[0].t2D描画(TJAPlayer3.app.Device, 0, 0);
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TJAPlayer3.Tx.Challenge_Select[2].t2D描画(TJAPlayer3.app.Device, 228 + 228 * (2 - n現在の選択行), 0, new Rectangle(228 + 228 * (2 - n現在の選択行), 0, 228, 720));
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TJAPlayer3.Tx.Challenge_Select[1].t2D描画(TJAPlayer3.app.Device, 0, 0);
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if (ctBarIn.b終了値に達した && !TJAPlayer3.stage段位選択.b選択した)
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@ -2356,8 +2356,39 @@ namespace TJAPlayer3
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}
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return texture;
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}
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}
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#region [Yes I do code bloating, what will you do ? =)]
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public CTexture ResolveTitleTextureTate(TitleTextureKey titleTextureKey)
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{
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if (!_titledictionary.TryGetValue(titleTextureKey, out var texture))
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{
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texture = GenerateTitleTextureTate(titleTextureKey);
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_titledictionary.Add(titleTextureKey, texture);
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}
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return texture;
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}
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private static CTexture GenerateTitleTextureTate(TitleTextureKey titleTextureKey)
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{
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using (var bmp = new Bitmap(titleTextureKey.cPrivateFastFont.DrawPrivateFont(
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titleTextureKey.str文字, titleTextureKey.forecolor, titleTextureKey.backcolor, true)))
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{
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CTexture tx文字テクスチャ = TJAPlayer3.tテクスチャの生成(bmp, false);
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if (tx文字テクスチャ.szテクスチャサイズ.Width > titleTextureKey.maxWidth)
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{
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tx文字テクスチャ.vc拡大縮小倍率.X = (float)(((double)titleTextureKey.maxWidth) / tx文字テクスチャ.szテクスチャサイズ.Width);
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tx文字テクスチャ.vc拡大縮小倍率.Y = (float)(((double)titleTextureKey.maxWidth) / tx文字テクスチャ.szテクスチャサイズ.Width);
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}
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return tx文字テクスチャ;
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}
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}
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#endregion
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private static CTexture GenerateTitleTexture(TitleTextureKey titleTextureKey)
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{
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using (var bmp = new Bitmap(titleTextureKey.cPrivateFastFont.DrawPrivateFont(
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