0.6.0.16 - Readable errors when missing skin etc and more
- Readable error message on screen instead of crashes before the startup screen (Missing skin, no audio device found, etc) - Few code translation from japanese to english - Minor refactoring on the stage change code to avoid repetitions (OpenTaiko.cs)
This commit is contained in:
parent
db426c9647
commit
ea6576f1a2
@ -875,6 +875,7 @@ internal class CConfigIni : INotifyPropertyChanged {
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}
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public bool KeyIsPressed(STKEYASSIGN[] pad) {
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if (OpenTaiko.InputManager == null) return false; // Input initialisation failed/not reached
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return OpenTaiko.InputManager.Keyboard.KeyPressed(pad.ToList().ConvertAll<int>(key => key.Code));
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}
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110
OpenTaiko/src/Common/CSystemError.cs
Normal file
110
OpenTaiko/src/Common/CSystemError.cs
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@ -0,0 +1,110 @@
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using System.Drawing;
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using FDK;
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namespace OpenTaiko;
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internal class CSystemError : CStage {
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public bool GameCrashed = false;
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public string ErrorMessage = "";
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private CCachedFontRenderer _pfText = null;
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private TitleTextureKey _ttkText = null;
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public enum Errno {
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ENO_UNKNOWN = 0,
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ENO_NOAUDIODEVICE = 1,
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ENO_SKINNOTFOUND = 2,
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ENO_PADINITFAILED = 3,
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ENO_INPUTINITFAILED = 4,
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ENO_SONGLISTINITFAILED = 5
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};
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public void LoadError(Errno errno) {
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GameCrashed = true;
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// Head with the error code
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ErrorMessage = "\n\nError Code " + ((int)errno).ToString("0000") + "\n\n";
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ErrorMessage += "An error has occured.\n\n";
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switch (errno) {
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default:
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case Errno.ENO_UNKNOWN: {
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ErrorMessage += "Please try restarting OpenTaiko.";
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break;
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}
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case Errno.ENO_NOAUDIODEVICE: {
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ErrorMessage += "No audio device was found.\n";
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ErrorMessage += "Please ensure that you have an active audio output display on your machine.\n";
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ErrorMessage += "Additionally, check if your speakers or headset are not turned off.\n";
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ErrorMessage += "If this does not resolve the issue, please try the troubleshooting feature on your OS.";
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break;
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}
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case Errno.ENO_SKINNOTFOUND: {
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ErrorMessage += "No compatible skin was found.\n";
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ErrorMessage += "Please ensure that you have a compatible skin within your System folder.\n";
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ErrorMessage += "If you did not installed a skin, please do so through the OpenTaiko Hub (Skins tab).\n";
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ErrorMessage += "If this does not resolve the issue, please try updating your skins through the OpenTaiko Hub.\n";
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break;
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}
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case Errno.ENO_PADINITFAILED: {
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ErrorMessage += "The pad initialisation failed.\n";
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ErrorMessage += "Please try the troubleshooting feature on your OS.";
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break;
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}
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case Errno.ENO_INPUTINITFAILED: {
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ErrorMessage += "The input device initialisation failed.\n";
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ErrorMessage += "Please ensure that you are not using a faulty input device when launching the game.\n";
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ErrorMessage += "If the device seems to work on other tasks, please try the troubleshooting feature on your OS.";
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break;
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}
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case Errno.ENO_SONGLISTINITFAILED: {
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ErrorMessage += "The song list initialisation failed.\n";
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ErrorMessage += "Please try removing the songlist.db file within your OpenTaiko folder.";
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break;
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}
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};
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// Append a call to contact if necessary
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ErrorMessage += "\nIf the error persits, please contact us through the links provided on the OpenTaiko Hub.";
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}
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// Constructor
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public CSystemError() {
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base.eStageID = CStage.EStage.CRASH;
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base.ePhaseID = CStage.EPhase.Common_NORMAL;
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base.IsDeActivated = true;
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}
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// CStage Implementation
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public override void Activate() {
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// Allocate the resource exceptionally on Activate as CreateManagedResource is conditionned to PreloadAssets
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this._pfText = HPrivateFastFont.tInstantiateFont("", 20); // Force fallback font
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base.Activate();
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}
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public override void DeActivate() {
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base.DeActivate();
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}
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public override void CreateManagedResource() {
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base.CreateManagedResource();
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}
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public override void ReleaseManagedResource() {
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base.ReleaseManagedResource();
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}
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public override int Draw() {
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if (!base.IsDeActivated) {
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if (this._pfText != null) {
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this._ttkText = new TitleTextureKey(ErrorMessage, this._pfText, Color.White, Color.Black, 1280);
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CTexture tmpTex = TitleTextureKey.ResolveTitleTexture(this._ttkText);
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tmpTex.t2D描画(0, 0);
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}
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}
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return 0;
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}
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}
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@ -50,7 +50,7 @@ public static class ImGuiDebugWindow {
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ImGui.Text($"Game Version: {OpenTaiko.VERSION}");
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ImGui.Text($"Allocated Memory: {pagedmemory} bytes ({String.Format("{0:0.###}", (float)pagedmemory / (1024 * 1024 * 1024))}GB)");
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ImGui.Text($"FPS: {(OpenTaiko.FPS != null ? OpenTaiko.FPS.NowFPS : "???")}");
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ImGui.Text("Current Stage: " + OpenTaiko.r現在のステージ.eStageID.ToString() + " (StageID " + ((int)OpenTaiko.r現在のステージ.eStageID).ToString() + ")");
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ImGui.Text("Current Stage: " + OpenTaiko.rCurrentStage.eStageID.ToString() + " (StageID " + ((int)OpenTaiko.rCurrentStage.eStageID).ToString() + ")");
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#endregion
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ImGui.BeginTabBar("Tabs");
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@ -158,7 +158,7 @@ public static class ImGuiDebugWindow {
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private static void Profile() {
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if (ImGui.BeginTabItem("Profile")) {
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ImGui.BeginDisabled(OpenTaiko.r現在のステージ.eStageID == CStage.EStage.Game);
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ImGui.BeginDisabled(OpenTaiko.rCurrentStage.eStageID == CStage.EStage.Game);
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int count = OpenTaiko.ConfigIni.nPlayerCount;
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if (ImGui.InputInt("Player Count", ref count))
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OpenTaiko.ConfigIni.nPlayerCount = Math.Clamp(count, 1, 5); // funny things can happen when the player count is set to 0
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@ -228,7 +228,7 @@ public static class ImGuiDebugWindow {
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private static void Stage() {
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if (ImGui.BeginTabItem("Stage")) {
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switch (OpenTaiko.r現在のステージ.eStageID) {
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switch (OpenTaiko.rCurrentStage.eStageID) {
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case CStage.EStage.SongSelect:
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System.Numerics.Vector4 normal = new System.Numerics.Vector4(1, 1, 1, 1);
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System.Numerics.Vector4 diff = new System.Numerics.Vector4(0.5f, 1, 0.5f, 1);
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@ -364,7 +364,7 @@ public static class ImGuiDebugWindow {
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}
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ImGui.EndCombo();
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}
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if (OpenTaiko.r現在のステージ.eStageID != CStage.EStage.StartUp)
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if (OpenTaiko.rCurrentStage.eStageID != CStage.EStage.StartUp)
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CTextureListPopup(OpenTaiko.Tx.listTexture, "Show listTexture", "TEXTURE_ALL");
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else
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ImGui.TextDisabled("To prevent crash during enumeration,\nyou can not view the texture list during StartUp stage.");
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@ -377,65 +377,65 @@ public static class ImGuiDebugWindow {
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currentStageMemoryUsage += CTextureListPopup(luascript.listDisposables.OfType<CTexture>(),
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$"Module #{index}", $"MODULE{index++}_TEXTURES");
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switch (OpenTaiko.r現在のステージ.eStageID) {
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switch (OpenTaiko.rCurrentStage.eStageID) {
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#region Game
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case CStage.EStage.Game:
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actBackground.UpScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actBackground.UpScript,
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"Up Background", "TEXTURE_LUA_UPBG");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actBackground.DownScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actBackground.DownScript,
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"Down Background", "TEXTURE_LUA_DOWNBG");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actMob.MobScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actMob.MobScript,
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"Mob", "TEXTURE_LUA_MOB");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actBalloon.KusudamaScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actBalloon.KusudamaScript,
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"Kusudama", "TEXTURE_LUA_KUSUDAMA");
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#region Endings
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switch ((Difficulty)OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0]) {
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case Difficulty.Tower:
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_DropoutScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_DropoutScript,
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"Tower Dropout", "TEXTURE_LUA_TOWERDROPOUT");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_TopReached_PassScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_TopReached_PassScript,
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"Tower Cleared", "TEXTURE_LUA_TOWERCLEAR");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_TopReached_FullComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_TopReached_FullComboScript,
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"Tower Full Combo", "TEXTURE_LUA_TOWERFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_TopReached_PerfectScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_TopReached_PerfectScript,
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"Tower Perfect Combo", "TEXTURE_LUA_TOWERPFC");
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break;
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case Difficulty.Dan:
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_FailScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_FailScript,
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"Dan Clear Failed", "TEXTURE_LUA_DANFAILED");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PassScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Red_PassScript,
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"Dan Red Clear", "TEXTURE_LUA_DANCLEAR");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_FullComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Red_FullComboScript,
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"Dan Red Full Combo", "TEXTURE_LUA_DANFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PerfectScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Red_PerfectScript,
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"Dan Red Perfect", "TEXTURE_LUA_DANPFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PassScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Gold_PassScript,
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"Dan Gold Clear", "TEXTURE_LUA_DANGOLDCLEAR");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_FullComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Gold_FullComboScript,
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"Dan Gold Full Combo", "TEXTURE_LUA_DANGOLDFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PerfectScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Gold_PerfectScript,
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"Dan Gold Perfect", "TEXTURE_LUA_DANGOLDPFC");
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break;
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default:
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if (OpenTaiko.ConfigIni.bAIBattleMode) {
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AILoseScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AILoseScript,
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"AI Clear Failed", "TEXTURE_LUA_AIFAILED");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AIWinScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AIWinScript,
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"AI Cleared", "TEXTURE_LUA_AICLEAR");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AIWin_FullComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AIWin_FullComboScript,
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"AI Full Combo", "TEXTURE_LUA_AIFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AIWin_PerfectScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AIWin_PerfectScript,
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"AI Perfect Combo", "TEXTURE_LUA_AIPFC");
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} else {
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.FailedScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.FailedScript,
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"Clear Failed", "TEXTURE_LUA_GAMEFAILED");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.ClearScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.ClearScript,
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"Cleared", "TEXTURE_LUA_GAMECLEAR");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.FullComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.FullComboScript,
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"Full Combo", "TEXTURE_LUA_GAMEFC");
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.PerfectComboScript,
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currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.PerfectComboScript,
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"Perfect Combo", "TEXTURE_LUA_GAMEPFC");
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}
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break;
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@ -8,7 +8,7 @@ internal class Modal {
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}
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public void tRegisterModal(int player) {
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OpenTaiko.stage結果.lcModal.RegisterNewModal(player, rarity, modalType, reference);
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OpenTaiko.stageResults.lcModal.RegisterNewModal(player, rarity, modalType, reference);
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}
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#region [Enum definitions]
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File diff suppressed because it is too large
Load Diff
@ -80,16 +80,16 @@ class CSongReplay {
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public void tDanInputSongResults(int songNo) {
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if (songNo >= DanSongCount) return;
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if (songNo < 0) return;
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IndividualGoodCount[songNo] = OpenTaiko.stage演奏ドラム画面.nGood[songNo];
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IndividualOkCount[songNo] = OpenTaiko.stage演奏ドラム画面.nOk[songNo];
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IndividualBadCount[songNo] = OpenTaiko.stage演奏ドラム画面.nBad[songNo];
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IndividualRollCount[songNo] = OpenTaiko.stage演奏ドラム画面.nRoll[songNo];
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IndividualMaxCombo[songNo] = OpenTaiko.stage演奏ドラム画面.nHighestCombo[songNo];
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IndividualBoomCount[songNo] = OpenTaiko.stage演奏ドラム画面.nMine[songNo];
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IndividualADLibCount[songNo] = OpenTaiko.stage演奏ドラム画面.nADLIB[songNo];
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IndividualGoodCount[songNo] = OpenTaiko.stageGameScreen.nGood[songNo];
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IndividualOkCount[songNo] = OpenTaiko.stageGameScreen.nOk[songNo];
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IndividualBadCount[songNo] = OpenTaiko.stageGameScreen.nBad[songNo];
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IndividualRollCount[songNo] = OpenTaiko.stageGameScreen.nRoll[songNo];
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IndividualMaxCombo[songNo] = OpenTaiko.stageGameScreen.nHighestCombo[songNo];
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IndividualBoomCount[songNo] = OpenTaiko.stageGameScreen.nMine[songNo];
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IndividualADLibCount[songNo] = OpenTaiko.stageGameScreen.nADLIB[songNo];
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danAccumulatedScore = 0;
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for (int acc = 0; acc < songNo; acc++) danAccumulatedScore += IndividualScore[acc];
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IndividualScore[songNo] = (int)OpenTaiko.stage演奏ドラム画面.actScore.GetScore(0) - danAccumulatedScore;
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IndividualScore[songNo] = (int)OpenTaiko.stageGameScreen.actScore.GetScore(0) - danAccumulatedScore;
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}
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#endregion
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@ -255,14 +255,14 @@ class CSongReplay {
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// Player Name
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PlayerName = OpenTaiko.SaveFileInstances[actualPlayer].data.Name;
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// Performance informations
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GoodCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nGreat;
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OkCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nGood;
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BadCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nMiss;
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RollCount = OpenTaiko.stage演奏ドラム画面.GetRoll(storedPlayer);
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MaxCombo = OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[storedPlayer];
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BoomCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nMine;
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ADLibCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nADLIB;
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Score = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nScore;
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GoodCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nGreat;
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OkCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nGood;
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BadCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nMiss;
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RollCount = OpenTaiko.stageGameScreen.GetRoll(storedPlayer);
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MaxCombo = OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[storedPlayer];
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BoomCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nMine;
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ADLibCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nADLIB;
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Score = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nScore;
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CoinValue = (short)Coins;
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// Tower parameters
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if (GameMode == 2) {
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@ -311,7 +311,7 @@ class CSongReplay {
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var chara = OpenTaiko.Tx.Characters[OpenTaiko.SaveFileInstances[actualPlayer].data.Character];
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GaugeType = (byte)HGaugeMethods.tGetGaugeTypeEnum(chara.effect.tGetGaugeType());
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// Gauge fill value
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GaugeFill = (float)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[storedPlayer];
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GaugeFill = (float)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[storedPlayer];
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// Generation timestamp (in ticks)
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Timestamp = DateTime.Now.Ticks;
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// Compressed inputs and size
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@ -281,7 +281,7 @@ internal class DBSaves {
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BestPlayRecords.CBestPlayRecord currentPlay = new BestPlayRecords.CBestPlayRecord();
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var choosenSong = OpenTaiko.stageSongSelect.rChoosenSong;
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var choosenDifficulty = OpenTaiko.stageSongSelect.nChoosenSongDifficulty[player];
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var chartScore = OpenTaiko.stage演奏ドラム画面.CChartScore[player];
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var chartScore = OpenTaiko.stageGameScreen.CChartScore[player];
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List<int>[] danResults = new List<int>[7] { new List<int>(), new List<int>(), new List<int>(), new List<int>(), new List<int>(), new List<int>(), new List<int>() };
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// Do not register the play if Dan/Tower and any mod is ON
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@ -315,7 +315,7 @@ internal class DBSaves {
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currentPlay.HighScoreGoodCount = chartScore.nGreat;
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currentPlay.HighScoreOkCount = chartScore.nGood;
|
||||
currentPlay.HighScoreBadCount = chartScore.nMiss;
|
||||
currentPlay.HighScoreMaxCombo = OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[player];
|
||||
currentPlay.HighScoreMaxCombo = OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[player];
|
||||
currentPlay.HighScoreRollCount = chartScore.nRoll;
|
||||
currentPlay.HighScoreADLibCount = chartScore.nADLIB;
|
||||
currentPlay.HighScoreBoomCount = chartScore.nMine;
|
||||
|
@ -407,7 +407,7 @@ class HGaugeMethods {
|
||||
(Difficulty)_dif,
|
||||
OpenTaiko.stageSongSelect.rChoosenSong.score[_dif].譜面情報.nレベル[_dif],
|
||||
tGetGaugeTypeEnum(chara.effect.tGetGaugeType()),
|
||||
(float)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[player],
|
||||
(float)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[player],
|
||||
UNSAFE_KillZonePercent(player)
|
||||
);
|
||||
}
|
||||
@ -415,7 +415,7 @@ class HGaugeMethods {
|
||||
public static bool UNSAFE_IsRainbow(int player) {
|
||||
var chara = OpenTaiko.Tx.Characters[OpenTaiko.SaveFileInstances[OpenTaiko.GetActualPlayer(player)].data.Character];
|
||||
if (tGetGaugeTypeEnum(chara.effect.tGetGaugeType()) != EGaugeType.NORMAL) return false;
|
||||
return (float)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[player] >= 100f;
|
||||
return (float)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[player] >= 100f;
|
||||
}
|
||||
|
||||
public static float UNSAFE_KillZonePercent(int player) {
|
||||
@ -430,7 +430,7 @@ class HGaugeMethods {
|
||||
};
|
||||
|
||||
// Total hits and perfect hits
|
||||
int perfectHits = OpenTaiko.stage演奏ドラム画面.CChartScore[player].nGreat;
|
||||
int perfectHits = OpenTaiko.stageGameScreen.CChartScore[player].nGreat;
|
||||
int totalHits = dtxs[player].nノーツ数[3];
|
||||
|
||||
// Difficulty
|
||||
@ -530,7 +530,7 @@ class HGaugeMethods {
|
||||
}
|
||||
|
||||
// Total hits and perfect hits
|
||||
int perfectHits = OpenTaiko.stage演奏ドラム画面.CChartScore[player].nGreat;
|
||||
int perfectHits = OpenTaiko.stageGameScreen.CChartScore[player].nGreat;
|
||||
int totalHits = dtxs[player].nノーツ数[3];
|
||||
|
||||
// Scale
|
||||
@ -545,7 +545,7 @@ class HGaugeMethods {
|
||||
int level = OpenTaiko.stageSongSelect.rChoosenSong.score[_dif].譜面情報.nレベル[_dif];
|
||||
|
||||
// Current percent
|
||||
float currentPercent = (float)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[player];
|
||||
float currentPercent = (float)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[player];
|
||||
|
||||
// Gauge type
|
||||
EGaugeType gaugeType = tGetGaugeTypeEnum(chara.effect.tGetGaugeType());
|
||||
@ -608,7 +608,7 @@ class HGaugeMethods {
|
||||
GaugeBox = new int[] { OpenTaiko.Skin.Result_Gauge_Rect[0], OpenTaiko.Skin.Result_Gauge_Rect[1], OpenTaiko.Skin.Result_Gauge_Rect[2], OpenTaiko.Skin.Result_Gauge_Rect[3] };
|
||||
|
||||
// Total hits and perfect hits
|
||||
int perfectHits = OpenTaiko.stage演奏ドラム画面.CChartScore[player].nGreat;
|
||||
int perfectHits = OpenTaiko.stageGameScreen.CChartScore[player].nGreat;
|
||||
int totalHits = dtxs[player].nノーツ数[3];
|
||||
|
||||
// Gauge type
|
||||
|
@ -5,7 +5,7 @@ internal class CLuaInfo {
|
||||
public string lang => OpenTaiko.ConfigIni.sLang;
|
||||
public bool simplemode => OpenTaiko.ConfigIni.SimpleMode;
|
||||
public bool p1IsBlue => OpenTaiko.P1IsBlue();
|
||||
public bool online => OpenTaiko.app.bネットワークに接続中;
|
||||
public bool online => OpenTaiko.app.bInternetConnectionSuccess;
|
||||
|
||||
public string dir { get; init; }
|
||||
|
||||
|
@ -896,7 +896,7 @@ internal class CTja : CActivity {
|
||||
if (nCurrentTime > wc.n再生開始時刻[i]) {
|
||||
long nAbsTimeFromStartPlaying = nCurrentTime - wc.n再生開始時刻[i];
|
||||
// WASAPI/ASIO用↓
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) {
|
||||
if (wc.rSound[i].IsPaused) wc.rSound[i].Resume(nAbsTimeFromStartPlaying);
|
||||
else wc.rSound[i].tSetPositonToBegin(nAbsTimeFromStartPlaying);
|
||||
} else {
|
||||
@ -1236,7 +1236,7 @@ internal class CTja : CActivity {
|
||||
}
|
||||
}
|
||||
}
|
||||
public void t全チップの再生停止() {
|
||||
public void tStopAllChips() {
|
||||
foreach (CWAV cwav in this.listWAV.Values) {
|
||||
this.tWavの再生停止(cwav.n内部番号);
|
||||
}
|
||||
@ -4465,7 +4465,7 @@ internal class CTja : CActivity {
|
||||
this.listChip.Add(chip);
|
||||
} else if (command == "#LYRIC" && !usingLyricsFile && OpenTaiko.ConfigIni.nPlayerCount < 4) // Do not parse LYRIC tags if a lyric file is already loaded
|
||||
{
|
||||
if (OpenTaiko.r現在のステージ.eStageID == CStage.EStage.SongLoading)//起動時に重たくなってしまう問題の修正用
|
||||
if (OpenTaiko.rCurrentStage.eStageID == CStage.EStage.SongLoading)//起動時に重たくなってしまう問題の修正用
|
||||
this.listLyric.Add(this.pf歌詞フォント.DrawText(argument, OpenTaiko.Skin.Game_Lyric_ForeColor, OpenTaiko.Skin.Game_Lyric_BackColor, null, 30));
|
||||
|
||||
var chip = new CChip();
|
||||
@ -5723,7 +5723,7 @@ internal class CTja : CActivity {
|
||||
|
||||
if (File.Exists(filePaths[i])) {
|
||||
try {
|
||||
if (OpenTaiko.r現在のステージ.eStageID == CStage.EStage.SongLoading) {
|
||||
if (OpenTaiko.rCurrentStage.eStageID == CStage.EStage.SongLoading) {
|
||||
if (filePaths[i].EndsWith(".vtt")) {
|
||||
using (VTTParser parser = new VTTParser()) {
|
||||
this.listLyric2.AddRange(parser.ParseVTTFile(filePaths[i], 0, 0));
|
||||
@ -5750,7 +5750,7 @@ internal class CTja : CActivity {
|
||||
strFilePath[index] = this.strフォルダ名 + strFiles[index];
|
||||
if (File.Exists(strFilePath[index])) {
|
||||
try {
|
||||
if (OpenTaiko.r現在のステージ.eStageID == CStage.EStage.SongLoading)//起動時に重たくなってしまう問題の修正用
|
||||
if (OpenTaiko.rCurrentStage.eStageID == CStage.EStage.SongLoading)//起動時に重たくなってしまう問題の修正用
|
||||
this.LyricFileParser(strFilePath[index], index);
|
||||
this.bLyrics = true;
|
||||
this.usingLyricsFile = true;
|
||||
@ -6294,7 +6294,7 @@ internal class CTja : CActivity {
|
||||
// CActivity 実装
|
||||
private CCachedFontRenderer pf歌詞フォント;
|
||||
public override void Activate() {
|
||||
if (OpenTaiko.r現在のステージ.eStageID == CStage.EStage.SongLoading) {
|
||||
if (OpenTaiko.rCurrentStage.eStageID == CStage.EStage.SongLoading) {
|
||||
//まさかこれが原因で曲の読み込みが停止するとは思わなかった...
|
||||
//どういうことかというとスキンを読み込むときに...いや厳密には
|
||||
//RefleshSkinを呼び出した後一回Disposeしてnullにして解放(その後にまたインスタンスを作成する)するんだけど
|
||||
|
@ -208,7 +208,7 @@ internal class CEnumSongs // #27060 2011.2.7 yyagi 曲
|
||||
try {
|
||||
#region [ 0) システムサウンドの構築 ]
|
||||
//-----------------------------
|
||||
OpenTaiko.stage起動.ePhaseID = CStage.EPhase.Startup_0_CreateSystemSound;
|
||||
OpenTaiko.stageStartup.ePhaseID = CStage.EPhase.Startup_0_CreateSystemSound;
|
||||
|
||||
Trace.TraceInformation("0) システムサウンドを構築します。");
|
||||
Trace.Indent();
|
||||
@ -236,8 +236,8 @@ internal class CEnumSongs // #27060 2011.2.7 yyagi 曲
|
||||
}
|
||||
}
|
||||
}
|
||||
lock (OpenTaiko.stage起動.list進行文字列) {
|
||||
OpenTaiko.stage起動.list進行文字列.Add("SYSTEM SOUND...OK");
|
||||
lock (OpenTaiko.stageStartup.list進行文字列) {
|
||||
OpenTaiko.stageStartup.list進行文字列.Add("SYSTEM SOUND...OK");
|
||||
}
|
||||
} finally {
|
||||
Trace.Unindent();
|
||||
@ -246,7 +246,7 @@ internal class CEnumSongs // #27060 2011.2.7 yyagi 曲
|
||||
#endregion
|
||||
|
||||
} finally {
|
||||
OpenTaiko.stage起動.ePhaseID = CStage.EPhase.Startup_6_LoadTextures;
|
||||
OpenTaiko.stageStartup.ePhaseID = CStage.EPhase.Startup_6_LoadTextures;
|
||||
TimeSpan span = (TimeSpan)(DateTime.Now - now);
|
||||
Trace.TraceInformation("起動所要時間: {0}", span.ToString());
|
||||
lock (this) // #28700 2012.6.12 yyagi; state change must be in finally{} for exiting as of compact mode.
|
||||
|
@ -14,9 +14,9 @@ class CMainMenuTab {
|
||||
public bool implemented;
|
||||
public CTexture barTex;
|
||||
public CTexture barChara;
|
||||
public CStageタイトル.E戻り値 rp;
|
||||
public CStageTitle.EReturnValue rp;
|
||||
|
||||
public CMainMenuTab(int boxId, Color col, CCachedFontRenderer tpf, CCachedFontRenderer boxpf, CStageタイトル.E戻り値 returnPoint, bool _1Ponly, bool impl, CTexture[] modeSelect_Bar, CTexture[] modeSelect_Bar_Chara) {
|
||||
public CMainMenuTab(int boxId, Color col, CCachedFontRenderer tpf, CCachedFontRenderer boxpf, CStageTitle.EReturnValue returnPoint, bool _1Ponly, bool impl, CTexture[] modeSelect_Bar, CTexture[] modeSelect_Bar_Chara) {
|
||||
string title = GetBoxText(boxId);
|
||||
|
||||
ttkTitle = new TitleTextureKey(title, tpf, Color.White, col, 1280, Color.Black);
|
||||
@ -101,22 +101,22 @@ class CMainMenuTab {
|
||||
|
||||
#region [Return points]
|
||||
|
||||
CStageタイトル.E戻り値[] __rps =
|
||||
CStageTitle.EReturnValue[] __rps =
|
||||
{
|
||||
CStageタイトル.E戻り値.GAMESTART,
|
||||
CStageタイトル.E戻り値.DANGAMESTART,
|
||||
CStageタイトル.E戻り値.TAIKOTOWERSSTART,
|
||||
CStageタイトル.E戻り値.SHOPSTART,
|
||||
CStageタイトル.E戻り値.BOUKENSTART,
|
||||
CStageタイトル.E戻り値.HEYA,
|
||||
CStageタイトル.E戻り値.CONFIG,
|
||||
CStageタイトル.E戻り値.EXIT,
|
||||
CStageタイトル.E戻り値.ONLINELOUNGE,
|
||||
CStageタイトル.E戻り値.ENCYCLOPEDIA,
|
||||
CStageタイトル.E戻り値.AIBATTLEMODE,
|
||||
CStageタイトル.E戻り値.PLAYERSTATS,
|
||||
CStageタイトル.E戻り値.CHARTEDITOR,
|
||||
CStageタイトル.E戻り値.TOOLBOX,
|
||||
CStageTitle.EReturnValue.GAMESTART,
|
||||
CStageTitle.EReturnValue.DANGAMESTART,
|
||||
CStageTitle.EReturnValue.TAIKOTOWERSSTART,
|
||||
CStageTitle.EReturnValue.SHOPSTART,
|
||||
CStageTitle.EReturnValue.BOUKENSTART,
|
||||
CStageTitle.EReturnValue.HEYA,
|
||||
CStageTitle.EReturnValue.CONFIG,
|
||||
CStageTitle.EReturnValue.EXIT,
|
||||
CStageTitle.EReturnValue.ONLINELOUNGE,
|
||||
CStageTitle.EReturnValue.ENCYCLOPEDIA,
|
||||
CStageTitle.EReturnValue.AIBATTLEMODE,
|
||||
CStageTitle.EReturnValue.PLAYERSTATS,
|
||||
CStageTitle.EReturnValue.CHARTEDITOR,
|
||||
CStageTitle.EReturnValue.TOOLBOX,
|
||||
};
|
||||
|
||||
#endregion
|
||||
@ -163,7 +163,7 @@ class CMainMenuTab {
|
||||
#endregion
|
||||
|
||||
for (int i = 0; i < __MenuCount; i++) {
|
||||
CStageタイトル.E戻り値 _rp = (i >= __rps.Length) ? CStageタイトル.E戻り値.GAMESTART : __rps[i];
|
||||
CStageTitle.EReturnValue _rp = (i >= __rps.Length) ? CStageTitle.EReturnValue.GAMESTART : __rps[i];
|
||||
Color _mc = (i >= __MenuColors.Length) ? Color.White : __MenuColors[i];
|
||||
bool _1pr = (i >= _1PRestricts.Length) ? false : _1PRestricts[i];
|
||||
bool _impl = (i >= _implemented.Length) ? false : _implemented[i];
|
||||
|
@ -5,10 +5,10 @@ using FDK;
|
||||
|
||||
namespace OpenTaiko;
|
||||
|
||||
internal class CStageタイトル : CStage {
|
||||
internal class CStageTitle : CStage {
|
||||
// Constructor
|
||||
|
||||
public CStageタイトル() {
|
||||
public CStageTitle() {
|
||||
base.eStageID = CStage.EStage.Title;
|
||||
base.IsDeActivated = true;
|
||||
base.ChildActivities.Add(this.actFIfromSetup = new CActFIFOBlack());
|
||||
@ -114,7 +114,7 @@ internal class CStageタイトル : CStage {
|
||||
#region [ 初めての進行描画 ]
|
||||
//---------------------
|
||||
if (base.IsFirstDraw) {
|
||||
if (OpenTaiko.r直前のステージ == OpenTaiko.stage起動) {
|
||||
if (OpenTaiko.rPreviousStage == OpenTaiko.stageStartup) {
|
||||
this.actFIfromSetup.tフェードイン開始();
|
||||
base.ePhaseID = CStage.EPhase.Title_FadeIn;
|
||||
} else {
|
||||
@ -156,7 +156,7 @@ internal class CStageタイトル : CStage {
|
||||
OpenTaiko.Skin.soundEntry.tPlay();
|
||||
} else {
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
this._idNextStageForced = E戻り値.EXIT;
|
||||
this._idNextStageForced = EReturnValue.EXIT;
|
||||
this.actFO.tフェードアウト開始(0, 500);
|
||||
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
|
||||
}
|
||||
@ -285,7 +285,7 @@ internal class CStageタイトル : CStage {
|
||||
if (bモード選択) {
|
||||
bool operationSucceded = false;
|
||||
|
||||
if (CMainMenuTab.__Menus[usedMenus[this.n現在の選択行モード選択]].rp == E戻り値.DANGAMESTART || CMainMenuTab.__Menus[usedMenus[this.n現在の選択行モード選択]].rp == E戻り値.TAIKOTOWERSSTART) {
|
||||
if (CMainMenuTab.__Menus[usedMenus[this.n現在の選択行モード選択]].rp == EReturnValue.DANGAMESTART || CMainMenuTab.__Menus[usedMenus[this.n現在の選択行モード選択]].rp == EReturnValue.TAIKOTOWERSSTART) {
|
||||
if (OpenTaiko.Songs管理.list曲ルート_Dan.Count > 0 && OpenTaiko.ConfigIni.nPlayerCount == 1)
|
||||
operationSucceded = true;
|
||||
} else if (CMainMenuTab.__Menus[usedMenus[this.n現在の選択行モード選択]].implemented == true
|
||||
@ -846,7 +846,7 @@ internal class CStageタイトル : CStage {
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
public enum E戻り値 {
|
||||
public enum EReturnValue {
|
||||
継続 = 0,
|
||||
GAMESTART,
|
||||
DANGAMESTART,
|
||||
@ -970,7 +970,7 @@ internal class CStageタイトル : CStage {
|
||||
|
||||
private int n現在の選択行プレイヤーエントリー;
|
||||
private int n現在の選択行モード選択;
|
||||
private E戻り値? _idNextStageForced;
|
||||
private EReturnValue? _idNextStageForced;
|
||||
|
||||
/*private Point[] ptプレイヤーエントリーバー座標 =
|
||||
{ new Point(337, 488), new Point( 529, 487), new Point(743, 486) };
|
@ -72,7 +72,7 @@ internal class CActCalibrationMode : CActivity {
|
||||
} else if (buttonIndex == 2 && decide) // Save
|
||||
{
|
||||
OpenTaiko.ConfigIni.nGlobalOffsetMs = GetMedianOffset();
|
||||
OpenTaiko.stageコンフィグ.actList.iGlobalOffsetMs.n現在の値 = GetMedianOffset();
|
||||
OpenTaiko.stageConfig.actList.iGlobalOffsetMs.n現在の値 = GetMedianOffset();
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
Stop();
|
||||
|
||||
|
@ -41,7 +41,7 @@ internal class CActConfigKeyAssign : CActivity {
|
||||
return;
|
||||
|
||||
case 0x11:
|
||||
OpenTaiko.stageコンフィグ.tアサイン完了通知();
|
||||
OpenTaiko.stageConfig.tアサイン完了通知();
|
||||
return;
|
||||
}
|
||||
this.bキー入力待ち = true;
|
||||
@ -125,7 +125,7 @@ internal class CActConfigKeyAssign : CActivity {
|
||||
int num5 = OpenTaiko.Skin.Config_KeyAssign_Move;
|
||||
int x = OpenTaiko.Skin.Config_KeyAssign_Font[0];
|
||||
int y = OpenTaiko.Skin.Config_KeyAssign_Font[1];
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x, y, this.strパッド名, false, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x, y, this.strパッド名, false, 0.75f);
|
||||
y += num5;
|
||||
CConfigIni.CKeyAssign.STKEYASSIGN[] stkeyassignArray = OpenTaiko.ConfigIni.KeyAssign[(int)this.part][(int)this.pad];
|
||||
for (int i = 0; i < 0x10; i++) {
|
||||
@ -151,14 +151,14 @@ internal class CActConfigKeyAssign : CActivity {
|
||||
break;
|
||||
|
||||
default:
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x + num5, y, string.Format("{0,2}.", i + 1), this.n現在の選択行 == i, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x + num5, y, string.Format("{0,2}.", i + 1), this.n現在の選択行 == i, 0.75f);
|
||||
break;
|
||||
}
|
||||
y += num5;
|
||||
}
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x + num5, y, "Reset", this.n現在の選択行 == 0x10, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x + num5, y, "Reset", this.n現在の選択行 == 0x10, 0.75f);
|
||||
y += num5;
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x + num5, y, "<< Returnto List", this.n現在の選択行 == 0x11, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x + num5, y, "<< Returnto List", this.n現在の選択行 == 0x11, 0.75f);
|
||||
y += num5;
|
||||
if (this.bキー入力待ち && (OpenTaiko.Tx.Config_KeyAssign != null)) {
|
||||
OpenTaiko.Tx.Config_KeyAssign.t2D描画(OpenTaiko.Skin.Config_KeyAssign[0], OpenTaiko.Skin.Config_KeyAssign[1]);
|
||||
@ -249,7 +249,7 @@ internal class CActConfigKeyAssign : CActivity {
|
||||
}
|
||||
break;
|
||||
}
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x, y, string.Format("{0,2}. Joypad #{1} ", line, nID) + str, b強調, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x, y, string.Format("{0,2}. Joypad #{1} ", line, nID) + str, b強調, 0.75f);
|
||||
}
|
||||
private void tアサインコードの描画_Gamepad(int line, int x, int y, int nID, int nCode, bool b強調) {
|
||||
string str = "";
|
||||
@ -262,7 +262,7 @@ internal class CActConfigKeyAssign : CActivity {
|
||||
} else {
|
||||
str = string.Format("Code{0}", nCode);
|
||||
}
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x, y, string.Format("{0,2}. Gamepad #{1} ", line, nID) + str, b強調, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x, y, string.Format("{0,2}. Gamepad #{1} ", line, nID) + str, b強調, 0.75f);
|
||||
}
|
||||
private void tアサインコードの描画_Keyboard(int line, int x, int y, int nID, int nCode, bool b強調) {
|
||||
string str = null;
|
||||
@ -275,13 +275,13 @@ internal class CActConfigKeyAssign : CActivity {
|
||||
if (str == null) {
|
||||
str = string.Format("{0,2}. Key 0x{1:X2}", line, nCode);
|
||||
}
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x, y, str, b強調, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x, y, str, b強調, 0.75f);
|
||||
}
|
||||
private void tアサインコードの描画_MidiIn(int line, int x, int y, int nID, int nCode, bool b強調) {
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x, y, string.Format("{0,2}. MidiIn #{1} code.{2}", line, nID, nCode), b強調, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x, y, string.Format("{0,2}. MidiIn #{1} code.{2}", line, nID, nCode), b強調, 0.75f);
|
||||
}
|
||||
private void tアサインコードの描画_Mouse(int line, int x, int y, int nID, int nCode, bool b強調) {
|
||||
OpenTaiko.stageコンフィグ.actFont.t文字列描画(x, y, string.Format("{0,2}. Mouse Button{1}", line, nCode), b強調, 0.75f);
|
||||
OpenTaiko.stageConfig.actFont.t文字列描画(x, y, string.Format("{0,2}. Mouse Button{1}", line, nCode), b強調, 0.75f);
|
||||
}
|
||||
|
||||
private bool tキーチェックとアサイン_Gamepad() {
|
||||
|
@ -431,143 +431,143 @@ internal class CActConfigList : CActivity {
|
||||
#region [ 個々のキーアサイン ]
|
||||
//太鼓のキー設定。
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLRed) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRRed) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLBlue) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRBlue) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue);
|
||||
}
|
||||
|
||||
//太鼓のキー設定。2P
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLRed2P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed2P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed2P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRRed2P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed2P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed2P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLBlue2P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue2P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue2P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRBlue2P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue2P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue2P);
|
||||
}
|
||||
|
||||
//太鼓のキー設定。3P
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLRed3P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed3P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed3P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRRed3P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed3P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed3P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLBlue3P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue3P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue3P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRBlue3P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue3P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue3P);
|
||||
}
|
||||
|
||||
//太鼓のキー設定。4P
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLRed4P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed4P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed4P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRRed4P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed4P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed4P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLBlue4P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue4P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue4P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRBlue4P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue4P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue4P);
|
||||
}
|
||||
|
||||
//太鼓のキー設定。5P
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLRed5P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed5P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LRed5P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRRed5P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed5P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RRed5P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoLBlue5P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue5P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LBlue5P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTaikoRBlue5P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue5P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RBlue5P);
|
||||
}
|
||||
|
||||
// Konga claps
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignKongaClap) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignKongaClap2P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap2P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap2P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignKongaClap3P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap3P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap3P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignKongaClap4P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap4P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap4P);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignKongaClap5P) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap5P);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Clap5P);
|
||||
}
|
||||
|
||||
// Menu controls
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignDecide) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Decide);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Decide);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignCancel) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Cancel);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.Cancel);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignLeftChange) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LeftChange);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.LeftChange);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignRightChange) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RightChange);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.RightChange);
|
||||
}
|
||||
|
||||
// System controls
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemCapture) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.Capture);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.Capture);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemSongVolIncrease) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.SongVolumeIncrease);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.SongVolumeIncrease);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemSongVolDecrease) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.SongVolumeDecrease);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.SongVolumeDecrease);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemDisplayHit) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.DisplayHits);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.DisplayHits);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemDisplayDebug) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.DisplayDebug);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.DisplayDebug);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemQuickConfig) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.QuickConfig);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.QuickConfig);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemNewHeya) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.NewHeya);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.NewHeya);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemSortSongs) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.SortSongs);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.SortSongs);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemToggleAutoP1) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.ToggleAutoP1);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.ToggleAutoP1);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemToggleAutoP2) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.ToggleAutoP2);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.ToggleAutoP2);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemToggleTrainingMode) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.ToggleTrainingMode);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.ToggleTrainingMode);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignSystemCycleVideoDisplayMode) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.CycleVideoDisplayMode);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.System, EKeyConfigPad.CycleVideoDisplayMode);
|
||||
}
|
||||
|
||||
// Training controls
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingPause) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingPause);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingPause);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingToggleAuto) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingToggleAuto);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingToggleAuto);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingBookmark) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBookmark);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBookmark);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingIncreaseScrollSpeed) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingIncreaseScrollSpeed);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingIncreaseScrollSpeed);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingDecreaseScrollSpeed) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingDecreaseScrollSpeed);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingDecreaseScrollSpeed);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingIncreaseSongSpeed) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingIncreaseSongSpeed);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingIncreaseSongSpeed);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingDecreaseSongSpeed) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingDecreaseSongSpeed);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingDecreaseSongSpeed);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingBranchNormal) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBranchNormal);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBranchNormal);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingBranchExpert) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBranchExpert);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBranchExpert);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingBranchMaster) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBranchMaster);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingBranchMaster);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingMoveForwardMeasure) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingMoveForwardMeasure);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingMoveForwardMeasure);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingMoveBackMeasure) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingMoveBackMeasure);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingMoveBackMeasure);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingSkipForwardMeasure) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingSkipForwardMeasure);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingSkipForwardMeasure);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingSkipBackMeasure) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingSkipBackMeasure);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingSkipBackMeasure);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingJumpToFirstMeasure) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingJumpToFirstMeasure);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingJumpToFirstMeasure);
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingJumpToLastMeasure) {
|
||||
OpenTaiko.stageコンフィグ.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingJumpToLastMeasure);
|
||||
OpenTaiko.stageConfig.tパッド選択通知(EKeyConfigPart.Drums, EKeyConfigPad.TrainingJumpToLastMeasure);
|
||||
}
|
||||
#endregion
|
||||
else {
|
||||
@ -579,25 +579,25 @@ internal class CActConfigList : CActivity {
|
||||
CLangManager.langAttach(OpenTaiko.ConfigIni.sLang);
|
||||
|
||||
prvFont?.Dispose();
|
||||
OpenTaiko.stageコンフィグ.ftフォント?.Dispose();
|
||||
OpenTaiko.stageタイトル.pfMenuTitle?.Dispose();
|
||||
OpenTaiko.stageタイトル.pfBoxText?.Dispose();
|
||||
OpenTaiko.stageConfig.ftフォント?.Dispose();
|
||||
OpenTaiko.stageTitle.pfMenuTitle?.Dispose();
|
||||
OpenTaiko.stageTitle.pfBoxText?.Dispose();
|
||||
|
||||
prvFont = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Config_Font_Scale);
|
||||
OpenTaiko.stageコンフィグ.ftフォント = HPrivateFastFont.tInstantiateMainFont((int)OpenTaiko.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
|
||||
OpenTaiko.stageタイトル.pfMenuTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Title_ModeSelect_Title_Scale[0]);
|
||||
OpenTaiko.stageタイトル.pfBoxText = HPrivateFastFont.tInstantiateBoxFont(OpenTaiko.Skin.Title_ModeSelect_Title_Scale[1]);
|
||||
OpenTaiko.stageConfig.ftフォント = HPrivateFastFont.tInstantiateMainFont((int)OpenTaiko.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
|
||||
OpenTaiko.stageTitle.pfMenuTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Title_ModeSelect_Title_Scale[0]);
|
||||
OpenTaiko.stageTitle.pfBoxText = HPrivateFastFont.tInstantiateBoxFont(OpenTaiko.Skin.Title_ModeSelect_Title_Scale[1]);
|
||||
|
||||
t項目リストの設定_System(refresh: false);
|
||||
OpenTaiko.stageコンフィグ.ReloadMenus();
|
||||
OpenTaiko.stageConfig.ReloadMenus();
|
||||
}
|
||||
// Enter押下後の後処理
|
||||
|
||||
if (this.list項目リスト[this.n現在の選択項目] == this.iSystemFullscreen) {
|
||||
OpenTaiko.app.b次のタイミングで全画面_ウィンドウ切り替えを行う = true;
|
||||
OpenTaiko.app.bSwitchFullScreenAtNextFrame = true;
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iSystemVSyncWait) {
|
||||
OpenTaiko.ConfigIni.bEnableVSync = this.iSystemVSyncWait.bON;
|
||||
OpenTaiko.app.b次のタイミングで垂直帰線同期切り替えを行う = true;
|
||||
OpenTaiko.app.bSwitchVSyncAtTheNextFrame = true;
|
||||
}
|
||||
#region [ キーアサインへの遷移と脱出 ]
|
||||
else if (this.list項目リスト[this.n現在の選択項目] == this.iSystemGoToKeyAssign) // #24609 2011.4.12 yyagi
|
||||
@ -615,7 +615,7 @@ internal class CActConfigList : CActivity {
|
||||
tConfigIniへ記録する();
|
||||
t項目リストの設定_KeyAssignTraining();
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iDrumsGoToCalibration) {
|
||||
OpenTaiko.stageコンフィグ.actCalibrationMode.Start();
|
||||
OpenTaiko.stageConfig.actCalibrationMode.Start();
|
||||
} else if (this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignDrumsReturnToMenu ||
|
||||
this.list項目リスト[this.n現在の選択項目] == this.iKeyAssignTrainingReturnToMenu) // #24525 2011.3.15 yyagi
|
||||
{
|
||||
@ -1139,14 +1139,14 @@ internal class CActConfigList : CActivity {
|
||||
this.n現在のスクロールカウンタ -= 100;
|
||||
this.n目標のスクロールカウンタ -= 100;
|
||||
if (this.n目標のスクロールカウンタ == 0) {
|
||||
OpenTaiko.stageコンフィグ.t項目変更通知();
|
||||
OpenTaiko.stageConfig.t項目変更通知();
|
||||
}
|
||||
} else if (this.n現在のスクロールカウンタ <= -100) {
|
||||
this.n現在の選択項目 = this.t前の項目(this.n現在の選択項目);
|
||||
this.n現在のスクロールカウンタ += 100;
|
||||
this.n目標のスクロールカウンタ += 100;
|
||||
if (this.n目標のスクロールカウンタ == 0) {
|
||||
OpenTaiko.stageコンフィグ.t項目変更通知();
|
||||
OpenTaiko.stageConfig.t項目変更通知();
|
||||
}
|
||||
}
|
||||
//-----------------
|
||||
|
@ -407,7 +407,7 @@ internal class CStageコンフィグ : CStage {
|
||||
OpenTaiko.Skin.soundCancelSFX.tPlay();
|
||||
if (!this.bメニューにフォーカス中) {
|
||||
if (this.eItemPanelモード == EItemPanelモード.キーコード一覧) {
|
||||
OpenTaiko.stageコンフィグ.tアサイン完了通知();
|
||||
OpenTaiko.stageConfig.tアサイン完了通知();
|
||||
return 0;
|
||||
}
|
||||
if (!this.actList.bIsKeyAssignSelected && !this.actList.bIsFocusingParameter) // #24525 2011.3.15 yyagi, #32059 2013.9.17 yyagi
|
||||
|
@ -243,9 +243,9 @@ class CActSelect段位リスト : CStage {
|
||||
private CCachedFontRenderer pfDanFolder, pfDanFolderDesc, pfDanSong, pfExamFont;
|
||||
public TitleTextureKey[] ttkExams;
|
||||
|
||||
private CStage選曲.STNumber[] stLevel = new CStage選曲.STNumber[10];
|
||||
private CStage選曲.STNumber[] stSoulNumber = new CStage選曲.STNumber[10];
|
||||
private CStage選曲.STNumber[] stExamNumber = new CStage選曲.STNumber[10];
|
||||
private CStageSongSelect.STNumber[] stLevel = new CStageSongSelect.STNumber[10];
|
||||
private CStageSongSelect.STNumber[] stSoulNumber = new CStageSongSelect.STNumber[10];
|
||||
private CStageSongSelect.STNumber[] stExamNumber = new CStageSongSelect.STNumber[10];
|
||||
|
||||
public List<CSongListNode> listSongs;
|
||||
public STバー情報[] stバー情報;
|
||||
|
@ -8,7 +8,7 @@ class CActSelect段位挑戦選択画面 : CActivity {
|
||||
ctBarIn = new CCounter();
|
||||
ctBarOut = new CCounter();
|
||||
ctBarOut.CurrentValue = 255;
|
||||
OpenTaiko.stage段位選択.bDifficultyIn = false;
|
||||
OpenTaiko.stageDanSongSelect.bDifficultyIn = false;
|
||||
bOption = false;
|
||||
|
||||
base.Activate();
|
||||
@ -27,13 +27,13 @@ class CActSelect段位挑戦選択画面 : CActivity {
|
||||
}
|
||||
|
||||
public override int Draw() {
|
||||
if (OpenTaiko.stage段位選択.bDifficultyIn || ctBarOut.CurrentValue < ctBarOut.EndValue) {
|
||||
if (OpenTaiko.stageDanSongSelect.bDifficultyIn || ctBarOut.CurrentValue < ctBarOut.EndValue) {
|
||||
ctBarIn.Tick();
|
||||
ctBarOut.Tick();
|
||||
|
||||
OpenTaiko.Tx.Challenge_Select[0].Opacity = OpenTaiko.stage段位選択.bDifficultyIn ? ctBarIn.CurrentValue : 255 - ctBarOut.CurrentValue;
|
||||
OpenTaiko.Tx.Challenge_Select[1].Opacity = OpenTaiko.stage段位選択.bDifficultyIn ? ctBarIn.CurrentValue : 255 - ctBarOut.CurrentValue;
|
||||
OpenTaiko.Tx.Challenge_Select[2].Opacity = OpenTaiko.stage段位選択.bDifficultyIn ? ctBarIn.CurrentValue : 255 - ctBarOut.CurrentValue;
|
||||
OpenTaiko.Tx.Challenge_Select[0].Opacity = OpenTaiko.stageDanSongSelect.bDifficultyIn ? ctBarIn.CurrentValue : 255 - ctBarOut.CurrentValue;
|
||||
OpenTaiko.Tx.Challenge_Select[1].Opacity = OpenTaiko.stageDanSongSelect.bDifficultyIn ? ctBarIn.CurrentValue : 255 - ctBarOut.CurrentValue;
|
||||
OpenTaiko.Tx.Challenge_Select[2].Opacity = OpenTaiko.stageDanSongSelect.bDifficultyIn ? ctBarIn.CurrentValue : 255 - ctBarOut.CurrentValue;
|
||||
|
||||
OpenTaiko.Tx.Challenge_Select[0].t2D描画(0, 0);
|
||||
|
||||
@ -46,12 +46,12 @@ class CActSelect段位挑戦選択画面 : CActivity {
|
||||
OpenTaiko.Tx.Challenge_Select[1].t2D描画(0, 0);
|
||||
|
||||
|
||||
if (OpenTaiko.stage段位選択.ct待機.IsStarted)
|
||||
if (OpenTaiko.stageDanSongSelect.ct待機.IsStarted)
|
||||
return base.Draw();
|
||||
|
||||
#region [Key bindings]
|
||||
|
||||
if (ctBarIn.IsEnded && !OpenTaiko.stage段位選択.b選択した && bOption == false) {
|
||||
if (ctBarIn.IsEnded && !OpenTaiko.stageDanSongSelect.b選択した && bOption == false) {
|
||||
if (OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.RightArrow) ||
|
||||
OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue)) {
|
||||
if (n現在の選択行 - 1 >= 0) {
|
||||
@ -74,13 +74,13 @@ class CActSelect段位挑戦選択画面 : CActivity {
|
||||
if (n現在の選択行 == 0) {
|
||||
this.ctBarOut.Start(0, 255, 0.5f, OpenTaiko.Timer);
|
||||
OpenTaiko.Skin.soundCancelSFX.tPlay();
|
||||
OpenTaiko.stage段位選択.bDifficultyIn = false;
|
||||
OpenTaiko.stageDanSongSelect.bDifficultyIn = false;
|
||||
} else if (n現在の選択行 == 1) {
|
||||
//TJAPlayer3.Skin.soundDanSongSelect.t再生する();
|
||||
OpenTaiko.ConfigIni.bTokkunMode = false;
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
OpenTaiko.Skin.voiceMenuDanSelectConfirm[OpenTaiko.SaveFile]?.tPlay();
|
||||
OpenTaiko.stage段位選択.ct待機.Start(0, 3000, 1, OpenTaiko.Timer);
|
||||
OpenTaiko.stageDanSongSelect.ct待機.Start(0, 3000, 1, OpenTaiko.Timer);
|
||||
} else if (n現在の選択行 == 2) {
|
||||
bOption = true;
|
||||
}
|
||||
|
@ -260,7 +260,7 @@ class CStage段位選択 : CStage {
|
||||
OpenTaiko.Skin.soundError.tPlay();
|
||||
}
|
||||
} else {
|
||||
OpenTaiko.stage段位選択.t段位を選択する();
|
||||
OpenTaiko.stageDanSongSelect.t段位を選択する();
|
||||
}
|
||||
ct待機.CurrentValue = 0;
|
||||
ct待機.Stop();
|
||||
|
@ -143,7 +143,7 @@ internal class CActPlayOption : CActivity {
|
||||
return 0;
|
||||
|
||||
var act難易度 = OpenTaiko.stageSongSelect.actDifficultySelectionScreen;
|
||||
var danAct = OpenTaiko.stage段位選択.段位挑戦選択画面;
|
||||
var danAct = OpenTaiko.stageDanSongSelect.段位挑戦選択画面;
|
||||
|
||||
var _textures = new CTexture[]
|
||||
{
|
||||
|
@ -86,7 +86,7 @@ class CActSelectDanInfo : CStage {
|
||||
OpenTaiko.Tx.Dani_Difficulty_Cymbol.vcScaleRatio.Y = 1;
|
||||
|
||||
OpenTaiko.Tx.Dani_Level_Number.Opacity = opacity;
|
||||
OpenTaiko.stage段位選択.段位リスト.tLevelNumberDraw(OpenTaiko.Skin.SongSelect_DanInfo_Level_Number_X[pos], OpenTaiko.Skin.SongSelect_DanInfo_Level_Number_Y[pos], dan.Level, OpenTaiko.Skin.SongSelect_DanInfo_Level_Number_Scale);
|
||||
OpenTaiko.stageDanSongSelect.段位リスト.tLevelNumberDraw(OpenTaiko.Skin.SongSelect_DanInfo_Level_Number_X[pos], OpenTaiko.Skin.SongSelect_DanInfo_Level_Number_Y[pos], dan.Level, OpenTaiko.Skin.SongSelect_DanInfo_Level_Number_Scale);
|
||||
OpenTaiko.Tx.Dani_Level_Number.Opacity = 255;
|
||||
|
||||
TitleTextureKey.ResolveTitleTexture(ttkTitles[i]).Opacity = opacity;
|
||||
@ -106,7 +106,7 @@ class CActSelectDanInfo : CStage {
|
||||
if (OpenTaiko.stageSongSelect.rNowSelectedSong.DanSongs[OpenTaiko.stageSongSelect.rNowSelectedSong.DanSongs.Count - 1].Dan_C[j] == null) {
|
||||
Dan_C danc = OpenTaiko.stageSongSelect.rNowSelectedSong.DanSongs[0].Dan_C[j];
|
||||
if (danc != null) {
|
||||
OpenTaiko.stage段位選択.段位リスト.tExamDraw(OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_X[0], OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Y[index], danc.Value[0], danc.GetExamRange(), OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Scale);
|
||||
OpenTaiko.stageDanSongSelect.段位リスト.tExamDraw(OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_X[0], OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Y[index], danc.Value[0], danc.GetExamRange(), OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Scale);
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i < OpenTaiko.stageSongSelect.rNowSelectedSong.DanSongs.Count; i++) {
|
||||
@ -124,7 +124,7 @@ class CActSelectDanInfo : CStage {
|
||||
}
|
||||
|
||||
OpenTaiko.Tx.Dani_Exam_Number.Opacity = opacity;
|
||||
OpenTaiko.stage段位選択.段位リスト.tExamDraw(OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_X[i % 3], OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Y[index], danc.Value[0], danc.GetExamRange(), OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Scale);
|
||||
OpenTaiko.stageDanSongSelect.段位リスト.tExamDraw(OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_X[i % 3], OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Y[index], danc.Value[0], danc.GetExamRange(), OpenTaiko.Skin.SongSelect_DanInfo_Exam_Value_Scale);
|
||||
OpenTaiko.Tx.Dani_Exam_Number.Opacity = 255;
|
||||
}
|
||||
}
|
||||
|
@ -74,7 +74,7 @@ static internal class CSongSelectSongManager {
|
||||
|
||||
#endregion
|
||||
|
||||
internal class CStage選曲 : CStage {
|
||||
internal class CStageSongSelect : CStage {
|
||||
// Properties
|
||||
public int nスクロールバー相対y座標 {
|
||||
get {
|
||||
@ -137,7 +137,7 @@ internal class CStage選曲 : CStage {
|
||||
}
|
||||
|
||||
// コンストラクタ
|
||||
public CStage選曲() {
|
||||
public CStageSongSelect() {
|
||||
base.eStageID = CStage.EStage.SongSelect;
|
||||
base.ePhaseID = CStage.EPhase.Common_NORMAL;
|
||||
base.IsDeActivated = true;
|
||||
@ -247,7 +247,7 @@ internal class CStage選曲 : CStage {
|
||||
Trace.Indent();
|
||||
try {
|
||||
nChoosenSongDifficulty = new int[5];
|
||||
this.eフェードアウト完了時の戻り値 = E戻り値.継続;
|
||||
this.eフェードアウト完了時の戻り値 = EReturnValue.継続;
|
||||
|
||||
// BGM played
|
||||
this.bBGM再生済み = false;
|
||||
@ -351,7 +351,7 @@ internal class CStage選曲 : CStage {
|
||||
//---------------------
|
||||
if (base.IsFirstDraw) {
|
||||
this.ct登場時アニメ用共通 = new CCounter(0, 100, 3, OpenTaiko.Timer);
|
||||
if (OpenTaiko.r直前のステージ == OpenTaiko.stage結果) {
|
||||
if (OpenTaiko.rPreviousStage == OpenTaiko.stageResults) {
|
||||
this.actFIfrom結果画面.tフェードイン開始();
|
||||
base.ePhaseID = CStage.EPhase.SongSelect_FadeInFromResults;
|
||||
} else {
|
||||
@ -708,7 +708,7 @@ internal class CStage選曲 : CStage {
|
||||
if (actQuickConfig.bGotoDetailConfig) { // 詳細CONFIG呼び出し
|
||||
actQuickConfig.tDeativatePopupMenu();
|
||||
this.actPresound.tStopSound();
|
||||
this.eフェードアウト完了時の戻り値 = E戻り値.コンフィグ呼び出し; // #24525 2011.3.16 yyagi: [SHIFT]-[F1]でCONFIG呼び出し
|
||||
this.eフェードアウト完了時の戻り値 = EReturnValue.ConfigMenuOpened; // #24525 2011.3.16 yyagi: [SHIFT]-[F1]でCONFIG呼び出し
|
||||
this.actFIFO.tフェードアウト開始();
|
||||
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
|
||||
OpenTaiko.Skin.soundCancelSFX.tPlay();
|
||||
@ -767,7 +767,7 @@ internal class CStage選曲 : CStage {
|
||||
CSongSelectSongManager.enable();
|
||||
|
||||
OpenTaiko.Skin.soundCancelSFX.tPlay();
|
||||
this.eフェードアウト完了時の戻り値 = E戻り値.タイトルに戻る;
|
||||
this.eフェードアウト完了時の戻り値 = EReturnValue.BackToTitle;
|
||||
this.actFIFO.tフェードアウト開始();
|
||||
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
|
||||
return 0;
|
||||
@ -789,7 +789,7 @@ internal class CStage選曲 : CStage {
|
||||
if ((OpenTaiko.InputManager.Keyboard.KeyPressing((int)SlimDXKeys.Key.RightShift) || OpenTaiko.InputManager.Keyboard.KeyPressing((int)SlimDXKeys.Key.LeftShift)) &&
|
||||
OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.F1)) { // [SHIFT] + [F1] CONFIG
|
||||
this.actPresound.tStopSound();
|
||||
this.eフェードアウト完了時の戻り値 = E戻り値.コンフィグ呼び出し; // #24525 2011.3.16 yyagi: [SHIFT]-[F1]でCONFIG呼び出し
|
||||
this.eフェードアウト完了時の戻り値 = EReturnValue.ConfigMenuOpened; // #24525 2011.3.16 yyagi: [SHIFT]-[F1]でCONFIG呼び出し
|
||||
this.actFIFO.tフェードアウト開始();
|
||||
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
|
||||
OpenTaiko.Skin.soundCancelSFX.tPlay();
|
||||
@ -1156,13 +1156,13 @@ internal class CStage選曲 : CStage {
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
public enum E戻り値 : int {
|
||||
public enum EReturnValue : int {
|
||||
継続,
|
||||
タイトルに戻る,
|
||||
選曲した,
|
||||
BackToTitle,
|
||||
SongSelected,
|
||||
オプション呼び出し,
|
||||
コンフィグ呼び出し,
|
||||
スキン変更
|
||||
ConfigMenuOpened,
|
||||
SkinChange
|
||||
}
|
||||
|
||||
|
||||
@ -1254,7 +1254,7 @@ internal class CStage選曲 : CStage {
|
||||
public CCounter ct登場時アニメ用共通;
|
||||
private CCounter ctOldBGScroll;
|
||||
private CCounter ct背景スクロール用タイマー;
|
||||
private E戻り値 eフェードアウト完了時の戻り値;
|
||||
private EReturnValue eフェードアウト完了時の戻り値;
|
||||
private CCachedFontRenderer ftフォント;
|
||||
//private CTexture tx下部パネル;
|
||||
//private CTexture tx上部パネル;
|
||||
@ -1557,7 +1557,7 @@ internal class CStage選曲 : CStage {
|
||||
this.str確定された曲のジャンル = this.rChoosenSong.songGenre;
|
||||
|
||||
if ((this.rChoosenSong != null) && (this.r確定されたスコア != null)) {
|
||||
this.eフェードアウト完了時の戻り値 = E戻り値.選曲した;
|
||||
this.eフェードアウト完了時の戻り値 = EReturnValue.SongSelected;
|
||||
this.actFOtoNowLoading.tフェードアウト開始(); // #27787 2012.3.10 yyagi 曲決定時の画面フェードアウトの省略
|
||||
base.ePhaseID = CStage.EPhase.SongSelect_FadeOutToNowLoading;
|
||||
}
|
||||
@ -1573,7 +1573,7 @@ internal class CStage選曲 : CStage {
|
||||
this.str確定された曲のジャンル = this.rChoosenSong.songGenre;
|
||||
|
||||
if ((this.rChoosenSong != null) && (this.r確定されたスコア != null)) {
|
||||
this.eフェードアウト完了時の戻り値 = E戻り値.選曲した;
|
||||
this.eフェードアウト完了時の戻り値 = EReturnValue.SongSelected;
|
||||
this.actFOtoNowLoading.tフェードアウト開始(); // #27787 2012.3.10 yyagi 曲決定時の画面フェードアウトの省略
|
||||
base.ePhaseID = CStage.EPhase.SongSelect_FadeOutToNowLoading;
|
||||
}
|
@ -304,8 +304,8 @@ internal class CStage曲読み込み : CStage {
|
||||
|
||||
OpenTaiko.Tx.SongLoading_Bg_Dan.t2D描画(0, 0 - (ct待機.CurrentValue <= 600 ? ct待機.CurrentValue / 10f : 60));
|
||||
|
||||
CTexture dp = (OpenTaiko.stage段位選択.段位リスト.stバー情報 != null)
|
||||
? OpenTaiko.stage段位選択.段位リスト.stバー情報[OpenTaiko.stage段位選択.段位リスト.n現在の選択行].txDanPlate
|
||||
CTexture dp = (OpenTaiko.stageDanSongSelect.段位リスト.stバー情報 != null)
|
||||
? OpenTaiko.stageDanSongSelect.段位リスト.stバー情報[OpenTaiko.stageDanSongSelect.段位リスト.n現在の選択行].txDanPlate
|
||||
: null;
|
||||
|
||||
CActSelect段位リスト.tDisplayDanPlate(dp,
|
||||
@ -438,7 +438,7 @@ internal class CStage曲読み込み : CStage {
|
||||
OpenTaiko.ReplayInstances[i] = new CSongReplay(_dtx[i].strファイル名の絶対パス, i);
|
||||
}
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.Activate();
|
||||
OpenTaiko.stageGameScreen.Activate();
|
||||
|
||||
span = (TimeSpan)(DateTime.Now - timeBeginLoadWAV);
|
||||
|
||||
|
@ -396,7 +396,7 @@ internal class CAct演奏Combo共通 : CActivity {
|
||||
OpenTaiko.Tx.Taiko_Combo_Text?.t2D拡大率考慮下中心基準描画(combo_text_x, combo_text_y);
|
||||
|
||||
int guide = 2;
|
||||
var ccf = OpenTaiko.stage演奏ドラム画面.CChartScore[nPlayer];
|
||||
var ccf = OpenTaiko.stageGameScreen.CChartScore[nPlayer];
|
||||
|
||||
if (ccf.nGood > 0)
|
||||
guide = 1;
|
||||
|
@ -52,8 +52,8 @@ internal class CAct演奏PauseMenu : CActSelectPopupMenu {
|
||||
if (!sw.IsRunning)
|
||||
this.sw = Stopwatch.StartNew();
|
||||
if (sw.ElapsedMilliseconds > 1500) {
|
||||
OpenTaiko.stage演奏ドラム画面.bPAUSE = false;
|
||||
OpenTaiko.stage演奏ドラム画面.t演奏やりなおし();
|
||||
OpenTaiko.stageGameScreen.bPAUSE = false;
|
||||
OpenTaiko.stageGameScreen.t演奏やりなおし();
|
||||
|
||||
this.tDeativatePopupMenu();
|
||||
this.sw.Reset();
|
||||
@ -64,25 +64,25 @@ internal class CAct演奏PauseMenu : CActSelectPopupMenu {
|
||||
public override void tEnter押下Main(int nSortOrder) {
|
||||
switch (n現在の選択行) {
|
||||
case (int)EOrder.Continue:
|
||||
OpenTaiko.stage演奏ドラム画面.bPAUSE = false;
|
||||
OpenTaiko.stageGameScreen.bPAUSE = false;
|
||||
|
||||
SoundManager.PlayTimer.Resume();
|
||||
OpenTaiko.Timer.Resume();
|
||||
OpenTaiko.TJA.t全チップの再生再開();
|
||||
OpenTaiko.stage演奏ドラム画面.actAVI.tPauseControl();
|
||||
OpenTaiko.stageGameScreen.actAVI.tPauseControl();
|
||||
CActSelectPopupMenu.b選択した = true;
|
||||
this.tDeativatePopupMenu();
|
||||
break;
|
||||
|
||||
case (int)EOrder.Redoing:
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
|
||||
OpenTaiko.stage演奏ドラム画面.tResetGameplayFinishedStatus();
|
||||
OpenTaiko.stageGameScreen.tResetGameplayFinishedStatus();
|
||||
this.bやり直しを選択した = true;
|
||||
CActSelectPopupMenu.b選択した = true;
|
||||
} else {
|
||||
SoundManager.PlayTimer.Resume();
|
||||
OpenTaiko.Timer.Resume();
|
||||
OpenTaiko.stage演奏ドラム画面.t演奏中止();
|
||||
OpenTaiko.stageGameScreen.t演奏中止();
|
||||
CActSelectPopupMenu.b選択した = true;
|
||||
this.tDeativatePopupMenu();
|
||||
}
|
||||
@ -91,7 +91,7 @@ internal class CAct演奏PauseMenu : CActSelectPopupMenu {
|
||||
case (int)EOrder.Return:
|
||||
SoundManager.PlayTimer.Resume();
|
||||
OpenTaiko.Timer.Resume();
|
||||
OpenTaiko.stage演奏ドラム画面.t演奏中止();
|
||||
OpenTaiko.stageGameScreen.t演奏中止();
|
||||
CActSelectPopupMenu.b選択した = true;
|
||||
this.tDeativatePopupMenu();
|
||||
break;
|
||||
|
@ -356,7 +356,7 @@ internal class CAct演奏ゲージ共通 : CActivity {
|
||||
|
||||
public void Damage(EInstrumentPad screenmode, ENoteJudge e今回の判定, int nPlayer) {
|
||||
float fDamage;
|
||||
int nコース = (int)OpenTaiko.stage演奏ドラム画面.nCurrentBranch[nPlayer];
|
||||
int nコース = (int)OpenTaiko.stageGameScreen.nCurrentBranch[nPlayer];
|
||||
|
||||
switch (e今回の判定) {
|
||||
case ENoteJudge.Perfect:
|
||||
|
@ -193,7 +193,7 @@ internal class CAct演奏パネル文字列 : CActivity {
|
||||
throw new InvalidOperationException("t進行描画(x,y)のほうを使用してください。");
|
||||
}
|
||||
public int t進行描画(int x, int y) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.actDan.IsAnimating || OpenTaiko.ConfigIni.nPlayerCount > 2) return 0;
|
||||
if (OpenTaiko.stageGameScreen.actDan.IsAnimating || OpenTaiko.ConfigIni.nPlayerCount > 2) return 0;
|
||||
if (!base.IsDeActivated && !this.bMute) {
|
||||
this.ct進行用.TickLoop();
|
||||
|
||||
|
@ -22,7 +22,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
Drums.nOkCount = OpenTaiko.ConfigIni.bAutoPlay[0] ? this.nHitCount_InclAuto.Drums.Great : this.nHitCount_ExclAuto.Drums.Great;
|
||||
Drums.nBadCount = OpenTaiko.ConfigIni.bAutoPlay[0] ? this.nHitCount_InclAuto.Drums.Miss : this.nHitCount_ExclAuto.Drums.Miss;
|
||||
|
||||
var danC = OpenTaiko.stage演奏ドラム画面.actDan.GetExam();
|
||||
var danC = OpenTaiko.stageGameScreen.actDan.GetExam();
|
||||
for (int i = 0; i < danC.Length; i++) {
|
||||
Drums.Dan_C[i] = danC[i];
|
||||
}
|
||||
@ -320,10 +320,10 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
this.CChartScore[i] = new CBRANCHSCORE();
|
||||
this.CSectionScore[i] = new CBRANCHSCORE();
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.After[i] = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.stBranch[i].nAfter = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.Before[i] = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.stBranch[i].nBefore = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stageGameScreen.actMtaiko.After[i] = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.stBranch[i].nAfter = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stageGameScreen.actMtaiko.Before[i] = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.stBranch[i].nBefore = CTja.ECourse.eNormal;
|
||||
}
|
||||
|
||||
for (int i = 0; i < CBranchScore.Length; i++) {
|
||||
@ -448,8 +448,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
public void ftDanReSetBranches(bool hasBranches) {
|
||||
this.tBranchReset(0);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.nDisplayedBranchLane[0] = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stage演奏ドラム画面.bUseBranch[0] = hasBranches;
|
||||
OpenTaiko.stageGameScreen.nDisplayedBranchLane[0] = CTja.ECourse.eNormal;
|
||||
OpenTaiko.stageGameScreen.bUseBranch[0] = hasBranches;
|
||||
|
||||
// TJAPlayer3.stage選曲.r確定されたスコア.譜面情報.b譜面分岐[(int)Difficulty.Dan] = hasBranches;
|
||||
}
|
||||
@ -849,12 +849,12 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
}
|
||||
|
||||
int clearCount = 0;
|
||||
for (int i = 0; i < OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count; i++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.AIBattleSections[i].End == CStage演奏画面共通.AIBattleSection.EndType.Clear) {
|
||||
for (int i = 0; i < OpenTaiko.stageGameScreen.AIBattleSections.Count; i++) {
|
||||
if (OpenTaiko.stageGameScreen.AIBattleSections[i].End == CStage演奏画面共通.AIBattleSection.EndType.Clear) {
|
||||
clearCount++;
|
||||
}
|
||||
}
|
||||
bIsAIBattleWin = clearCount >= OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count / 2.0;
|
||||
bIsAIBattleWin = clearCount >= OpenTaiko.stageGameScreen.AIBattleSections.Count / 2.0;
|
||||
}
|
||||
|
||||
private void AIRegisterInput(int nPlayer, float move) {
|
||||
@ -869,10 +869,10 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
private void UpdateCharaCounter(int nPlayer) {
|
||||
for (int i = 0; i < 5; i++) {
|
||||
ctChipAnime[i] = new CCounter(0, 3, 60.0 / OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[i] * 1 / 4 / OpenTaiko.ConfigIni.SongPlaybackSpeed, SoundManager.PlayTimer);
|
||||
ctChipAnime[i] = new CCounter(0, 3, 60.0 / OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[i] * 1 / 4 / OpenTaiko.ConfigIni.SongPlaybackSpeed, SoundManager.PlayTimer);
|
||||
}
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.ChangeBPM(60.0 / OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer] / OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.ChangeBPM(60.0 / OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer] / OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
}
|
||||
|
||||
public void AddMixer(CSound cs, bool _b演奏終了後も再生が続くチップである) {
|
||||
@ -932,7 +932,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
// Diff = Dan and current song is Normal or Easy
|
||||
if (diff == (int)Difficulty.Dan) {
|
||||
int _nb = OpenTaiko.stage演奏ドラム画面.actDan.NowShowingNumber;
|
||||
int _nb = OpenTaiko.stageGameScreen.actDan.NowShowingNumber;
|
||||
var _danSongs = OpenTaiko.stageSongSelect.rChoosenSong.DanSongs;
|
||||
|
||||
if (_nb < _danSongs.Count) {
|
||||
@ -1201,11 +1201,11 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
if (pChip.nChannelNo == 0x15 || _gt == EGameType.Konga || (_gt == EGameType.Taiko && pChip.nChannelNo == 0x21)) {
|
||||
//CDTXMania.Skin.soundRed.t再生する();
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireTaiko.Start( 1, nPlayer );
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(1, nPlayer, true);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(1, nPlayer, true);
|
||||
} else {
|
||||
//CDTXMania.Skin.soundRed.t再生する();
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireTaiko.Start( 3, nPlayer );
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(3, nPlayer, true);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(3, nPlayer, true);
|
||||
}
|
||||
} else if (sort == 1 || sort == 3) {
|
||||
this.soundBlue[pChip.nPlayerSide]?.PlayStart();
|
||||
@ -1213,15 +1213,15 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
if (pChip.nChannelNo == 0x15 || _gt == EGameType.Konga || (_gt == EGameType.Taiko && pChip.nChannelNo == 0x21)) {
|
||||
//CDTXMania.Skin.soundBlue.t再生する();
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireTaiko.Start( 2, nPlayer );
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(2, nPlayer, true);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(2, nPlayer, true);
|
||||
} else {
|
||||
//CDTXMania.Skin.soundBlue.t再生する();
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireTaiko.Start( 4, nPlayer );
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(4, nPlayer, true);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(4, nPlayer, true);
|
||||
}
|
||||
} else if (sort == 4) {
|
||||
this.soundClap[pChip.nPlayerSide]?.PlayStart();
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(4, nPlayer, true);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(4, nPlayer, true);
|
||||
}
|
||||
|
||||
//TJAPlayer3.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Hit);
|
||||
@ -1354,8 +1354,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
//パァーン
|
||||
OpenTaiko.Skin.soundBalloon.tPlay();
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireTaiko.Start( 3, player ); //ここで飛ばす。飛ばされるのは大音符のみ。
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(3, player);
|
||||
OpenTaiko.stage演奏ドラム画面.Rainbow.Start(player);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(3, player);
|
||||
OpenTaiko.stageGameScreen.Rainbow.Start(player);
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireD.Start( 0, player );
|
||||
pChip.bHit = true;
|
||||
pChip.IsHitted = true;
|
||||
@ -1454,13 +1454,13 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
else
|
||||
this.nHand[nPlayer] = 0;
|
||||
|
||||
if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer] < 0 && (pChip.eScrollMode == EScrollMode.HBScroll))
|
||||
pChip.fBMSCROLLTime -= OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer] * -0.05;
|
||||
if (OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer] < 0 && (pChip.eScrollMode == EScrollMode.HBScroll))
|
||||
pChip.fBMSCROLLTime -= OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer] * -0.05;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Red);
|
||||
OpenTaiko.stageGameScreen.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Red);
|
||||
//CDTXMania.stage演奏ドラム画面.actChipFireTaiko.Start( pChip.nチャンネル番号 == 0x15 ? 1 : 3, nPlayer );
|
||||
OpenTaiko.stage演奏ドラム画面.FlyingNotes.Start(pChip.nChannelNo == 0x15 ? 1 : 3, nPlayer, true);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tMtaikoEvent(pChip.nChannelNo, this.nHand[nPlayer], nPlayer);
|
||||
OpenTaiko.stageGameScreen.FlyingNotes.Start(pChip.nChannelNo == 0x15 ? 1 : 3, nPlayer, true);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tMtaikoEvent(pChip.nChannelNo, this.nHand[nPlayer], nPlayer);
|
||||
|
||||
|
||||
if (pChip.nChannelNo == 0x20 && _gt == EGameType.Konga) nLane = 4;
|
||||
@ -1533,8 +1533,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
else
|
||||
this.nHand[nPlayer] = 0;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Red);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tMtaikoEvent(pChip.nChannelNo, this.nHand[nPlayer], nPlayer);
|
||||
OpenTaiko.stageGameScreen.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Red);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tMtaikoEvent(pChip.nChannelNo, this.nHand[nPlayer], nPlayer);
|
||||
|
||||
this.tBalloonProcess(pChip, (SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed), nPlayer);
|
||||
}
|
||||
@ -1567,8 +1567,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
if (eJudgeResult != ENoteJudge.Auto && eJudgeResult != ENoteJudge.Miss) {
|
||||
this.actJudgeString.Start(nPlayer, eJudgeResult != ENoteJudge.Bad ? ENoteJudge.ADLIB : ENoteJudge.Bad);
|
||||
eJudgeResult = ENoteJudge.Perfect; // Prevent ADLIB notes breaking DFC runs
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.Start(0x11, eJudgeResult, true, nPlayer);
|
||||
OpenTaiko.stage演奏ドラム画面.actChipFireD.Start(0x11, eJudgeResult, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.Start(0x11, eJudgeResult, true, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actChipFireD.Start(0x11, eJudgeResult, nPlayer);
|
||||
this.CChartScore[nPlayer].nADLIB++;
|
||||
this.CSectionScore[nPlayer].nADLIB++;
|
||||
this.CBranchScore[nPlayer].nADLIB++;
|
||||
@ -1580,8 +1580,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
this.actJudgeString.Start(nPlayer, eJudgeResult != ENoteJudge.Bad ? ENoteJudge.Mine : ENoteJudge.Bad);
|
||||
bBombHit = true;
|
||||
eJudgeResult = ENoteJudge.Bad;
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.Start(0x11, eJudgeResult, true, nPlayer);
|
||||
OpenTaiko.stage演奏ドラム画面.actChipFireD.Start(0x11, ENoteJudge.Mine, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.Start(0x11, eJudgeResult, true, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actChipFireD.Start(0x11, ENoteJudge.Mine, nPlayer);
|
||||
OpenTaiko.Skin.soundBomb?.tPlay();
|
||||
actGauge.MineDamage(nPlayer);
|
||||
this.CChartScore[nPlayer].nMine++;
|
||||
@ -1597,8 +1597,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
if (eJudgeResult != ENoteJudge.Auto && eJudgeResult != ENoteJudge.Miss) {
|
||||
|
||||
this.actJudgeString.Start(nPlayer, (bAutoPlay && !OpenTaiko.ConfigIni.bAIBattleMode) ? ENoteJudge.Auto : eJudgeResult);
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.Start(pChip.nChannelNo, eJudgeResult, true, nPlayer);
|
||||
OpenTaiko.stage演奏ドラム画面.actChipFireD.Start(pChip.nChannelNo, eJudgeResult, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.Start(pChip.nChannelNo, eJudgeResult, true, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actChipFireD.Start(pChip.nChannelNo, eJudgeResult, nPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1620,7 +1620,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
bool cleared = HGaugeMethods.UNSAFE_FastNormaCheck(nPlayer);
|
||||
|
||||
if (eJudgeResult != ENoteJudge.Poor && eJudgeResult != ENoteJudge.Miss) {
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer]))));
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer]))));
|
||||
|
||||
// ランナー(たたけたやつ)
|
||||
this.actRunner.Start(nPlayer, false, pChip);
|
||||
@ -1638,7 +1638,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.Become_Cleared, true);
|
||||
}
|
||||
this.bIsAlreadyCleared[nPlayer] = true;
|
||||
OpenTaiko.stage演奏ドラム画面.actBackground.ClearIn(nPlayer);
|
||||
OpenTaiko.stageGameScreen.actBackground.ClearIn(nPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1668,7 +1668,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
if (OpenTaiko.Skin.Characters_ClearOut_Ptn[Character] != 0 && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded) {
|
||||
this.actChara.ChangeAnime(nPlayer, CActImplCharacter.Anime.ClearOut, true);
|
||||
}
|
||||
OpenTaiko.stage演奏ドラム画面.actBackground.ClearOut(nPlayer);
|
||||
OpenTaiko.stageGameScreen.actBackground.ClearOut(nPlayer);
|
||||
|
||||
switch (chara.effect.tGetGaugeType()) {
|
||||
case "Hard":
|
||||
@ -1683,7 +1683,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (allDeniedPlaying) OpenTaiko.TJA.t全チップの再生停止(); // Stop playing song
|
||||
if (allDeniedPlaying) OpenTaiko.TJA.tStopAllChips(); // Stop playing song
|
||||
|
||||
// Stop timer : Pauses the whole game (to remove once is denied playing will work)
|
||||
//CSound管理.rc演奏用タイマ.t一時停止();
|
||||
@ -1696,7 +1696,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
void returnChara() {
|
||||
int Character = this.actChara.iCurrentCharacter[nPlayer];
|
||||
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer]))));
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer]))));
|
||||
dbUnit = (((60.0 / pChip.dbBPM)));
|
||||
|
||||
if (OpenTaiko.Skin.Characters_Return_Ptn[Character] != 0 && !bIsGOGOTIME[nPlayer] && actChara.CharaAction_Balloon_Delay[nPlayer].IsEnded) {
|
||||
@ -1742,7 +1742,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
AIRegisterInput(nPlayer, 1);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
|
||||
|
||||
if (this.bIsMiss[nPlayer]) {
|
||||
@ -1776,7 +1776,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
AIRegisterInput(nPlayer, 0.5f);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
|
||||
if (this.bIsMiss[nPlayer]) {
|
||||
returnChara();
|
||||
@ -1849,7 +1849,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
AIRegisterInput(nPlayer, 1);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
|
||||
if (this.bIsMiss[nPlayer]) {
|
||||
returnChara();
|
||||
@ -1885,7 +1885,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
AIRegisterInput(nPlayer, 0.5f);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.BackSymbolEvent(nPlayer);
|
||||
|
||||
if (this.bIsMiss[nPlayer]) {
|
||||
returnChara();
|
||||
@ -1941,7 +1941,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
// Combo voice here
|
||||
this.actComboVoice.tPlay(this.actCombo.nCurrentCombo[nPlayer], nPlayer);
|
||||
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer]))));
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer]))));
|
||||
dbUnit = (((60.0 / pChip.dbBPM)));
|
||||
|
||||
//CDTXMania.act文字コンソール.tPrint(620, 80, C文字コンソール.Eフォント種別.白, "BPM: " + dbUnit.ToString());
|
||||
@ -2625,8 +2625,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
this.t分岐処理(CTja.ECourse.eNormal, 0, (SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed) + db一小節後);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stage演奏ドラム画面.actLaneTaiko.stBranch[0].nAfter, CTja.ECourse.eNormal, 0);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tBranchEvent(OpenTaiko.stage演奏ドラム画面.actMtaiko.After[0], CTja.ECourse.eNormal, 0);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stageGameScreen.actLaneTaiko.stBranch[0].nAfter, CTja.ECourse.eNormal, 0);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tBranchEvent(OpenTaiko.stageGameScreen.actMtaiko.After[0], CTja.ECourse.eNormal, 0);
|
||||
|
||||
this.nCurrentBranch[0] = CTja.ECourse.eNormal;
|
||||
this.nNextBranch[0] = CTja.ECourse.eNormal;
|
||||
@ -2651,8 +2651,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
this.t分岐処理(CTja.ECourse.eExpert, 0, (SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed) + db一小節後);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stage演奏ドラム画面.actLaneTaiko.stBranch[0].nAfter, CTja.ECourse.eExpert, 0);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tBranchEvent(OpenTaiko.stage演奏ドラム画面.actMtaiko.After[0], CTja.ECourse.eExpert, 0);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stageGameScreen.actLaneTaiko.stBranch[0].nAfter, CTja.ECourse.eExpert, 0);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tBranchEvent(OpenTaiko.stageGameScreen.actMtaiko.After[0], CTja.ECourse.eExpert, 0);
|
||||
|
||||
|
||||
this.nCurrentBranch[0] = CTja.ECourse.eExpert;
|
||||
@ -2677,8 +2677,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
this.t分岐処理(CTja.ECourse.eMaster, 0, (SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed) + db一小節後);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stage演奏ドラム画面.actLaneTaiko.stBranch[0].nAfter, CTja.ECourse.eMaster, 0);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tBranchEvent(OpenTaiko.stage演奏ドラム画面.actMtaiko.After[0], CTja.ECourse.eMaster, 0);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stageGameScreen.actLaneTaiko.stBranch[0].nAfter, CTja.ECourse.eMaster, 0);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tBranchEvent(OpenTaiko.stageGameScreen.actMtaiko.After[0], CTja.ECourse.eMaster, 0);
|
||||
|
||||
this.nCurrentBranch[0] = CTja.ECourse.eMaster;
|
||||
this.nNextBranch[0] = CTja.ECourse.eMaster;
|
||||
@ -3069,8 +3069,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
if (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) {
|
||||
if (pChip.n連打音符State == 13) {
|
||||
this.actJudgeString.Start(nPlayer, ENoteJudge.Mine);
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.Start(0x11, ENoteJudge.Bad, true, nPlayer);
|
||||
OpenTaiko.stage演奏ドラム画面.actChipFireD.Start(0x11, ENoteJudge.Mine, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.Start(0x11, ENoteJudge.Bad, true, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actChipFireD.Start(0x11, ENoteJudge.Mine, nPlayer);
|
||||
actGauge.MineDamage(nPlayer);
|
||||
OpenTaiko.Skin.soundBomb?.tPlay();
|
||||
this.CChartScore[nPlayer].nMine++;
|
||||
@ -3322,7 +3322,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
ctChipAnime[i] = new CCounter(0, 3, 60.0 / OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[nPlayer] * 1 / 4, SoundManager.PlayTimer);
|
||||
ctChipAnime[i] = new CCounter(0, 3, 60.0 / OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[nPlayer] * 1 / 4, SoundManager.PlayTimer);
|
||||
}
|
||||
|
||||
UpdateCharaCounter(nPlayer);
|
||||
@ -3384,7 +3384,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
}
|
||||
|
||||
}
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.GOGOSTART();
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.GOGOSTART();
|
||||
}
|
||||
break;
|
||||
case 0x9F: //ゴーゴータイム
|
||||
@ -3778,7 +3778,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
//成仏2000にある-2,-1だったら達人に強制分岐みたいな。
|
||||
this.t強制用条件かを判断する(pChip.nBranchCondition1_Professional, pChip.nBranchCondition2_Master, nPlayer);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.bUseBranch[nPlayer] = true;
|
||||
OpenTaiko.stageGameScreen.bUseBranch[nPlayer] = true;
|
||||
|
||||
CBRANCHSCORE branchScore;
|
||||
if (OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
@ -3793,8 +3793,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
this.t分岐処理(this.nNextBranch[nPlayer], nPlayer, pChip.n分岐時刻ms, pChip.eBranchCondition);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stage演奏ドラム画面.actLaneTaiko.stBranch[nPlayer].nAfter, this.nNextBranch[nPlayer], nPlayer);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tBranchEvent(OpenTaiko.stage演奏ドラム画面.actMtaiko.After[nPlayer], this.nNextBranch[nPlayer], nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.t分岐レイヤー_コース変化(OpenTaiko.stageGameScreen.actLaneTaiko.stBranch[nPlayer].nAfter, this.nNextBranch[nPlayer], nPlayer);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tBranchEvent(OpenTaiko.stageGameScreen.actMtaiko.After[nPlayer], this.nNextBranch[nPlayer], nPlayer);
|
||||
this.nCurrentBranch[nPlayer] = this.nNextBranch[nPlayer];
|
||||
}
|
||||
this.n分岐した回数[nPlayer]++;
|
||||
@ -3823,7 +3823,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
break;
|
||||
case 0xE2:
|
||||
if (!pChip.bHit && time < 0) {
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.t判定枠移動(dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].db移動時間, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].n移動距離px, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].n移動方向, nPlayer, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].nVerticalMove);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.t判定枠移動(dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].db移動時間, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].n移動距離px, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].n移動方向, nPlayer, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].nVerticalMove);
|
||||
this.nJPOSSCROLL[nPlayer]++;
|
||||
pChip.bHit = true;
|
||||
}
|
||||
@ -4400,10 +4400,10 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
OpenTaiko.ConfigIni.nGameType[i] = eFirstGameType[i];
|
||||
bSplitLane[i] = false;
|
||||
}
|
||||
OpenTaiko.stage演奏ドラム画面.Activate();
|
||||
OpenTaiko.stageGameScreen.Activate();
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (!bIsAlreadyCleared[i] && cleared[i]) {
|
||||
OpenTaiko.stage演奏ドラム画面.actBackground.ClearOut(i);
|
||||
OpenTaiko.stageGameScreen.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();
|
||||
@ -4476,7 +4476,7 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
|
||||
public void t演奏位置の変更(int nStartBar, int nPlayer) {
|
||||
// まず全サウンドオフにする
|
||||
OpenTaiko.TJA.t全チップの再生停止();
|
||||
OpenTaiko.TJA.tStopAllChips();
|
||||
this.actAVI.Stop();
|
||||
CTja dTX = OpenTaiko.TJA;
|
||||
switch (nPlayer) {
|
||||
@ -4544,8 +4544,8 @@ internal abstract class CStage演奏画面共通 : CStage {
|
||||
// this.n現在のトップChip = CDTXMania.DTX.listChip.Count - 1;
|
||||
this.nCurrentTopChip = 0; // 対象小節が存在しないなら、最初から再生
|
||||
} else {
|
||||
while (this.nCurrentTopChip != 0 && dTX.listChip[this.nCurrentTopChip].n発声時刻ms == dTX.listChip[OpenTaiko.stage演奏ドラム画面.nCurrentTopChip - 1].n発声時刻ms)
|
||||
OpenTaiko.stage演奏ドラム画面.nCurrentTopChip--;
|
||||
while (this.nCurrentTopChip != 0 && dTX.listChip[this.nCurrentTopChip].n発声時刻ms == dTX.listChip[OpenTaiko.stageGameScreen.nCurrentTopChip - 1].n発声時刻ms)
|
||||
OpenTaiko.stageGameScreen.nCurrentTopChip--;
|
||||
}
|
||||
#endregion
|
||||
#region [ 演奏開始の発声時刻msを取得し、タイマに設定 ]
|
||||
|
@ -51,9 +51,9 @@ class AIBattle : CStage {
|
||||
new System.Drawing.RectangleF(0, 0, barTex.szTextureSize.Width * length, barTex.szTextureSize.Height));
|
||||
}
|
||||
|
||||
var nowSection = OpenTaiko.stage演奏ドラム画面.NowAIBattleSection;
|
||||
var nowSection = OpenTaiko.stageGameScreen.NowAIBattleSection;
|
||||
|
||||
float nowLength = OpenTaiko.stage演奏ドラム画面.NowAIBattleSectionTime / (float)nowSection.Length;
|
||||
float nowLength = OpenTaiko.stageGameScreen.NowAIBattleSectionTime / (float)nowSection.Length;
|
||||
nowLength = Math.Min(nowLength, 1.0f);
|
||||
|
||||
if (nowLength < 0.75) {
|
||||
@ -63,7 +63,7 @@ class AIBattle : CStage {
|
||||
drawBar(OpenTaiko.Tx.AIBattle_SectionTime_Bar_Finish, nowLength);
|
||||
}
|
||||
|
||||
for (int i = 0; i < OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count; i++) {
|
||||
for (int i = 0; i < OpenTaiko.stageGameScreen.AIBattleSections.Count; i++) {
|
||||
int upDown = (i % 2);
|
||||
|
||||
int base_width = OpenTaiko.Tx.AIBattle_Batch_Base.szTextureSize.Width / 6;
|
||||
@ -76,7 +76,7 @@ class AIBattle : CStage {
|
||||
|
||||
if (i == 0) {
|
||||
nowBatchBaseRectX = 2 + (upDown == 0 ? 0 : 1);
|
||||
} else if (i == OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count - 1) {
|
||||
} else if (i == OpenTaiko.stageGameScreen.AIBattleSections.Count - 1) {
|
||||
nowBatchBaseRectX = 4 + (upDown == 0 ? 0 : 1);
|
||||
} else {
|
||||
nowBatchBaseRectX = (upDown == 0 ? 0 : 1);
|
||||
@ -85,9 +85,9 @@ class AIBattle : CStage {
|
||||
OpenTaiko.Tx.AIBattle_Batch_Base?.t2D描画(base_x, base_y, new System.Drawing.RectangleF(base_width * nowBatchBaseRectX, 0, base_width, base_height));
|
||||
}
|
||||
|
||||
for (int i = 0; i < OpenTaiko.stage演奏ドラム画面.NowAIBattleSectionCount; i++) {
|
||||
for (int i = 0; i < OpenTaiko.stageGameScreen.NowAIBattleSectionCount; i++) {
|
||||
|
||||
var section = OpenTaiko.stage演奏ドラム画面.AIBattleSections[i];
|
||||
var section = OpenTaiko.stageGameScreen.AIBattleSections[i];
|
||||
|
||||
int upDown = (i % 2);
|
||||
|
||||
@ -147,10 +147,10 @@ class AIBattle : CStage {
|
||||
|
||||
int[] numArr = new int[4]
|
||||
{
|
||||
OpenTaiko.stage演奏ドラム画面.CSectionScore[player].nGreat,
|
||||
OpenTaiko.stage演奏ドラム画面.CSectionScore[player].nGood,
|
||||
OpenTaiko.stage演奏ドラム画面.CSectionScore[player].nMiss,
|
||||
OpenTaiko.stage演奏ドラム画面.CSectionScore[player].nRoll
|
||||
OpenTaiko.stageGameScreen.CSectionScore[player].nGreat,
|
||||
OpenTaiko.stageGameScreen.CSectionScore[player].nGood,
|
||||
OpenTaiko.stageGameScreen.CSectionScore[player].nMiss,
|
||||
OpenTaiko.stageGameScreen.CSectionScore[player].nRoll
|
||||
};
|
||||
|
||||
int[] num_x = new int[4]
|
||||
|
@ -154,7 +154,7 @@ internal class CActImplBackground : CActivity {
|
||||
|
||||
this.ctSlideAnimation = new CCounter();
|
||||
this.ctClimbDuration = new CCounter();
|
||||
this.ctStandingAnimation = new CCounter(0, 1000, (60000f / (float)(OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed)) * OpenTaiko.Skin.Characters_Beat_Tower_Standing[currentCharacter] / OpenTaiko.Skin.Characters_Tower_Standing_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
this.ctStandingAnimation = new CCounter(0, 1000, (60000f / (float)(OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed)) * OpenTaiko.Skin.Characters_Beat_Tower_Standing[currentCharacter] / OpenTaiko.Skin.Characters_Tower_Standing_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
this.ctClimbingAnimation = new CCounter();
|
||||
this.ctRunningAnimation = new CCounter();
|
||||
this.ctClearAnimation = new CCounter();
|
||||
@ -208,17 +208,17 @@ internal class CActImplBackground : CActivity {
|
||||
#region [Upper background]
|
||||
|
||||
if (!IsUpNotFound) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) UpScript?.Update();
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) UpScript?.Update();
|
||||
UpScript?.Draw();
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Tower) {
|
||||
#region [Tower animations variables]
|
||||
|
||||
this.bFloorChanged = CFloorManagement.LastRegisteredFloor > 0 && (CFloorManagement.LastRegisteredFloor < OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1);
|
||||
this.bFloorChanged = CFloorManagement.LastRegisteredFloor > 0 && (CFloorManagement.LastRegisteredFloor < OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1);
|
||||
|
||||
int maxFloor = OpenTaiko.stageSongSelect.rChoosenSong.score[5].譜面情報.nTotalFloor;
|
||||
int nightTime = Math.Max(140, maxFloor / 2);
|
||||
|
||||
currentFloorPositionMax140 = Math.Min(OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] / (float)nightTime, 1f);
|
||||
currentFloorPositionMax140 = Math.Min(OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] / (float)nightTime, 1f);
|
||||
|
||||
#endregion
|
||||
|
||||
@ -234,7 +234,7 @@ internal class CActImplBackground : CActivity {
|
||||
#region [Floor number]
|
||||
|
||||
if (CFloorManagement.CurrentNumberOfLives > 0)
|
||||
CFloorManagement.LastRegisteredFloor = OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1;
|
||||
CFloorManagement.LastRegisteredFloor = OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1;
|
||||
|
||||
string floorStr = CFloorManagement.LastRegisteredFloor.ToString();
|
||||
|
||||
@ -329,10 +329,10 @@ internal class CActImplBackground : CActivity {
|
||||
|
||||
#region [Tower lower background]
|
||||
|
||||
float nextPositionMax140 = Math.Min((OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1) / (float)nightTime, 1f);
|
||||
float nextPositionMax140 = Math.Min((OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1) / (float)nightTime, 1f);
|
||||
|
||||
if (bFloorChanged == true)
|
||||
ctSlideAnimation.Start(0, 1000, 120f / ((float)OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed), OpenTaiko.Timer);
|
||||
ctSlideAnimation.Start(0, 1000, 120f / ((float)OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed), OpenTaiko.Timer);
|
||||
|
||||
float progressFactor = (nextPositionMax140 - currentFloorPositionMax140) * (ctSlideAnimation.CurrentValue / 1000f);
|
||||
|
||||
@ -345,7 +345,7 @@ internal class CActImplBackground : CActivity {
|
||||
//TJAPlayer3.Tx.Tower_Sky_Gradient?.t2D描画(TJAPlayer3.Skin.Game_Tower_Sky_Gradient[0], TJAPlayer3.Skin.Game_Tower_Sky_Gradient[1],
|
||||
//new Rectangle(0, skyboxYPosition, TJAPlayer3.Skin.Game_Tower_Sky_Gradient_Size[0], TJAPlayer3.Skin.Game_Tower_Sky_Gradient_Size[1]));
|
||||
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) DownScript.Update();
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) DownScript.Update();
|
||||
DownScript.Draw();
|
||||
|
||||
#endregion
|
||||
@ -358,23 +358,23 @@ internal class CActImplBackground : CActivity {
|
||||
int currentTower = currentTowerType;
|
||||
|
||||
// Will implement the roof later, need the beforehand total floor count calculation before
|
||||
int nextTowerBase = ((OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1) / 10) % OpenTaiko.Skin.Game_Tower_Ptn_Base[currentTower];
|
||||
int towerBase = (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] / 10) % OpenTaiko.Skin.Game_Tower_Ptn_Base[currentTower];
|
||||
int nextTowerBase = ((OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1) / 10) % OpenTaiko.Skin.Game_Tower_Ptn_Base[currentTower];
|
||||
int towerBase = (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] / 10) % OpenTaiko.Skin.Game_Tower_Ptn_Base[currentTower];
|
||||
|
||||
int currentDeco = OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] % OpenTaiko.Skin.Game_Tower_Ptn_Deco[currentTower];
|
||||
int nextDeco = (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1) % OpenTaiko.Skin.Game_Tower_Ptn_Deco[currentTower];
|
||||
int currentDeco = OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] % OpenTaiko.Skin.Game_Tower_Ptn_Deco[currentTower];
|
||||
int nextDeco = (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1) % OpenTaiko.Skin.Game_Tower_Ptn_Deco[currentTower];
|
||||
|
||||
// Microfix for the first floor suddenly changing texture
|
||||
if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] == 0 && OpenTaiko.Skin.Game_Tower_Ptn_Deco[currentTower] > 1)
|
||||
if (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] == 0 && OpenTaiko.Skin.Game_Tower_Ptn_Deco[currentTower] > 1)
|
||||
currentDeco++;
|
||||
if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] == 0 && OpenTaiko.Skin.Game_Tower_Ptn_Base[currentTower] > 1)
|
||||
if (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] == 0 && OpenTaiko.Skin.Game_Tower_Ptn_Base[currentTower] > 1)
|
||||
towerBase++;
|
||||
|
||||
int widthChange = (int)(progressFactor * OpenTaiko.Skin.Game_Tower_Floors_Move[0]);
|
||||
int heightChange = (int)(progressFactor * OpenTaiko.Skin.Game_Tower_Floors_Move[1]);
|
||||
|
||||
// Current trunk
|
||||
if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] < maxFloor)
|
||||
if (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] < maxFloor)
|
||||
OpenTaiko.Tx.Tower_Base[currentTower][towerBase]?.t2D下中央基準描画(
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Body[0] + widthChange,
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Body[1] + heightChange); // 316 + 360
|
||||
@ -391,12 +391,12 @@ internal class CActImplBackground : CActivity {
|
||||
int originY = OpenTaiko.Skin.Game_Tower_Floors_Move[1] - heightChange;
|
||||
|
||||
// Next trunk
|
||||
if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1 < maxFloor)
|
||||
if (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1 < maxFloor)
|
||||
OpenTaiko.Tx.Tower_Base[currentTower][nextTowerBase]?.t2D下中央基準描画(
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Body[0] - OpenTaiko.Skin.Game_Tower_Floors_Move[0] + widthChange,
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Body[1] - OpenTaiko.Skin.Game_Tower_Floors_Move[1] + heightChange,
|
||||
new Rectangle(0, originY, OpenTaiko.Tx.Tower_Base[currentTower][nextTowerBase].szTextureSize.Width, OpenTaiko.Tx.Tower_Base[currentTower][nextTowerBase].szTextureSize.Height - originY));
|
||||
else if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1 == maxFloor) {
|
||||
else if (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1 == maxFloor) {
|
||||
OpenTaiko.Tx.Tower_Top[currentTower]?.t2D下中央基準描画(
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Body[0] - OpenTaiko.Skin.Game_Tower_Floors_Move[0] + widthChange,
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Body[1] - OpenTaiko.Skin.Game_Tower_Floors_Move[1] + heightChange,
|
||||
@ -404,7 +404,7 @@ internal class CActImplBackground : CActivity {
|
||||
}
|
||||
|
||||
// Next deco
|
||||
if (OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1 <= maxFloor)
|
||||
if (OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] + 1 <= maxFloor)
|
||||
OpenTaiko.Tx.Tower_Deco[currentTower][nextDeco]?.t2D下中央基準描画(
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Deco[0] - OpenTaiko.Skin.Game_Tower_Floors_Move[0] + widthChange,
|
||||
OpenTaiko.Skin.Game_Tower_Floors_Deco[1] - OpenTaiko.Skin.Game_Tower_Floors_Move[1] + heightChange);
|
||||
@ -416,10 +416,10 @@ internal class CActImplBackground : CActivity {
|
||||
|
||||
bool ctIsTired = !((CFloorManagement.CurrentNumberOfLives / (float)CFloorManagement.MaxNumberOfLives) >= 0.2f && !(CFloorManagement.CurrentNumberOfLives == 1 && CFloorManagement.MaxNumberOfLives != 1));
|
||||
|
||||
bool stageEnded = OpenTaiko.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_EndStage || OpenTaiko.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_STAGE_CLEAR_FadeOut || CFloorManagement.CurrentNumberOfLives == 0;
|
||||
bool stageEnded = OpenTaiko.stageGameScreen.ePhaseID == CStage.EPhase.Game_EndStage || OpenTaiko.stageGameScreen.ePhaseID == CStage.EPhase.Game_STAGE_CLEAR_FadeOut || CFloorManagement.CurrentNumberOfLives == 0;
|
||||
|
||||
if (bFloorChanged == true) {
|
||||
float floorBPM = (float)(OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
float floorBPM = (float)(OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
ctClimbDuration.Start(0, 1500, 120f / floorBPM, OpenTaiko.Timer);
|
||||
ctStandingAnimation.Start(0, 1000, (60000f / floorBPM) * OpenTaiko.Skin.Characters_Beat_Tower_Standing[currentCharacter] / OpenTaiko.Skin.Characters_Tower_Standing_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
ctClimbingAnimation.Start(0, 1000, (120000f / floorBPM) / OpenTaiko.Skin.Characters_Tower_Climbing_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
@ -432,7 +432,7 @@ internal class CActImplBackground : CActivity {
|
||||
bool isClimbing = ctClimbDuration.CurrentValue > 0 && ctClimbDuration.CurrentValue < 1500;
|
||||
|
||||
if (stageEnded && !TowerFinished && !isClimbing) {
|
||||
float floorBPM = (float)(OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
float floorBPM = (float)(OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] * OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
ctClearAnimation.Start(0, 20000, (60000f / floorBPM) * OpenTaiko.Skin.Characters_Beat_Tower_Clear[currentCharacter] / OpenTaiko.Skin.Characters_Tower_Clear_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
ctClearTiredAnimation.Start(0, 20000, (60000f / floorBPM) * OpenTaiko.Skin.Characters_Beat_Tower_Clear_Tired[currentCharacter] / OpenTaiko.Skin.Characters_Tower_Clear_Tired_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
ctFailAnimation.Start(0, 20000, (60000f / floorBPM) * OpenTaiko.Skin.Characters_Beat_Tower_Fail[currentCharacter] / OpenTaiko.Skin.Characters_Tower_Fail_Ptn[currentCharacter], OpenTaiko.Timer);
|
||||
@ -528,9 +528,9 @@ internal class CActImplBackground : CActivity {
|
||||
ctFailAnimation?.Tick();
|
||||
|
||||
#endregion
|
||||
} else if (!OpenTaiko.stage演奏ドラム画面.bDoublePlay && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
|
||||
} else if (!OpenTaiko.stageGameScreen.bDoublePlay && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
|
||||
if (!IsDownNotFound) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) DownScript?.Update();
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) DownScript?.Update();
|
||||
DownScript?.Draw();
|
||||
}
|
||||
}
|
||||
|
@ -71,10 +71,10 @@ internal class CActImplBalloon : CActivity {
|
||||
public bool KusudamaIsActive { get; private set; } = false;
|
||||
|
||||
public void tDrawKusudama() {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) {
|
||||
KusudamaScript.Update();
|
||||
}
|
||||
if (!(OpenTaiko.stage演奏ドラム画面.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode)) {
|
||||
if (!(OpenTaiko.stageGameScreen.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode)) {
|
||||
KusudamaScript.Draw();
|
||||
}
|
||||
}
|
||||
@ -155,7 +155,7 @@ internal class CActImplBalloon : CActivity {
|
||||
if (TJAPlayer3.Tx.Kusudama != null)
|
||||
TJAPlayer3.Tx.Kusudama.t2D描画(0, 0);
|
||||
*/
|
||||
if (!(OpenTaiko.stage演奏ドラム画面.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode))
|
||||
if (!(OpenTaiko.stageGameScreen.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode))
|
||||
this.tKusudamaNumber(n連打数);
|
||||
}
|
||||
|
||||
@ -170,9 +170,9 @@ internal class CActImplBalloon : CActivity {
|
||||
}
|
||||
*/
|
||||
} else {
|
||||
if (n連打数 == 0 && OpenTaiko.stage演奏ドラム画面.actChara.b風船連打中[player]) {
|
||||
OpenTaiko.stage演奏ドラム画面.actChara.b風船連打中[player] = false;
|
||||
OpenTaiko.stage演奏ドラム画面.bCurrentlyDrumRoll[player] = false;
|
||||
if (n連打数 == 0 && OpenTaiko.stageGameScreen.actChara.b風船連打中[player]) {
|
||||
OpenTaiko.stageGameScreen.actChara.b風船連打中[player] = false;
|
||||
OpenTaiko.stageGameScreen.bCurrentlyDrumRoll[player] = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -138,12 +138,12 @@ internal class CActImplCharacter : CActivity {
|
||||
CTexture nowChara = null;
|
||||
|
||||
void updateNormal() {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
|
||||
nNowCharaCounter[i] += ((Math.Abs((float)OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[i]) / 60.0f) * (float)OpenTaiko.FPS.DeltaTime) / nCharaBeat[i];
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) {
|
||||
nNowCharaCounter[i] += ((Math.Abs((float)OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[i]) / 60.0f) * (float)OpenTaiko.FPS.DeltaTime) / nCharaBeat[i];
|
||||
}
|
||||
}
|
||||
void updateBalloon() {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) {
|
||||
nNowCharaCounter[i] += (float)OpenTaiko.FPS.DeltaTime / nCharaBeat[i];
|
||||
}
|
||||
}
|
||||
@ -424,7 +424,7 @@ internal class CActImplCharacter : CActivity {
|
||||
//chara_y *= resolutionScaleY;
|
||||
|
||||
if (OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
chara_x += OpenTaiko.Skin.Game_AIBattle_CharaMove * OpenTaiko.stage演奏ドラム画面.AIBattleState;
|
||||
chara_x += OpenTaiko.Skin.Game_AIBattle_CharaMove * OpenTaiko.stageGameScreen.AIBattleState;
|
||||
chara_y -= nowChara.szTextureSize.Height * charaScale; // Center down
|
||||
}
|
||||
|
||||
@ -443,11 +443,11 @@ internal class CActImplCharacter : CActivity {
|
||||
|
||||
if ((this.b風船連打中[i] != true && CharaAction_Balloon_Delay[i].IsEnded) || OpenTaiko.ConfigIni.nPlayerCount > 2) {
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2) {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(OpenTaiko.Skin.Game_PuchiChara_X[i], OpenTaiko.Skin.Game_PuchiChara_Y[i], OpenTaiko.stage演奏ドラム画面.bIsAlreadyMaxed[i], player: i);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(OpenTaiko.Skin.Game_PuchiChara_X[i], OpenTaiko.Skin.Game_PuchiChara_Y[i], OpenTaiko.stageGameScreen.bIsAlreadyMaxed[i], player: i);
|
||||
} else if (OpenTaiko.ConfigIni.nPlayerCount == 5) {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(OpenTaiko.Skin.Game_PuchiChara_5P[0] + (OpenTaiko.Skin.Game_UIMove_5P[0] * i), OpenTaiko.Skin.Game_PuchiChara_5P[1] + (OpenTaiko.Skin.Game_UIMove_5P[1] * i), OpenTaiko.stage演奏ドラム画面.bIsAlreadyMaxed[i], player: i, scale: 0.5f);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(OpenTaiko.Skin.Game_PuchiChara_5P[0] + (OpenTaiko.Skin.Game_UIMove_5P[0] * i), OpenTaiko.Skin.Game_PuchiChara_5P[1] + (OpenTaiko.Skin.Game_UIMove_5P[1] * i), OpenTaiko.stageGameScreen.bIsAlreadyMaxed[i], player: i, scale: 0.5f);
|
||||
} else {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(OpenTaiko.Skin.Game_PuchiChara_4P[0] + (OpenTaiko.Skin.Game_UIMove_4P[0] * i), OpenTaiko.Skin.Game_PuchiChara_4P[1] + (OpenTaiko.Skin.Game_UIMove_4P[1] * i), OpenTaiko.stage演奏ドラム画面.bIsAlreadyMaxed[i], player: i, scale: 0.5f);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(OpenTaiko.Skin.Game_PuchiChara_4P[0] + (OpenTaiko.Skin.Game_UIMove_4P[0] * i), OpenTaiko.Skin.Game_PuchiChara_4P[1] + (OpenTaiko.Skin.Game_UIMove_4P[1] * i), OpenTaiko.stageGameScreen.bIsAlreadyMaxed[i], player: i, scale: 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -503,14 +503,14 @@ internal class CActImplCharacter : CActivity {
|
||||
OpenTaiko.Tx.Characters_Balloon_Broke[this.iCurrentCharacter[i]][nNowCharaFrame[i]].vcScaleRatio.X = charaScale;
|
||||
OpenTaiko.Tx.Characters_Balloon_Broke[this.iCurrentCharacter[i]][nNowCharaFrame[i]].vcScaleRatio.Y = charaScale;
|
||||
OpenTaiko.Tx.Characters_Balloon_Broke[this.iCurrentCharacter[i]][nNowCharaFrame[i]].t2D描画(
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i) + chara_x,
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i) + chara_y);
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLX(i) + chara_x,
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLY(i) + chara_y);
|
||||
}
|
||||
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2)
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonX[i],
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player: i);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLX(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonX[i],
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLY(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player: i);
|
||||
|
||||
if (endAnime) {
|
||||
ReturnDefaultAnime(i, true);
|
||||
@ -525,14 +525,14 @@ internal class CActImplCharacter : CActivity {
|
||||
OpenTaiko.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][nNowCharaFrame[i]].vcScaleRatio.X = charaScale;
|
||||
OpenTaiko.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][nNowCharaFrame[i]].vcScaleRatio.Y = charaScale;
|
||||
OpenTaiko.Tx.Characters_Balloon_Miss[this.iCurrentCharacter[i]][nNowCharaFrame[i]].t2D描画(
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i) + chara_x,
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i) + chara_y);
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLX(i) + chara_x,
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLY(i) + chara_y);
|
||||
}
|
||||
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2)
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonX[i],
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player: i);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLX(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonX[i],
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLY(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonY[i], false, nowOpacity, true, player: i);
|
||||
|
||||
if (endAnime) {
|
||||
ReturnDefaultAnime(i, true);
|
||||
@ -542,14 +542,14 @@ internal class CActImplCharacter : CActivity {
|
||||
OpenTaiko.Tx.Characters_Balloon_Breaking[this.iCurrentCharacter[i]][nNowCharaFrame[i]].vcScaleRatio.X = charaScale;
|
||||
OpenTaiko.Tx.Characters_Balloon_Breaking[this.iCurrentCharacter[i]][nNowCharaFrame[i]].vcScaleRatio.Y = charaScale;
|
||||
OpenTaiko.Tx.Characters_Balloon_Breaking[this.iCurrentCharacter[i]][nNowCharaFrame[i]].t2D描画(
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i) + chara_x,
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i) + chara_y);
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLX(i) + chara_x,
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLY(i) + chara_y);
|
||||
}
|
||||
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2)
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonX[i],
|
||||
OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonY[i], false, 255, true, player: i);
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLX(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonX[i],
|
||||
OpenTaiko.stageGameScreen.GetJPOSCROLLY(i) + OpenTaiko.Skin.Game_PuchiChara_BalloonY[i], false, 255, true, player: i);
|
||||
} else if (eNowAnime[i] == Anime.Kusudama_Broke) {
|
||||
if (CharaAction_Balloon_FadeOut[i].Counter.IsStoped && nNowCharaFrame[i] > CharaAction_Balloon_FadeOut_StartMs[i][0]) {
|
||||
CharaAction_Balloon_FadeOut[i].Start();
|
||||
@ -568,11 +568,11 @@ internal class CActImplCharacter : CActivity {
|
||||
}
|
||||
}
|
||||
if (i % 2 == 0) {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i] - (int)kusuOutX,
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] - (int)kusuOutY, false, nowOpacity, true, player: i);
|
||||
} else {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i] + (int)kusuOutX,
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] - (int)kusuOutY, false, nowOpacity, true, player: i);
|
||||
}
|
||||
@ -600,7 +600,7 @@ internal class CActImplCharacter : CActivity {
|
||||
}
|
||||
}
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i],
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] + (int)kusuOutY, false, nowOpacity, true, player: i);
|
||||
|
||||
@ -623,11 +623,11 @@ internal class CActImplCharacter : CActivity {
|
||||
}
|
||||
|
||||
if (i % 2 == 0) {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i] - (int)kusuInX,
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] + (int)kusuInY, false, 255, true, player: i);
|
||||
} else {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i] + (int)kusuInX,
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] + (int)kusuInY, false, 255, true, player: i);
|
||||
}
|
||||
@ -650,11 +650,11 @@ internal class CActImplCharacter : CActivity {
|
||||
}
|
||||
|
||||
if (i % 2 == 0) {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i] - (int)kusuInX,
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] + (int)kusuInY, false, 255, true, player: i);
|
||||
} else {
|
||||
OpenTaiko.stage演奏ドラム画面.PuchiChara.On進行描画(
|
||||
OpenTaiko.stageGameScreen.PuchiChara.On進行描画(
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaX[i] + (int)kusuInX,
|
||||
OpenTaiko.Skin.Game_PuchiChara_KusudamaY[i] + (int)kusuInY, false, 255, true, player: i);
|
||||
}
|
||||
@ -669,23 +669,23 @@ internal class CActImplCharacter : CActivity {
|
||||
|
||||
|
||||
public void ReturnDefaultAnime(int player, bool resetCounter) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bIsGOGOTIME[player] && OpenTaiko.Skin.Characters_GoGoTime_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bIsAlreadyMaxed[player] && OpenTaiko.Skin.Characters_GoGoTime_Maxed_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stageGameScreen.bIsGOGOTIME[player] && OpenTaiko.Skin.Characters_GoGoTime_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stageGameScreen.bIsAlreadyMaxed[player] && OpenTaiko.Skin.Characters_GoGoTime_Maxed_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
ChangeAnime(player, Anime.GoGoTime_Maxed, resetCounter);
|
||||
} else {
|
||||
ChangeAnime(player, Anime.GoGoTime, resetCounter);
|
||||
}
|
||||
} else {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bIsMiss[player] && OpenTaiko.Skin.Characters_Normal_Missed_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.Chara_MissCount[player] >= 6 && OpenTaiko.Skin.Characters_Normal_MissedDown_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stageGameScreen.bIsMiss[player] && OpenTaiko.Skin.Characters_Normal_Missed_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stageGameScreen.Chara_MissCount[player] >= 6 && OpenTaiko.Skin.Characters_Normal_MissedDown_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
ChangeAnime(player, Anime.MissDown, resetCounter);
|
||||
} else {
|
||||
ChangeAnime(player, Anime.Miss, resetCounter);
|
||||
}
|
||||
} else {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bIsAlreadyMaxed[player] && OpenTaiko.Skin.Characters_Normal_Maxed_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
if (OpenTaiko.stageGameScreen.bIsAlreadyMaxed[player] && OpenTaiko.Skin.Characters_Normal_Maxed_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
ChangeAnime(player, Anime.Maxed, resetCounter);
|
||||
} else if (OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared[player] && OpenTaiko.Skin.Characters_Normal_Cleared_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
} else if (OpenTaiko.stageGameScreen.bIsAlreadyCleared[player] && OpenTaiko.Skin.Characters_Normal_Cleared_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
ChangeAnime(player, Anime.Cleared, resetCounter);
|
||||
} else if (OpenTaiko.Skin.Characters_Normal_Ptn[this.iCurrentCharacter[player]] != 0) {
|
||||
ChangeAnime(player, Anime.Normal, resetCounter);
|
||||
|
@ -30,8 +30,8 @@ internal class CActImplClearAnimation : CActivity {
|
||||
// モードの決定。クリア失敗・フルコンボも事前に作っとく。
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Tower) {
|
||||
if (CFloorManagement.CurrentNumberOfLives > 0) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss == 0 && OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMine == 0) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood == 0)
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[0].nMiss == 0 && OpenTaiko.stageGameScreen.CChartScore[0].nMine == 0) {
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[0].nGood == 0)
|
||||
this.Mode[0] = EndMode.Tower_TopReached_Perfect;
|
||||
else
|
||||
this.Mode[0] = EndMode.Tower_TopReached_FullCombo;
|
||||
@ -41,14 +41,14 @@ internal class CActImplClearAnimation : CActivity {
|
||||
this.Mode[0] = EndMode.Tower_Dropout;
|
||||
} else if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Dan) {
|
||||
// 段位認定モード。
|
||||
if (!OpenTaiko.stage演奏ドラム画面.actDan.GetFailedAllChallenges()) {
|
||||
if (!OpenTaiko.stageGameScreen.actDan.GetFailedAllChallenges()) {
|
||||
// 段位認定モード、クリア成功
|
||||
// this.Mode[0] = EndMode.StageCleared;
|
||||
|
||||
bool bgold = OpenTaiko.stage演奏ドラム画面.actDan.GetExamStatus(OpenTaiko.stage結果.st演奏記録.Drums.Dan_C) == Exam.Status.Better_Success;
|
||||
bool bgold = OpenTaiko.stageGameScreen.actDan.GetExamStatus(OpenTaiko.stageResults.st演奏記録.Drums.Dan_C) == Exam.Status.Better_Success;
|
||||
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss == 0 && OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMine == 0) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood == 0)
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[0].nMiss == 0 && OpenTaiko.stageGameScreen.CChartScore[0].nMine == 0) {
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[0].nGood == 0)
|
||||
this.Mode[0] = bgold ? EndMode.Dan_Gold_Perfect : EndMode.Dan_Red_Perfect;
|
||||
else
|
||||
this.Mode[0] = bgold ? EndMode.Dan_Gold_FullCombo : EndMode.Dan_Red_FullCombo;
|
||||
@ -61,9 +61,9 @@ internal class CActImplClearAnimation : CActivity {
|
||||
this.Mode[0] = EndMode.Dan_Fail;
|
||||
}
|
||||
} else if (OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bIsAIBattleWin) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss == 0 && OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMine == 0) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood == 0)
|
||||
if (OpenTaiko.stageGameScreen.bIsAIBattleWin) {
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[0].nMiss == 0 && OpenTaiko.stageGameScreen.CChartScore[0].nMine == 0) {
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[0].nGood == 0)
|
||||
this.Mode[0] = EndMode.AI_Win_Perfect;
|
||||
else
|
||||
this.Mode[0] = EndMode.AI_Win_FullCombo;
|
||||
@ -78,10 +78,10 @@ internal class CActImplClearAnimation : CActivity {
|
||||
// 今の段階では魂ゲージ80%以上でチェック。
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (HGaugeMethods.UNSAFE_FastNormaCheck(i)) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMiss == 0 && OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMine == 0)
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[i].nMiss == 0 && OpenTaiko.stageGameScreen.CChartScore[i].nMine == 0)
|
||||
//if (TJAPlayer3.stage演奏ドラム画面.nヒット数_Auto含まない.Drums.Miss == 0)
|
||||
{
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGood == 0)
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[i].nGood == 0)
|
||||
//if (TJAPlayer3.stage演奏ドラム画面.nヒット数_Auto含まない.Drums.Great == 0)
|
||||
{
|
||||
this.Mode[i] = EndMode.StagePerfectCombo;
|
||||
@ -280,7 +280,7 @@ internal class CActImplClearAnimation : CActivity {
|
||||
#region [effects]
|
||||
// ------------------------------------
|
||||
private void showEndEffect_Failed(int i) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) FailedScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) FailedScript.Update(i);
|
||||
FailedScript.Draw(i);
|
||||
|
||||
int[] y = new int[] { 0, 176 };
|
||||
@ -307,7 +307,7 @@ internal class CActImplClearAnimation : CActivity {
|
||||
*/
|
||||
}
|
||||
private void showEndEffect_Clear(int i) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) ClearScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) ClearScript.Update(i);
|
||||
ClearScript.Draw(i);
|
||||
|
||||
/*
|
||||
@ -483,7 +483,7 @@ internal class CActImplClearAnimation : CActivity {
|
||||
}
|
||||
|
||||
private void showEndEffect_FullCombo(int i) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) FullComboScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) FullComboScript.Update(i);
|
||||
FullComboScript.Draw(i);
|
||||
|
||||
/*
|
||||
@ -501,7 +501,7 @@ internal class CActImplClearAnimation : CActivity {
|
||||
}
|
||||
|
||||
private void showEndEffect_PerfectCombo(int i) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) PerfectComboScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) PerfectComboScript.Update(i);
|
||||
PerfectComboScript.Draw(i);
|
||||
|
||||
/*
|
||||
@ -526,7 +526,7 @@ internal class CActImplClearAnimation : CActivity {
|
||||
if (base.IsFirstDraw) {
|
||||
base.IsFirstDraw = false;
|
||||
}
|
||||
if (this.ct進行メイン != null && (OpenTaiko.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_EndStage || OpenTaiko.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_STAGE_FAILED || OpenTaiko.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_STAGE_CLEAR_FadeOut)) {
|
||||
if (this.ct進行メイン != null && (OpenTaiko.stageGameScreen.ePhaseID == CStage.EPhase.Game_EndStage || OpenTaiko.stageGameScreen.ePhaseID == CStage.EPhase.Game_STAGE_FAILED || OpenTaiko.stageGameScreen.ePhaseID == CStage.EPhase.Game_STAGE_CLEAR_FadeOut)) {
|
||||
this.ct進行メイン.Tick();
|
||||
|
||||
//CDTXMania.act文字コンソール.tPrint( 0, 0, C文字コンソール.Eフォント種別.灰, this.ct進行メイン.n現在の値.ToString() );
|
||||
@ -663,65 +663,65 @@ internal class CActImplClearAnimation : CActivity {
|
||||
break;
|
||||
|
||||
case EndMode.AI_Win:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) AIWinScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) AIWinScript.Update(i);
|
||||
AIWinScript.Draw(i);
|
||||
break;
|
||||
case EndMode.AI_Lose:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) AILoseScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) AILoseScript.Update(i);
|
||||
AILoseScript.Draw(i);
|
||||
break;
|
||||
case EndMode.AI_Win_FullCombo:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) AIWin_FullComboScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) AIWin_FullComboScript.Update(i);
|
||||
AIWin_FullComboScript.Draw(i);
|
||||
break;
|
||||
case EndMode.AI_Win_Perfect:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) AIWin_PerfectScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) AIWin_PerfectScript.Update(i);
|
||||
AIWin_PerfectScript.Draw(i);
|
||||
break;
|
||||
|
||||
case EndMode.Tower_Dropout:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Tower_DropoutScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Tower_DropoutScript.Update(i);
|
||||
Tower_DropoutScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Tower_TopReached_Pass:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Tower_TopReached_PassScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Tower_TopReached_PassScript.Update(i);
|
||||
Tower_TopReached_PassScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Tower_TopReached_FullCombo:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Tower_TopReached_FullComboScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Tower_TopReached_FullComboScript.Update(i);
|
||||
Tower_TopReached_FullComboScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Tower_TopReached_Perfect:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Tower_TopReached_PerfectScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Tower_TopReached_PerfectScript.Update(i);
|
||||
Tower_TopReached_PerfectScript.Draw(i);
|
||||
break;
|
||||
|
||||
case EndMode.Dan_Fail:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_FailScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_FailScript.Update(i);
|
||||
Dan_FailScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Dan_Red_Pass:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_Red_PassScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_Red_PassScript.Update(i);
|
||||
Dan_Red_PassScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Dan_Red_FullCombo:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_Red_FullComboScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_Red_FullComboScript.Update(i);
|
||||
Dan_Red_FullComboScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Dan_Red_Perfect:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_Red_PerfectScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_Red_PerfectScript.Update(i);
|
||||
Dan_Red_PerfectScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Dan_Gold_Pass:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_Gold_PassScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_Gold_PassScript.Update(i);
|
||||
Dan_Gold_PassScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Dan_Gold_FullCombo:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_Gold_FullComboScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_Gold_FullComboScript.Update(i);
|
||||
Dan_Gold_FullComboScript.Draw(i);
|
||||
break;
|
||||
case EndMode.Dan_Gold_Perfect:
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) Dan_Gold_PerfectScript.Update(i);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) Dan_Gold_PerfectScript.Update(i);
|
||||
Dan_Gold_PerfectScript.Draw(i);
|
||||
break;
|
||||
default:
|
||||
|
@ -127,14 +127,14 @@ internal class CActImplDancer : CActivity {
|
||||
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Tower && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
|
||||
if (OpenTaiko.ConfigIni.ShowDancer && (this.ar踊り子モーション番号.Length - 1) != 0) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) nNowDancerCounter += Math.Abs((float)OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] / 60.0f) * (float)OpenTaiko.FPS.DeltaTime / nDancerBeat;
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) nNowDancerCounter += Math.Abs((float)OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] / 60.0f) * (float)OpenTaiko.FPS.DeltaTime / nDancerBeat;
|
||||
if (nNowDancerCounter >= 1) {
|
||||
nNowDancerCounter = 0;
|
||||
}
|
||||
nNowDancerFrame = (int)(nNowDancerCounter * (this.ar踊り子モーション番号.Length - 1));
|
||||
|
||||
for (int i = 0; i < nDancerCount; i++) {
|
||||
if ((int)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[0] >= OpenTaiko.Skin.Game_Dancer_Gauge[i]) {
|
||||
if ((int)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[0] >= OpenTaiko.Skin.Game_Dancer_Gauge[i]) {
|
||||
if (DancerStates[i] == 0) {
|
||||
DancerStates[i] = 1;
|
||||
nNowDancerInCounter[i] = 0;
|
||||
@ -153,7 +153,7 @@ internal class CActImplDancer : CActivity {
|
||||
if (nDancerInInterval == 0) {
|
||||
DancerStates[i] = 3;
|
||||
} else {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) nNowDancerInCounter[i] += Math.Abs((float)OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] / nDancerInInterval) * (float)OpenTaiko.FPS.DeltaTime;
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) nNowDancerInCounter[i] += Math.Abs((float)OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] / nDancerInInterval) * (float)OpenTaiko.FPS.DeltaTime;
|
||||
|
||||
if (nNowDancerInCounter[i] >= 1) {
|
||||
nNowDancerInCounter[i] = 1;
|
||||
@ -172,7 +172,7 @@ internal class CActImplDancer : CActivity {
|
||||
if (nDancerOutInterval == 0) {
|
||||
DancerStates[i] = 0;
|
||||
} else {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) nNowDancerOutCounter[i] += Math.Abs((float)OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0] / nDancerOutInterval) * (float)OpenTaiko.FPS.DeltaTime;
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) nNowDancerOutCounter[i] += Math.Abs((float)OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0] / nDancerOutInterval) * (float)OpenTaiko.FPS.DeltaTime;
|
||||
|
||||
if (nNowDancerOutCounter[i] >= 1) {
|
||||
nNowDancerOutCounter[i] = 1;
|
||||
|
@ -181,8 +181,8 @@ internal class CActImplFireworks : CActivity {
|
||||
nX = OpenTaiko.Skin.Game_Effects_Hit_Explosion_X[this.st状態[i].nPlayer];
|
||||
nY = OpenTaiko.Skin.Game_Effects_Hit_Explosion_Y[this.st状態[i].nPlayer];
|
||||
}
|
||||
nX += OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(this.st状態[i].nPlayer);
|
||||
nY += OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(this.st状態[i].nPlayer);
|
||||
nX += OpenTaiko.stageGameScreen.GetJPOSCROLLX(this.st状態[i].nPlayer);
|
||||
nY += OpenTaiko.stageGameScreen.GetJPOSCROLLY(this.st状態[i].nPlayer);
|
||||
|
||||
switch (st状態[i].judge) {
|
||||
case ENoteJudge.Perfect:
|
||||
@ -254,8 +254,8 @@ internal class CActImplFireworks : CActivity {
|
||||
x = OpenTaiko.Skin.Game_Effects_Hit_Explosion_X[this.st状態[i].nPlayer];
|
||||
y = OpenTaiko.Skin.Game_Effects_Hit_Explosion_Y[this.st状態[i].nPlayer];
|
||||
}
|
||||
x += OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(this.st状態[i].nPlayer);
|
||||
y += OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(this.st状態[i].nPlayer);
|
||||
x += OpenTaiko.stageGameScreen.GetJPOSCROLLX(this.st状態[i].nPlayer);
|
||||
y += OpenTaiko.stageGameScreen.GetJPOSCROLLY(this.st状態[i].nPlayer);
|
||||
|
||||
x -= (OpenTaiko.Tx.Effects_Hit_Explosion_Big.szTextureSize.Width * (f倍率 - 1.0f) / 2.0f);
|
||||
y -= (OpenTaiko.Tx.Effects_Hit_Explosion_Big.szTextureSize.Height * (f倍率 - 1.0f) / 2.0f);
|
||||
|
@ -185,8 +185,8 @@ internal class CActImplGauge : CAct演奏ゲージ共通 {
|
||||
if (OpenTaiko.Tx.Gauge_Dan[2] != null) {
|
||||
for (int i = 0; i < OpenTaiko.TJA.Dan_C.Length; i++) {
|
||||
if (OpenTaiko.TJA.Dan_C[i] != null) {
|
||||
Dan_C dan_c = OpenTaiko.TJA.List_DanSongs[OpenTaiko.stage演奏ドラム画面.actDan.NowCymbolShowingNumber].Dan_C[i] != null ?
|
||||
OpenTaiko.TJA.List_DanSongs[OpenTaiko.stage演奏ドラム画面.actDan.NowCymbolShowingNumber].Dan_C[i] :
|
||||
Dan_C dan_c = OpenTaiko.TJA.List_DanSongs[OpenTaiko.stageGameScreen.actDan.NowCymbolShowingNumber].Dan_C[i] != null ?
|
||||
OpenTaiko.TJA.List_DanSongs[OpenTaiko.stageGameScreen.actDan.NowCymbolShowingNumber].Dan_C[i] :
|
||||
OpenTaiko.TJA.Dan_C[i];
|
||||
|
||||
if (dan_c.GetExamType() == Exam.Type.Gauge) {
|
||||
@ -220,8 +220,8 @@ internal class CActImplGauge : CAct演奏ゲージ共通 {
|
||||
OpenTaiko.Tx.Gauge_Dan[1]?.t2D描画(x, y, new Rectangle(0, 0, nRectX[0], OpenTaiko.Skin.Game_Gauge_Rect[3]));
|
||||
|
||||
for (int i = 0; i < OpenTaiko.TJA.Dan_C.Length; i++) {
|
||||
Dan_C dan_c = OpenTaiko.TJA.List_DanSongs[OpenTaiko.stage演奏ドラム画面.actDan.NowCymbolShowingNumber].Dan_C[i] != null ?
|
||||
OpenTaiko.TJA.List_DanSongs[OpenTaiko.stage演奏ドラム画面.actDan.NowCymbolShowingNumber].Dan_C[i] :
|
||||
Dan_C dan_c = OpenTaiko.TJA.List_DanSongs[OpenTaiko.stageGameScreen.actDan.NowCymbolShowingNumber].Dan_C[i] != null ?
|
||||
OpenTaiko.TJA.List_DanSongs[OpenTaiko.stageGameScreen.actDan.NowCymbolShowingNumber].Dan_C[i] :
|
||||
OpenTaiko.TJA.Dan_C[i];
|
||||
|
||||
if (dan_c != null && dan_c.GetExamType() == Exam.Type.Gauge && db現在のゲージ値[0] >= dan_c.GetValue(false)) {
|
||||
|
@ -55,8 +55,8 @@ internal class CActImplJudgeText : CActivity {
|
||||
x = OpenTaiko.Skin.Game_Judge_X[j];
|
||||
y = OpenTaiko.Skin.Game_Judge_Y[j];
|
||||
}
|
||||
x += (moveValue * OpenTaiko.Skin.Game_Judge_Move[0]) + OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(j);
|
||||
y += (moveValue * OpenTaiko.Skin.Game_Judge_Move[1]) + OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(j);
|
||||
x += (moveValue * OpenTaiko.Skin.Game_Judge_Move[0]) + OpenTaiko.stageGameScreen.GetJPOSCROLLX(j);
|
||||
y += (moveValue * OpenTaiko.Skin.Game_Judge_Move[1]) + OpenTaiko.stageGameScreen.GetJPOSCROLLY(j);
|
||||
|
||||
OpenTaiko.Tx.Judge.Opacity = (int)(255f - (judgeC.counter.CurrentValue >= 360 ? ((judgeC.counter.CurrentValue - 360) / 50.0f) * 255f : 0f));
|
||||
OpenTaiko.Tx.Judge.t2D描画(x, y, judgeC.rc);
|
||||
|
@ -67,7 +67,7 @@ internal class CActImplLane : CActivity {
|
||||
|
||||
//アニメーション中の分岐レイヤー(背景)の描画を行う。
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bUseBranch[i] == true) {
|
||||
if (OpenTaiko.stageGameScreen.bUseBranch[i] == true) {
|
||||
|
||||
#region NullCheck
|
||||
|
||||
|
@ -59,7 +59,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
|
||||
//それぞれが独立したレイヤーでないといけないのでforループはパーツごとに分離すること。
|
||||
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2 && !OpenTaiko.ConfigIni.bAIBattleMode) OpenTaiko.stage演奏ドラム画面.actMtaiko.DrawBackSymbol();
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2 && !OpenTaiko.ConfigIni.bAIBattleMode) OpenTaiko.stageGameScreen.actMtaiko.DrawBackSymbol();
|
||||
|
||||
#region[ レーン本体 ]
|
||||
|
||||
@ -89,7 +89,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
|
||||
#endregion
|
||||
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount > 2 && !OpenTaiko.ConfigIni.bAIBattleMode) OpenTaiko.stage演奏ドラム画面.actMtaiko.DrawBackSymbol();
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount > 2 && !OpenTaiko.ConfigIni.bAIBattleMode) OpenTaiko.stageGameScreen.actMtaiko.DrawBackSymbol();
|
||||
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
#region[ 分岐アニメ制御タイマー ]
|
||||
@ -123,9 +123,9 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
}
|
||||
#region[ 分岐レイヤー ]
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bUseBranch[i] == true) {
|
||||
if (OpenTaiko.stageGameScreen.bUseBranch[i] == true) {
|
||||
#region[ 動いていない ]
|
||||
switch (OpenTaiko.stage演奏ドラム画面.nDisplayedBranchLane[i]) {
|
||||
switch (OpenTaiko.stageGameScreen.nDisplayedBranchLane[i]) {
|
||||
case CTja.ECourse.eNormal:
|
||||
if (OpenTaiko.Tx.Lane_Base[0] != null) {
|
||||
OpenTaiko.Tx.Lane_Base[0].Opacity = 255;
|
||||
@ -208,7 +208,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
}
|
||||
#endregion
|
||||
} else if (OpenTaiko.ConfigIni.nBranchAnime == 0) {
|
||||
OpenTaiko.stage演奏ドラム画面.actLane.Draw();
|
||||
OpenTaiko.stageGameScreen.actLane.Draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -216,7 +216,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
#region[ ゴーゴータイムレーン背景レイヤー ]
|
||||
if (OpenTaiko.Tx.Lane_Background_GoGo != null && OpenTaiko.stage演奏ドラム画面.bIsGOGOTIME[i]) {
|
||||
if (OpenTaiko.Tx.Lane_Background_GoGo != null && OpenTaiko.stageGameScreen.bIsGOGOTIME[i]) {
|
||||
if (!this.ctゴーゴー.IsStoped) {
|
||||
this.ctゴーゴー.Tick();
|
||||
}
|
||||
@ -242,7 +242,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
}
|
||||
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bUseBranch[i] == true) {
|
||||
if (OpenTaiko.stageGameScreen.bUseBranch[i] == true) {
|
||||
#region NullCheck
|
||||
|
||||
bool _laneNull = false;
|
||||
@ -257,7 +257,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
#endregion
|
||||
|
||||
if (OpenTaiko.ConfigIni.SimpleMode) {
|
||||
switch (OpenTaiko.stage演奏ドラム画面.nDisplayedBranchLane[i]) {
|
||||
switch (OpenTaiko.stageGameScreen.nDisplayedBranchLane[i]) {
|
||||
case CTja.ECourse.eNormal:
|
||||
OpenTaiko.Tx.Lane_Text[0].Opacity = 255;
|
||||
OpenTaiko.Tx.Lane_Text[0].t2D描画(x[i], y[i]);
|
||||
@ -273,7 +273,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
}
|
||||
} else if (OpenTaiko.ConfigIni.nBranchAnime == 0 && !_laneNull) {
|
||||
if (!this.stBranch[i].ct分岐アニメ進行.IsTicked) {
|
||||
switch (OpenTaiko.stage演奏ドラム画面.nDisplayedBranchLane[i]) {
|
||||
switch (OpenTaiko.stageGameScreen.nDisplayedBranchLane[i]) {
|
||||
case CTja.ECourse.eNormal:
|
||||
OpenTaiko.Tx.Lane_Text[0].Opacity = 255;
|
||||
OpenTaiko.Tx.Lane_Text[0].t2D描画(x[i], y[i]);
|
||||
@ -426,7 +426,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
}
|
||||
|
||||
if (this.stBranch[i].nY座標 == 0) {
|
||||
switch (OpenTaiko.stage演奏ドラム画面.nDisplayedBranchLane[i]) {
|
||||
switch (OpenTaiko.stageGameScreen.nDisplayedBranchLane[i]) {
|
||||
case CTja.ECourse.eNormal:
|
||||
OpenTaiko.Tx.Lane_Text[0].Opacity = 255;
|
||||
OpenTaiko.Tx.Lane_Text[0].t2D描画(x[i], y[i]);
|
||||
@ -494,14 +494,14 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount <= 2) {
|
||||
if (OpenTaiko.Tx.Lane_Background_Sub != null) {
|
||||
OpenTaiko.Tx.Lane_Background_Sub.t2D描画(OpenTaiko.Skin.Game_Lane_Sub_X[0], OpenTaiko.Skin.Game_Lane_Sub_Y[0]);
|
||||
if (OpenTaiko.stage演奏ドラム画面.bDoublePlay) {
|
||||
if (OpenTaiko.stageGameScreen.bDoublePlay) {
|
||||
OpenTaiko.Tx.Lane_Background_Sub.t2D描画(OpenTaiko.Skin.Game_Lane_Sub_X[1], OpenTaiko.Skin.Game_Lane_Sub_Y[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actTaikoLaneFlash.Draw();
|
||||
OpenTaiko.stageGameScreen.actTaikoLaneFlash.Draw();
|
||||
|
||||
|
||||
|
||||
@ -586,19 +586,19 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (this.n総移動時間[i] != -1) {
|
||||
if (n移動方向[i] == 1) {
|
||||
OpenTaiko.stage演奏ドラム画面.JPOSCROLLX[i] = this.n移動開始X[i] + (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.n移動距離px[i]);
|
||||
OpenTaiko.stage演奏ドラム画面.JPOSCROLLY[i] = this.n移動開始Y[i] + (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.nVerticalJSPos[i]);
|
||||
OpenTaiko.stageGameScreen.JPOSCROLLX[i] = this.n移動開始X[i] + (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.n移動距離px[i]);
|
||||
OpenTaiko.stageGameScreen.JPOSCROLLY[i] = this.n移動開始Y[i] + (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.nVerticalJSPos[i]);
|
||||
//TJAPlayer3.stage演奏ドラム画面.FlyingNotes.StartPointX[i] = this.n移動開始X[i] + (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.n移動距離px[i]);
|
||||
} else {
|
||||
OpenTaiko.stage演奏ドラム画面.JPOSCROLLX[i] = this.n移動開始X[i] - (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.n移動距離px[i]);
|
||||
OpenTaiko.stage演奏ドラム画面.JPOSCROLLY[i] = this.n移動開始Y[i] - (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.nVerticalJSPos[i]);
|
||||
OpenTaiko.stageGameScreen.JPOSCROLLX[i] = this.n移動開始X[i] - (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.n移動距離px[i]);
|
||||
OpenTaiko.stageGameScreen.JPOSCROLLY[i] = this.n移動開始Y[i] - (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.nVerticalJSPos[i]);
|
||||
//TJAPlayer3.stage演奏ドラム画面.FlyingNotes.StartPointX[i] = this.n移動開始X[i] - (int)((((int)nTime - this.n移動開始時刻[i]) / (double)(this.n総移動時間[i])) * this.n移動距離px[i]);
|
||||
}
|
||||
|
||||
if (((int)nTime) > this.n移動開始時刻[i] + this.n総移動時間[i]) {
|
||||
this.n総移動時間[i] = -1;
|
||||
OpenTaiko.stage演奏ドラム画面.JPOSCROLLX[i] = this.n移動目的場所X[i];
|
||||
OpenTaiko.stage演奏ドラム画面.JPOSCROLLY[i] = this.n移動目的場所Y[i];
|
||||
OpenTaiko.stageGameScreen.JPOSCROLLX[i] = this.n移動目的場所X[i];
|
||||
OpenTaiko.stageGameScreen.JPOSCROLLY[i] = this.n移動目的場所Y[i];
|
||||
//TJAPlayer3.stage演奏ドラム画面.FlyingNotes.StartPointX[i] = this.n移動目的場所X[i];
|
||||
}
|
||||
}
|
||||
@ -607,7 +607,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
|
||||
|
||||
|
||||
if (OpenTaiko.ConfigIni.bEnableAVI && OpenTaiko.TJA.listVD.Count > 0 && OpenTaiko.stage演奏ドラム画面.ShowVideo) {
|
||||
if (OpenTaiko.ConfigIni.bEnableAVI && OpenTaiko.TJA.listVD.Count > 0 && OpenTaiko.stageGameScreen.ShowVideo) {
|
||||
if (OpenTaiko.Tx.Lane_Background_Main != null) OpenTaiko.Tx.Lane_Background_Main.Opacity = OpenTaiko.ConfigIni.nBGAlpha;
|
||||
if (OpenTaiko.Tx.Lane_Background_AI != null) OpenTaiko.Tx.Lane_Background_AI.Opacity = OpenTaiko.ConfigIni.nBGAlpha;
|
||||
if (OpenTaiko.Tx.Lane_Background_Sub != null) OpenTaiko.Tx.Lane_Background_Sub.Opacity = OpenTaiko.ConfigIni.nBGAlpha;
|
||||
@ -628,15 +628,15 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
OpenTaiko.Tx.Judge_Frame.b加算合成 = OpenTaiko.Skin.Game_JudgeFrame_AddBlend;
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
OpenTaiko.Tx.Judge_Frame.t2D描画(
|
||||
OpenTaiko.stage演奏ドラム画面.NoteOriginX[i],
|
||||
OpenTaiko.stage演奏ドラム画面.NoteOriginY[i], new Rectangle(0, 0, OpenTaiko.Skin.Game_Notes_Size[0], OpenTaiko.Skin.Game_Notes_Size[1]));
|
||||
OpenTaiko.stageGameScreen.NoteOriginX[i],
|
||||
OpenTaiko.stageGameScreen.NoteOriginY[i], new Rectangle(0, 0, OpenTaiko.Skin.Game_Notes_Size[0], OpenTaiko.Skin.Game_Notes_Size[1]));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#region[ ゴーゴー炎 ]
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.bIsGOGOTIME[i] && !OpenTaiko.ConfigIni.SimpleMode) {
|
||||
if (OpenTaiko.stageGameScreen.bIsGOGOTIME[i] && !OpenTaiko.ConfigIni.SimpleMode) {
|
||||
this.ctゴーゴー炎.TickLoop();
|
||||
|
||||
if (OpenTaiko.Tx.Effects_Fire != null) {
|
||||
@ -705,8 +705,8 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
x = OpenTaiko.Skin.Game_Effects_Hit_Explosion_X[i];
|
||||
y = OpenTaiko.Skin.Game_Effects_Hit_Explosion_Y[i];
|
||||
}
|
||||
x += OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(i);
|
||||
y += OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(i);
|
||||
x += OpenTaiko.stageGameScreen.GetJPOSCROLLX(i);
|
||||
y += OpenTaiko.stageGameScreen.GetJPOSCROLLY(i);
|
||||
|
||||
switch (st状態[i].judge) {
|
||||
case ENoteJudge.Perfect:
|
||||
@ -771,7 +771,7 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
|
||||
public void GOGOSTART() {
|
||||
this.ctゴーゴー = new CCounter(0, 17, 18, OpenTaiko.Timer);
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount == 1 && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) OpenTaiko.stage演奏ドラム画面.GoGoSplash.StartSplash();
|
||||
if (OpenTaiko.ConfigIni.nPlayerCount == 1 && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) OpenTaiko.stageGameScreen.GoGoSplash.StartSplash();
|
||||
}
|
||||
|
||||
|
||||
@ -787,23 +787,23 @@ internal class CActImplLaneTaiko : CActivity {
|
||||
this.stBranch[nPlayer].nBefore = n現在;
|
||||
this.stBranch[nPlayer].nAfter = n次回;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actLane.t分岐レイヤー_コース変化(n現在, n次回, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLane.t分岐レイヤー_コース変化(n現在, n次回, nPlayer);
|
||||
}
|
||||
|
||||
public void t判定枠移動(double db移動時間, int n移動px, int n移動方向, int nPlayer, int vJs) {
|
||||
this.n移動開始時刻[nPlayer] = (int)(SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
this.n移動開始X[nPlayer] = OpenTaiko.stage演奏ドラム画面.JPOSCROLLX[nPlayer];
|
||||
this.n移動開始Y[nPlayer] = OpenTaiko.stage演奏ドラム画面.JPOSCROLLY[nPlayer];
|
||||
this.n移動開始X[nPlayer] = OpenTaiko.stageGameScreen.JPOSCROLLX[nPlayer];
|
||||
this.n移動開始Y[nPlayer] = OpenTaiko.stageGameScreen.JPOSCROLLY[nPlayer];
|
||||
this.n総移動時間[nPlayer] = (int)(db移動時間 * 1000);
|
||||
this.n移動方向[nPlayer] = n移動方向;
|
||||
this.n移動距離px[nPlayer] = n移動px;
|
||||
this.nVerticalJSPos[nPlayer] = vJs;
|
||||
if (n移動方向 == 0) {
|
||||
this.n移動目的場所X[nPlayer] = OpenTaiko.stage演奏ドラム画面.JPOSCROLLX[nPlayer] - n移動px;
|
||||
this.n移動目的場所Y[nPlayer] = OpenTaiko.stage演奏ドラム画面.JPOSCROLLY[nPlayer] - vJs;
|
||||
this.n移動目的場所X[nPlayer] = OpenTaiko.stageGameScreen.JPOSCROLLX[nPlayer] - n移動px;
|
||||
this.n移動目的場所Y[nPlayer] = OpenTaiko.stageGameScreen.JPOSCROLLY[nPlayer] - vJs;
|
||||
} else {
|
||||
this.n移動目的場所X[nPlayer] = OpenTaiko.stage演奏ドラム画面.JPOSCROLLX[nPlayer] + n移動px;
|
||||
this.n移動目的場所Y[nPlayer] = OpenTaiko.stage演奏ドラム画面.JPOSCROLLY[nPlayer] + vJs;
|
||||
this.n移動目的場所X[nPlayer] = OpenTaiko.stageGameScreen.JPOSCROLLX[nPlayer] + n移動px;
|
||||
this.n移動目的場所Y[nPlayer] = OpenTaiko.stageGameScreen.JPOSCROLLY[nPlayer] + vJs;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -49,9 +49,9 @@ internal class CActImplMob : CActivity {
|
||||
}
|
||||
|
||||
public override int Draw() {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bDoublePlay) {
|
||||
if (!OpenTaiko.stageGameScreen.bDoublePlay) {
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Tower && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) MobScript?.Update();
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) MobScript?.Update();
|
||||
MobScript?.Draw();
|
||||
|
||||
/*
|
||||
|
@ -21,7 +21,7 @@ internal class CActImplRollEffect : CActivity {
|
||||
RollCharas[i].Type = random.Next(0, OpenTaiko.Skin.Game_Effect_Roll_Ptn);
|
||||
RollCharas[i].OldValue = 0;
|
||||
RollCharas[i].Counter = new CCounter(0, 5000, 1, OpenTaiko.Timer);
|
||||
if (OpenTaiko.stage演奏ドラム画面.bDoublePlay) {
|
||||
if (OpenTaiko.stageGameScreen.bDoublePlay) {
|
||||
switch (player) {
|
||||
case 0:
|
||||
RollCharas[i].X = OpenTaiko.Skin.Game_Effect_Roll_StartPoint_1P_X[random.Next(0, OpenTaiko.Skin.Game_Effect_Roll_StartPoint_1P_X.Length)];
|
||||
|
@ -114,7 +114,7 @@ internal class CActImplRunner : CActivity {
|
||||
stRunners[i].b使用中 = false;
|
||||
}
|
||||
for (int n = stRunners[i].nOldValue; n < stRunners[i].ct進行.CurrentValue; n++) {
|
||||
stRunners[i].fX += (float)OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[stRunners[i].nPlayer] / 18;
|
||||
stRunners[i].fX += (float)OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[stRunners[i].nPlayer] / 18;
|
||||
int Width = OpenTaiko.Skin.Resolution[0] / Ptn;
|
||||
stRunners[i].nNowPtn = (int)stRunners[i].fX / Width;
|
||||
}
|
||||
|
@ -35,7 +35,7 @@ internal class CActImplScore : CAct演奏スコア共通 {
|
||||
if (!this.ctBonusAddTimer[i].IsStoped) {
|
||||
this.ctBonusAddTimer[i].Tick();
|
||||
if (this.ctBonusAddTimer[i].IsEnded) {
|
||||
OpenTaiko.stage演奏ドラム画面.actScore.BonusAdd(i);
|
||||
OpenTaiko.stageGameScreen.actScore.BonusAdd(i);
|
||||
this.ctBonusAddTimer[i].Stop();
|
||||
}
|
||||
}
|
||||
@ -90,7 +90,7 @@ internal class CActImplScore : CAct演奏スコア共通 {
|
||||
this.nNowDisplayedAddScore--;
|
||||
this.stScore[i].ctTimer.Stop();
|
||||
this.stScore[i].b使用中 = false;
|
||||
OpenTaiko.stage演奏ドラム画面.actDan.Update();
|
||||
OpenTaiko.stageGameScreen.actDan.Update();
|
||||
}
|
||||
|
||||
if (!stScore[i].bAddEnd) {
|
||||
|
@ -18,7 +18,7 @@ class CActImplScoreRank : CActivity {
|
||||
|
||||
for (int player = 0; player < 5; player++) {
|
||||
this.ScoreRank[player] = new int[] { 500000, 600000, 700000, 800000, 900000, 950000,
|
||||
Math.Max(1000000, (int)(OpenTaiko.stage演奏ドラム画面.nAddScoreNiji[player] * OpenTaiko.stage演奏ドラム画面.nNoteCount[player]) + (int)(OpenTaiko.stage演奏ドラム画面.nBalloonCount[player] * 100) + (int)(Math.Ceiling(OpenTaiko.stage演奏ドラム画面.nRollTimeMs[player] * 16.6 / 10) * 100 * 10)) };
|
||||
Math.Max(1000000, (int)(OpenTaiko.stageGameScreen.nAddScoreNiji[player] * OpenTaiko.stageGameScreen.nNoteCount[player]) + (int)(OpenTaiko.stageGameScreen.nBalloonCount[player] * 100) + (int)(Math.Ceiling(OpenTaiko.stageGameScreen.nRollTimeMs[player] * 16.6 / 10) * 100 * 10)) };
|
||||
|
||||
for (int i = 0; i < 7; i++) {
|
||||
this.counter[player][i] = new CCounter();
|
||||
@ -131,7 +131,7 @@ class CActImplScoreRank : CActivity {
|
||||
#region [Ensou score ranks]
|
||||
|
||||
counter[player][i].Tick();
|
||||
if (OpenTaiko.stage演奏ドラム画面.actScore.GetScore(player) >= ScoreRank[player][i]) {
|
||||
if (OpenTaiko.stageGameScreen.actScore.GetScore(player) >= ScoreRank[player][i]) {
|
||||
displayScoreRank(i, player, x, y);
|
||||
|
||||
#region [Legacy]
|
||||
@ -187,8 +187,8 @@ class CActImplScoreRank : CActivity {
|
||||
progress >= 0.5,
|
||||
progress >= 0.75,
|
||||
progress == 1 && CFloorManagement.CurrentNumberOfLives > 0,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss == 0 && OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMine == 0,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood == 0
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nMiss == 0 && OpenTaiko.stageGameScreen.CChartScore[0].nMine == 0,
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nGood == 0
|
||||
};
|
||||
|
||||
counter[0][i].Tick();
|
||||
|
@ -106,7 +106,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (this.nCurrentMeasure > this.nMeasureCount)
|
||||
this.nCurrentMeasure = this.nMeasureCount;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(true);
|
||||
OpenTaiko.Skin.soundTrainingModeScrollSFX.tPlay();
|
||||
@ -118,7 +118,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (this.nCurrentMeasure <= 0)
|
||||
this.nCurrentMeasure = 1;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(true);
|
||||
OpenTaiko.Skin.soundTrainingModeScrollSFX.tPlay();
|
||||
@ -128,7 +128,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (this.bTrainingPAUSE) {
|
||||
if (this.nCurrentMeasure < this.nMeasureCount) {
|
||||
this.nCurrentMeasure++;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(true);
|
||||
OpenTaiko.Skin.soundTrainingModeScrollSFX.tPlay();
|
||||
@ -137,7 +137,7 @@ class CActImplTrainingMode : CActivity {
|
||||
for (int index = 0; index < this.JumpPointList.Count; index++) {
|
||||
if (this.JumpPointList[index].Time >= SoundManager.PlayTimer.NowTimeMs * OpenTaiko.ConfigIni.SongPlaybackSpeed) {
|
||||
this.nCurrentMeasure = this.JumpPointList[index].Measure;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.Skin.soundSkip.tPlay();
|
||||
this.tMatchWithTheChartDisplayPosition(false);
|
||||
break;
|
||||
@ -151,7 +151,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (this.bTrainingPAUSE) {
|
||||
if (this.nCurrentMeasure > 1) {
|
||||
this.nCurrentMeasure--;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(true);
|
||||
OpenTaiko.Skin.soundTrainingModeScrollSFX.tPlay();
|
||||
@ -160,7 +160,7 @@ class CActImplTrainingMode : CActivity {
|
||||
for (int index = this.JumpPointList.Count - 1; index >= 0; index--) {
|
||||
if (this.JumpPointList[index].Time <= SoundManager.PlayTimer.NowTimeMs * OpenTaiko.ConfigIni.SongPlaybackSpeed) {
|
||||
this.nCurrentMeasure = this.JumpPointList[index].Measure;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.Skin.sound特訓スキップ音.tPlay();
|
||||
this.tMatchWithTheChartDisplayPosition(false);
|
||||
break;
|
||||
@ -189,7 +189,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (this.bTrainingPAUSE) {
|
||||
if (this.nCurrentMeasure > 1) {
|
||||
this.nCurrentMeasure = 1;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(true);
|
||||
OpenTaiko.Skin.soundTrainingModeScrollSFX.tPlay();
|
||||
@ -200,7 +200,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (this.bTrainingPAUSE) {
|
||||
if (this.nCurrentMeasure < this.nMeasureCount) {
|
||||
this.nCurrentMeasure = this.nMeasureCount;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(true);
|
||||
OpenTaiko.Skin.soundTrainingModeScrollSFX.tPlay();
|
||||
@ -221,8 +221,8 @@ class CActImplTrainingMode : CActivity {
|
||||
}
|
||||
}
|
||||
if (!this.bTrainingPAUSE) {
|
||||
if (this.nCurrentMeasure < OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0]) {
|
||||
this.nCurrentMeasure = OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0];
|
||||
if (this.nCurrentMeasure < OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0]) {
|
||||
this.nCurrentMeasure = OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0];
|
||||
}
|
||||
|
||||
if (SoundManager.PlayTimer.NowTimeMs * OpenTaiko.ConfigIni.SongPlaybackSpeed > this.n最終演奏位置ms) {
|
||||
@ -282,7 +282,7 @@ class CActImplTrainingMode : CActivity {
|
||||
if (OpenTaiko.Tx.Tokkun_Speed_Measure != null)
|
||||
OpenTaiko.Tx.Tokkun_Speed_Measure.t2D描画(OpenTaiko.Skin.Game_Training_Speed_Measure[0], OpenTaiko.Skin.Game_Training_Speed_Measure[1]);
|
||||
var maxMeasureStr = this.nMeasureCount.ToString();
|
||||
var measureStr = OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0].ToString();
|
||||
var measureStr = OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0].ToString();
|
||||
if (OpenTaiko.Tx.Tokkun_SmallNumber != null) {
|
||||
var x = OpenTaiko.Skin.Game_Training_MaxMeasureCount_XY[0];
|
||||
foreach (char c in maxMeasureStr) {
|
||||
@ -329,7 +329,7 @@ class CActImplTrainingMode : CActivity {
|
||||
|
||||
this.nスクロール後ms = SoundManager.PlayTimer.NowTimeMs;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.Activate();
|
||||
OpenTaiko.stageGameScreen.Activate();
|
||||
SoundManager.PlayTimer.Pause();
|
||||
|
||||
for (int i = 0; i < dTX.listChip.Count; i++) {
|
||||
@ -342,10 +342,10 @@ class CActImplTrainingMode : CActivity {
|
||||
}
|
||||
|
||||
OpenTaiko.TJA.t全チップの再生一時停止();
|
||||
OpenTaiko.stage演奏ドラム画面.bPAUSE = true;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
OpenTaiko.stageGameScreen.bPAUSE = true;
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
this.bTrainingPAUSE = true;
|
||||
if (OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.stage演奏ドラム画面.actBalloon.KusudamaIsActive) OpenTaiko.stage演奏ドラム画面.actBalloon.KusuMiss();
|
||||
if (OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.stageGameScreen.actBalloon.KusudamaIsActive) OpenTaiko.stageGameScreen.actBalloon.KusuMiss();
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(false);
|
||||
}
|
||||
@ -356,21 +356,21 @@ class CActImplTrainingMode : CActivity {
|
||||
this.bCurrentlyScrolling = false;
|
||||
SoundManager.PlayTimer.NowTimeMs = this.nスクロール後ms;
|
||||
|
||||
int n演奏開始Chip = OpenTaiko.stage演奏ドラム画面.nCurrentTopChip;
|
||||
int n演奏開始Chip = OpenTaiko.stageGameScreen.nCurrentTopChip;
|
||||
int finalStartBar;
|
||||
|
||||
finalStartBar = this.nCurrentMeasure - 2;
|
||||
if (finalStartBar < 0) finalStartBar = 0;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.t演奏位置の変更(finalStartBar, 0);
|
||||
OpenTaiko.stageGameScreen.t演奏位置の変更(finalStartBar, 0);
|
||||
|
||||
|
||||
int n少し戻ってから演奏開始Chip = OpenTaiko.stage演奏ドラム画面.nCurrentTopChip;
|
||||
int n少し戻ってから演奏開始Chip = OpenTaiko.stageGameScreen.nCurrentTopChip;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = 0;
|
||||
OpenTaiko.stage演奏ドラム画面.t数値の初期化(true, true);
|
||||
OpenTaiko.stage演奏ドラム画面.Activate();
|
||||
if (OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.stage演奏ドラム画面.actBalloon.KusudamaIsActive) OpenTaiko.stage演奏ドラム画面.actBalloon.KusuMiss();
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] = 0;
|
||||
OpenTaiko.stageGameScreen.t数値の初期化(true, true);
|
||||
OpenTaiko.stageGameScreen.Activate();
|
||||
if (OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.stageGameScreen.actBalloon.KusudamaIsActive) OpenTaiko.stageGameScreen.actBalloon.KusuMiss();
|
||||
|
||||
for (int i = 0; i < dTX.listChip.Count; i++) {
|
||||
|
||||
@ -395,7 +395,7 @@ class CActImplTrainingMode : CActivity {
|
||||
}
|
||||
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
OpenTaiko.stage演奏ドラム画面.chip現在処理中の連打チップ[i] = null;
|
||||
OpenTaiko.stageGameScreen.chip現在処理中の連打チップ[i] = null;
|
||||
}
|
||||
|
||||
this.bTrainingPAUSE = false;
|
||||
@ -412,24 +412,24 @@ class CActImplTrainingMode : CActivity {
|
||||
|
||||
if (pChip.nChannelNo == 0x50 && pChip.n整数値_内部番号 > nCurrentMeasure - 1) {
|
||||
bSuccessSeek = true;
|
||||
OpenTaiko.stage演奏ドラム画面.nCurrentTopChip = i;
|
||||
OpenTaiko.stageGameScreen.nCurrentTopChip = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!bSuccessSeek) {
|
||||
OpenTaiko.stage演奏ドラム画面.nCurrentTopChip = 0;
|
||||
OpenTaiko.stageGameScreen.nCurrentTopChip = 0;
|
||||
} else {
|
||||
while (dTX.listChip[OpenTaiko.stage演奏ドラム画面.nCurrentTopChip].n発声時刻ms == dTX.listChip[OpenTaiko.stage演奏ドラム画面.nCurrentTopChip - 1].n発声時刻ms && OpenTaiko.stage演奏ドラム画面.nCurrentTopChip != 0)
|
||||
OpenTaiko.stage演奏ドラム画面.nCurrentTopChip--;
|
||||
while (dTX.listChip[OpenTaiko.stageGameScreen.nCurrentTopChip].n発声時刻ms == dTX.listChip[OpenTaiko.stageGameScreen.nCurrentTopChip - 1].n発声時刻ms && OpenTaiko.stageGameScreen.nCurrentTopChip != 0)
|
||||
OpenTaiko.stageGameScreen.nCurrentTopChip--;
|
||||
}
|
||||
|
||||
if (doScroll) {
|
||||
this.nスクロール後ms = (long)(dTX.listChip[OpenTaiko.stage演奏ドラム画面.nCurrentTopChip].n発声時刻ms / OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
this.nスクロール後ms = (long)(dTX.listChip[OpenTaiko.stageGameScreen.nCurrentTopChip].n発声時刻ms / OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
this.bCurrentlyScrolling = true;
|
||||
|
||||
this.ctScrollCounter = new CCounter(0, OpenTaiko.Skin.Game_Training_ScrollTime, 1, OpenTaiko.Timer);
|
||||
} else {
|
||||
SoundManager.PlayTimer.NowTimeMs = (long)(dTX.listChip[OpenTaiko.stage演奏ドラム画面.nCurrentTopChip].n発声時刻ms / OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
SoundManager.PlayTimer.NowTimeMs = (long)(dTX.listChip[OpenTaiko.stageGameScreen.nCurrentTopChip].n発声時刻ms / OpenTaiko.ConfigIni.SongPlaybackSpeed);
|
||||
this.nスクロール後ms = SoundManager.PlayTimer.NowTimeMs;
|
||||
}
|
||||
}
|
||||
|
@ -388,7 +388,7 @@ internal class CAct演奏Drumsゲームモード : CActivity {
|
||||
if (this.st叩ききりまショー.bタイマー使用中) {
|
||||
if (!this.st叩ききりまショー.ct残り時間.IsStoped || this.st叩ききりまショー.b加算アニメ中 == true) {
|
||||
this.st叩ききりまショー.ct残り時間.Tick();
|
||||
if (!OpenTaiko.stage演奏ドラム画面.r検索範囲内にチップがあるか調べる((long)(SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed), 0, 5000, 0) || this.st叩ききりまショー.b加算アニメ中 == true) {
|
||||
if (!OpenTaiko.stageGameScreen.r検索範囲内にチップがあるか調べる((long)(SoundManager.PlayTimer.NowTime * OpenTaiko.ConfigIni.SongPlaybackSpeed), 0, 5000, 0) || this.st叩ききりまショー.b加算アニメ中 == true) {
|
||||
this.st叩ききりまショー.bタイマー使用中 = false;
|
||||
this.st叩ききりまショー.ct残り時間.Stop();
|
||||
}
|
||||
@ -396,7 +396,7 @@ internal class CAct演奏Drumsゲームモード : CActivity {
|
||||
}
|
||||
|
||||
if (!this.st叩ききりまショー.bタイマー使用中 && this.st叩ききりまショー.b加算アニメ中 == false) {
|
||||
if ((this.st叩ききりまショー.b最初のチップが叩かれた == true && (OpenTaiko.stage演奏ドラム画面.r検索範囲内にチップがあるか調べる(SoundManager.PlayTimer.NowTimeMs, 0, 2000, 0)))) {
|
||||
if ((this.st叩ききりまショー.b最初のチップが叩かれた == true && (OpenTaiko.stageGameScreen.r検索範囲内にチップがあるか調べる(SoundManager.PlayTimer.NowTimeMs, 0, 2000, 0)))) {
|
||||
this.st叩ききりまショー.bタイマー使用中 = true;
|
||||
int nCount = this.st叩ききりまショー.ct残り時間.CurrentValue;
|
||||
this.st叩ききりまショー.ct残り時間 = new CCounter(0, 25000, 1, OpenTaiko.Timer);
|
||||
@ -549,8 +549,8 @@ internal class CAct演奏Drumsゲームモード : CActivity {
|
||||
}
|
||||
}
|
||||
#region[ 全体 ]
|
||||
if (OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Perfect != 0 || OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Great != 0) {
|
||||
double db全体精度 = ((double)(OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Perfect + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Great) / this.st叩ききりまショー.n区間ノート数) * 100.0;
|
||||
if (OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Perfect != 0 || OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Great != 0) {
|
||||
double db全体精度 = ((double)(OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Perfect + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Great) / this.st叩ききりまショー.n区間ノート数) * 100.0;
|
||||
for (int i = 0; i < this.n全体精度ボーナス.Length; i++) {
|
||||
if (db全体精度 >= this.n全体精度ボーナス[i].ret) {
|
||||
n延長する時間 += this.n全体精度ボーナス[i].point;
|
||||
@ -570,8 +570,8 @@ internal class CAct演奏Drumsゲームモード : CActivity {
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
if (OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[0] != 0) {
|
||||
double db全体コンボ率 = ((double)OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[0] / this.st叩ききりまショー.n現在通過したノート数) * 100.0;
|
||||
if (OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[0] != 0) {
|
||||
double db全体コンボ率 = ((double)OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[0] / this.st叩ききりまショー.n現在通過したノート数) * 100.0;
|
||||
for (int i = 0; i < this.n全体コンボ率ボーナス.Length; i++) {
|
||||
if (db全体コンボ率 >= this.n全体コンボ率ボーナス[i].ret) {
|
||||
n延長する時間 += this.n全体コンボ率ボーナス[i].point;
|
||||
@ -580,7 +580,7 @@ internal class CAct演奏Drumsゲームモード : CActivity {
|
||||
}
|
||||
}
|
||||
|
||||
double db全体ミス率 = (((double)OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Poor + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Miss) / this.st叩ききりまショー.n現在通過したノート数) * 100.0;
|
||||
double db全体ミス率 = (((double)OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Poor + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Miss) / this.st叩ききりまショー.n現在通過したノート数) * 100.0;
|
||||
for (int i = 0; i < this.n全体ミス率ボーナス.Length; i++) {
|
||||
if (db全体ミス率 >= this.n全体ミス率ボーナス[i].ret) {
|
||||
n延長する時間 += this.n全体ミス率ボーナス[i].point;
|
||||
|
@ -212,7 +212,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
|
||||
dtLastQueueOperation = DateTime.MinValue;
|
||||
|
||||
PuchiChara.ChangeBPM(60.0 / OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[0]);
|
||||
PuchiChara.ChangeBPM(60.0 / OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[0]);
|
||||
|
||||
//dbUnit = Math.Ceiling( dbUnit * 1000.0 );
|
||||
//dbUnit = dbUnit / 1000.0;
|
||||
@ -364,7 +364,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
&& (base.ePhaseID == CStage.EPhase.Common_NORMAL)) {
|
||||
this.actStageFailed.Start();
|
||||
this.actEnd.Start();
|
||||
OpenTaiko.TJA.t全チップの再生停止();
|
||||
OpenTaiko.TJA.tStopAllChips();
|
||||
base.ePhaseID = CStage.EPhase.Game_STAGE_FAILED;
|
||||
}
|
||||
|
||||
@ -542,7 +542,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
if (HGaugeMethods.UNSAFE_IsRainbow(i)) {
|
||||
if (OpenTaiko.Skin.Characters_10Combo_Maxed_Ptn[Character] != 0) {
|
||||
if (HGaugeMethods.UNSAFE_IsRainbow(i)) {
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM[i]))));
|
||||
double dbUnit = (((60.0 / (OpenTaiko.stageGameScreen.actPlayInfo.dbBPM[i]))));
|
||||
this.actChara.ChangeAnime(i, CActImplCharacter.Anime.Combo10_Max, true);
|
||||
}
|
||||
}
|
||||
@ -752,7 +752,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
this.tチップのヒット処理(nHitTime, pChip, EInstrumentPad.Taiko, true, nInput, nPlayer);
|
||||
|
||||
if ((e判定 != ENoteJudge.Poor) && (e判定 != ENoteJudge.Miss)) {
|
||||
OpenTaiko.stage演奏ドラム画面.actLaneTaiko.Start(pChip.nChannelNo, e判定, b両手入力, nPlayer);
|
||||
OpenTaiko.stageGameScreen.actLaneTaiko.Start(pChip.nChannelNo, e判定, b両手入力, nPlayer);
|
||||
|
||||
int nFly = ChannelNumToFlyNoteNum(pChip, nPlayer, b両手入力, nInput);
|
||||
|
||||
@ -855,7 +855,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
break;
|
||||
}
|
||||
|
||||
if (OpenTaiko.stage演奏ドラム画面.isDeniedPlaying[nUsePlayer]) break;
|
||||
if (OpenTaiko.stageGameScreen.isDeniedPlaying[nUsePlayer]) break;
|
||||
|
||||
if (!OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.ConfigIni.bAutoPlay[0] && isPad1P)//2020.05.18 Mr-Ojii オート時の入力キャンセル
|
||||
break;
|
||||
@ -1114,8 +1114,8 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
break;
|
||||
}
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nUsePlayer].Start((PlayerLane.FlashType)nLane);
|
||||
OpenTaiko.stage演奏ドラム画面.actMtaiko.tMtaikoEvent(nChannel, nHand, nUsePlayer);
|
||||
OpenTaiko.stageGameScreen.actTaikoLaneFlash.PlayerLane[nUsePlayer].Start((PlayerLane.FlashType)nLane);
|
||||
OpenTaiko.stageGameScreen.actMtaiko.tMtaikoEvent(nChannel, nHand, nUsePlayer);
|
||||
|
||||
#endregion
|
||||
|
||||
@ -1373,8 +1373,8 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
|
||||
if (pChip.nChannelNo == 0x14 && _gt == EGameType.Konga) nLane = (int)PlayerLane.FlashType.Clap;
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start((PlayerLane.FlashType)nLane);
|
||||
OpenTaiko.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Hit);
|
||||
OpenTaiko.stageGameScreen.actTaikoLaneFlash.PlayerLane[nPlayer].Start((PlayerLane.FlashType)nLane);
|
||||
OpenTaiko.stageGameScreen.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Hit);
|
||||
|
||||
this.actMtaiko.tMtaikoEvent(pChip.nChannelNo, this.nHand[nPlayer], nPlayer);
|
||||
|
||||
@ -1456,7 +1456,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
#endregion
|
||||
|
||||
#region[ HIDSUD & STEALTH ]
|
||||
if (OpenTaiko.ConfigIni.eSTEALTH[OpenTaiko.GetActualPlayer(nPlayer)] == EStealthMode.Stealth || OpenTaiko.stage演奏ドラム画面.bCustomDoron) {
|
||||
if (OpenTaiko.ConfigIni.eSTEALTH[OpenTaiko.GetActualPlayer(nPlayer)] == EStealthMode.Stealth || OpenTaiko.stageGameScreen.bCustomDoron) {
|
||||
pChip.bShow = false;
|
||||
}
|
||||
#endregion
|
||||
@ -1672,7 +1672,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
CChip cChip = null;
|
||||
if (pChip.nノーツ移動開始時刻ms != 0) // n先頭発声位置 value is only used when this condition is met
|
||||
{
|
||||
cChip = OpenTaiko.stage演奏ドラム画面.r指定時刻に一番近い連打Chip_ヒット未済問わず不可視考慮(pChip.n発声時刻ms, 0x10 + pChip.n連打音符State, 0, nPlayer);
|
||||
cChip = OpenTaiko.stageGameScreen.r指定時刻に一番近い連打Chip_ヒット未済問わず不可視考慮(pChip.n発声時刻ms, 0x10 + pChip.n連打音符State, 0, nPlayer);
|
||||
if (cChip != null) {
|
||||
n先頭発声位置 = cChip.n発声時刻ms;
|
||||
}
|
||||
@ -1707,7 +1707,7 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
|
||||
#region[ HIDSUD & STEALTH ]
|
||||
|
||||
if (OpenTaiko.ConfigIni.eSTEALTH[OpenTaiko.GetActualPlayer(nPlayer)] == EStealthMode.Stealth || OpenTaiko.stage演奏ドラム画面.bCustomDoron) {
|
||||
if (OpenTaiko.ConfigIni.eSTEALTH[OpenTaiko.GetActualPlayer(nPlayer)] == EStealthMode.Stealth || OpenTaiko.stageGameScreen.bCustomDoron) {
|
||||
pChip.bShow = false;
|
||||
}
|
||||
|
||||
@ -2025,10 +2025,10 @@ internal class CStage演奏ドラム画面 : CStage演奏画面共通 {
|
||||
this.t小文字表示(OpenTaiko.Skin.Game_Judge_Meter_Roll[0], OpenTaiko.Skin.Game_Judge_Meter_Roll[1], GetRoll(0), false, false);
|
||||
|
||||
int nNowTotal = this.nHitCount_ExclAuto.Drums.Perfect + this.nHitCount_ExclAuto.Drums.Great + this.nHitCount_ExclAuto.Drums.Miss;
|
||||
double dbたたけた率 = Math.Round((100.0 * (OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Perfect + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Great)) / (double)nNowTotal);
|
||||
double dbPERFECT率 = Math.Round((100.0 * OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Perfect) / (double)nNowTotal);
|
||||
double dbGREAT率 = Math.Round((100.0 * OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Great / (double)nNowTotal));
|
||||
double dbMISS率 = Math.Round((100.0 * OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Miss / (double)nNowTotal));
|
||||
double dbたたけた率 = Math.Round((100.0 * (OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Perfect + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Great)) / (double)nNowTotal);
|
||||
double dbPERFECT率 = Math.Round((100.0 * OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Perfect) / (double)nNowTotal);
|
||||
double dbGREAT率 = Math.Round((100.0 * OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Great / (double)nNowTotal));
|
||||
double dbMISS率 = Math.Round((100.0 * OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Miss / (double)nNowTotal));
|
||||
|
||||
if (double.IsNaN(dbたたけた率))
|
||||
dbたたけた率 = 0;
|
||||
|
@ -61,16 +61,16 @@ internal class Dan_Cert : CActivity {
|
||||
|
||||
ScreenPoint = new double[] { OpenTaiko.Skin.Game_Lane_X[0] - OpenTaiko.Tx.DanC_Screen.szTextureSize.Width / 2, OpenTaiko.Skin.Resolution[0] };
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.ReSetScore(OpenTaiko.TJA.List_DanSongs[NowShowingNumber].ScoreInit, OpenTaiko.TJA.List_DanSongs[NowShowingNumber].ScoreDiff);
|
||||
OpenTaiko.stageGameScreen.ReSetScore(OpenTaiko.TJA.List_DanSongs[NowShowingNumber].ScoreInit, OpenTaiko.TJA.List_DanSongs[NowShowingNumber].ScoreDiff);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.ftDanReSetScoreNiji(OpenTaiko.TJA.nDan_NotesCount[NowShowingNumber], OpenTaiko.TJA.nDan_BalloonCount[NowShowingNumber]);
|
||||
OpenTaiko.stage演奏ドラム画面.ftDanReSetBranches(OpenTaiko.TJA.bHasBranchDan[NowShowingNumber]);
|
||||
OpenTaiko.stageGameScreen.ftDanReSetScoreNiji(OpenTaiko.TJA.nDan_NotesCount[NowShowingNumber], OpenTaiko.TJA.nDan_BalloonCount[NowShowingNumber]);
|
||||
OpenTaiko.stageGameScreen.ftDanReSetBranches(OpenTaiko.TJA.bHasBranchDan[NowShowingNumber]);
|
||||
|
||||
IsAnimating = true;
|
||||
|
||||
//段位道場
|
||||
//TJAPlayer3.stage演奏ドラム画面.actPanel.SetPanelString(TJAPlayer3.DTX.List_DanSongs[NowShowingNumber].Title, TJAPlayer3.DTX.List_DanSongs[NowShowingNumber].Genre, 1 + NowShowingNumber + "曲目");
|
||||
OpenTaiko.stage演奏ドラム画面.actPanel.SetPanelString(OpenTaiko.TJA.List_DanSongs[NowShowingNumber].Title,
|
||||
OpenTaiko.stageGameScreen.actPanel.SetPanelString(OpenTaiko.TJA.List_DanSongs[NowShowingNumber].Title,
|
||||
CLangManager.LangInstance.GetString("TITLE_MODE_DAN"),
|
||||
1 + NowShowingNumber + "曲目");
|
||||
|
||||
@ -89,8 +89,8 @@ internal class Dan_Cert : CActivity {
|
||||
}
|
||||
}
|
||||
|
||||
if (OpenTaiko.stage演奏ドラム画面.ListDan_Number >= 1 && FirstSectionAnime)
|
||||
OpenTaiko.stage演奏ドラム画面.ListDan_Number = 0;
|
||||
if (OpenTaiko.stageGameScreen.ListDan_Number >= 1 && FirstSectionAnime)
|
||||
OpenTaiko.stageGameScreen.ListDan_Number = 0;
|
||||
|
||||
FirstSectionAnime = false;
|
||||
// 始点を決定する。
|
||||
@ -134,28 +134,28 @@ internal class Dan_Cert : CActivity {
|
||||
var oldReached = Challenge[i].GetReached();
|
||||
var isChangedAmount = false;
|
||||
|
||||
int totalGoods = (int)OpenTaiko.stage演奏ドラム画面.nHitCount_InclAuto.Drums.Perfect + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Perfect;
|
||||
int totalOks = (int)OpenTaiko.stage演奏ドラム画面.nHitCount_InclAuto.Drums.Great + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Great;
|
||||
int totalBads = (int)OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Miss;
|
||||
int totalCombo = (int)OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[0];
|
||||
int totalGoods = (int)OpenTaiko.stageGameScreen.nHitCount_InclAuto.Drums.Perfect + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Perfect;
|
||||
int totalOks = (int)OpenTaiko.stageGameScreen.nHitCount_InclAuto.Drums.Great + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Great;
|
||||
int totalBads = (int)OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Miss;
|
||||
int totalCombo = (int)OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[0];
|
||||
|
||||
int individualGoods = OpenTaiko.stage演奏ドラム画面.nGood[NowShowingNumber];
|
||||
int individualOks = OpenTaiko.stage演奏ドラム画面.nOk[NowShowingNumber];
|
||||
int individualBads = OpenTaiko.stage演奏ドラム画面.nBad[NowShowingNumber];
|
||||
int individualCombo = OpenTaiko.stage演奏ドラム画面.nHighestCombo[NowShowingNumber];
|
||||
int individualGoods = OpenTaiko.stageGameScreen.nGood[NowShowingNumber];
|
||||
int individualOks = OpenTaiko.stageGameScreen.nOk[NowShowingNumber];
|
||||
int individualBads = OpenTaiko.stageGameScreen.nBad[NowShowingNumber];
|
||||
int individualCombo = OpenTaiko.stageGameScreen.nHighestCombo[NowShowingNumber];
|
||||
|
||||
int totalADLIBs = OpenTaiko.stage演奏ドラム画面.CChartScore[0].nADLIB;
|
||||
int totalMines = OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMine;
|
||||
int totalADLIBs = OpenTaiko.stageGameScreen.CChartScore[0].nADLIB;
|
||||
int totalMines = OpenTaiko.stageGameScreen.CChartScore[0].nMine;
|
||||
|
||||
int individualADLIBs = OpenTaiko.stage演奏ドラム画面.nADLIB[NowShowingNumber];
|
||||
int individualMines = OpenTaiko.stage演奏ドラム画面.nMine[NowShowingNumber];
|
||||
int individualADLIBs = OpenTaiko.stageGameScreen.nADLIB[NowShowingNumber];
|
||||
int individualMines = OpenTaiko.stageGameScreen.nMine[NowShowingNumber];
|
||||
|
||||
double accuracy = (totalGoods * 100 + totalOks * 50) / (double)(totalGoods + totalOks + totalBads);
|
||||
double individualAccuracy = (individualGoods * 100 + individualOks * 50) / (double)(individualGoods + individualOks + individualBads);
|
||||
|
||||
switch (Challenge[i].GetExamType()) {
|
||||
case Exam.Type.Gauge:
|
||||
isChangedAmount = Challenge[i].Update((int)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[0]);
|
||||
isChangedAmount = Challenge[i].Update((int)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[0]);
|
||||
break;
|
||||
case Exam.Type.JudgePerfect:
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? individualGoods : totalGoods);
|
||||
@ -173,13 +173,13 @@ internal class Dan_Cert : CActivity {
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? individualMines : totalMines);
|
||||
break;
|
||||
case Exam.Type.Score:
|
||||
isChangedAmount = Challenge[i].Update((int)OpenTaiko.stage演奏ドラム画面.actScore.GetScore(0));
|
||||
isChangedAmount = Challenge[i].Update((int)OpenTaiko.stageGameScreen.actScore.GetScore(0));
|
||||
break;
|
||||
case Exam.Type.Roll:
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? OpenTaiko.stage演奏ドラム画面.nRoll[NowShowingNumber] : (int)(OpenTaiko.stage演奏ドラム画面.GetRoll(0)));
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? OpenTaiko.stageGameScreen.nRoll[NowShowingNumber] : (int)(OpenTaiko.stageGameScreen.GetRoll(0)));
|
||||
break;
|
||||
case Exam.Type.Hit:
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? OpenTaiko.stage演奏ドラム画面.nGood[NowShowingNumber] + OpenTaiko.stage演奏ドラム画面.nOk[NowShowingNumber] + OpenTaiko.stage演奏ドラム画面.nRoll[NowShowingNumber] : (int)(OpenTaiko.stage演奏ドラム画面.nHitCount_InclAuto.Drums.Perfect + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Perfect + OpenTaiko.stage演奏ドラム画面.nHitCount_InclAuto.Drums.Great + OpenTaiko.stage演奏ドラム画面.nHitCount_ExclAuto.Drums.Great + OpenTaiko.stage演奏ドラム画面.GetRoll(0)));
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? OpenTaiko.stageGameScreen.nGood[NowShowingNumber] + OpenTaiko.stageGameScreen.nOk[NowShowingNumber] + OpenTaiko.stageGameScreen.nRoll[NowShowingNumber] : (int)(OpenTaiko.stageGameScreen.nHitCount_InclAuto.Drums.Perfect + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Perfect + OpenTaiko.stageGameScreen.nHitCount_InclAuto.Drums.Great + OpenTaiko.stageGameScreen.nHitCount_ExclAuto.Drums.Great + OpenTaiko.stageGameScreen.GetRoll(0)));
|
||||
break;
|
||||
case Exam.Type.Combo:
|
||||
isChangedAmount = Challenge[i].Update(ExamChange[i] ? individualCombo : totalCombo);
|
||||
@ -206,9 +206,9 @@ internal class Dan_Cert : CActivity {
|
||||
Challenge[i].SetReached(!Challenge[i].IsCleared[0]);
|
||||
} else {
|
||||
songsnotesremain[NowShowingNumber] = OpenTaiko.TJA.nDan_NotesCount[NowShowingNumber]
|
||||
- (OpenTaiko.stage演奏ドラム画面.nGood[NowShowingNumber]
|
||||
+ OpenTaiko.stage演奏ドラム画面.nOk[NowShowingNumber]
|
||||
+ OpenTaiko.stage演奏ドラム画面.nBad[NowShowingNumber]);
|
||||
- (OpenTaiko.stageGameScreen.nGood[NowShowingNumber]
|
||||
+ OpenTaiko.stageGameScreen.nOk[NowShowingNumber]
|
||||
+ OpenTaiko.stageGameScreen.nBad[NowShowingNumber]);
|
||||
|
||||
/*
|
||||
notesremain = TJAPlayer3.DTX.nノーツ数[3]
|
||||
@ -221,9 +221,9 @@ internal class Dan_Cert : CActivity {
|
||||
*/
|
||||
|
||||
notesremain = OpenTaiko.TJA.nノーツ数[3]
|
||||
- (OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood
|
||||
+ OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGreat
|
||||
+ OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss);
|
||||
- (OpenTaiko.stageGameScreen.CChartScore[0].nGood
|
||||
+ OpenTaiko.stageGameScreen.CChartScore[0].nGreat
|
||||
+ OpenTaiko.stageGameScreen.CChartScore[0].nMiss);
|
||||
|
||||
// 残り音符数が0になったときに判断されるやつ
|
||||
|
||||
@ -253,8 +253,8 @@ internal class Dan_Cert : CActivity {
|
||||
: notesremain < (Challenge[i].Value[0] - Challenge[i].Amount)) Challenge[i].SetReached(true);
|
||||
break;
|
||||
case Exam.Type.Combo:
|
||||
if (notesremain + OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.P1 < ((Challenge[i].Value[0]))
|
||||
&& OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[0] < (Challenge[i].Value[0])) Challenge[i].SetReached(true);
|
||||
if (notesremain + OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.P1 < ((Challenge[i].Value[0]))
|
||||
&& OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[0] < (Challenge[i].Value[0])) Challenge[i].SetReached(true);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -33,15 +33,15 @@ class EndAnimeScript : ScriptBG {
|
||||
int maxFloor = OpenTaiko.stageSongSelect.rChoosenSong.score[5].譜面情報.nTotalFloor;
|
||||
int nightTime = Math.Max(140, maxFloor / 2);
|
||||
|
||||
currentFloorPositionMax140 = Math.Min(OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] / (float)nightTime, 1f);
|
||||
currentFloorPositionMax140 = Math.Min(OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] / (float)nightTime, 1f);
|
||||
}
|
||||
|
||||
LuaUpdateValues.Call(OpenTaiko.FPS.DeltaTime, OpenTaiko.FPS.NowFPS, OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared, (double)currentFloorPositionMax140);
|
||||
LuaUpdateValues.Call(OpenTaiko.FPS.DeltaTime, OpenTaiko.FPS.NowFPS, OpenTaiko.stageGameScreen.bIsAlreadyCleared, (double)currentFloorPositionMax140);
|
||||
/*LuaScript.SetObjectToPath("fps", TJAPlayer3.FPS.n現在のFPS);
|
||||
LuaScript.SetObjectToPath("deltaTime", TJAPlayer3.FPS.DeltaTime);
|
||||
LuaScript.SetObjectToPath("isClear", TJAPlayer3.stage演奏ドラム画面.bIsAlreadyCleared);
|
||||
LuaScript.SetObjectToPath("towerNightOpacity", (double)(255 * currentFloorPositionMax140));*/
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) LuaUpdate.Call(player);
|
||||
if (!OpenTaiko.stageGameScreen.bPAUSE) LuaUpdate.Call(player);
|
||||
} catch (Exception ex) {
|
||||
LuaScript.Dispose();
|
||||
LuaScript = null;
|
||||
|
@ -79,8 +79,8 @@ internal class FlyingNotes : CActivity {
|
||||
if (Flying[i].Counter.IsEnded) {
|
||||
Flying[i].Counter.Stop();
|
||||
Flying[i].IsUsing = false;
|
||||
OpenTaiko.stage演奏ドラム画面.actGauge.Start(Flying[i].Lane, ENoteJudge.Perfect, Flying[i].Player);
|
||||
OpenTaiko.stage演奏ドラム画面.actChipEffects.Start(Flying[i].Player, Flying[i].Lane);
|
||||
OpenTaiko.stageGameScreen.actGauge.Start(Flying[i].Lane, ENoteJudge.Perfect, Flying[i].Player);
|
||||
OpenTaiko.stageGameScreen.actChipEffects.Start(Flying[i].Player, Flying[i].Lane);
|
||||
}
|
||||
for (int n = Flying[i].OldValue; n < Flying[i].Counter.CurrentValue; n += 16) {
|
||||
int endX;
|
||||
@ -111,8 +111,8 @@ internal class FlyingNotes : CActivity {
|
||||
|
||||
double value = (Flying[i].Counter.CurrentValue / 140.0);
|
||||
|
||||
Flying[i].X = StartPointX[Flying[i].Player] + OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLX(Flying[i].Player) + (movingDistanceX * value);
|
||||
Flying[i].Y = OpenTaiko.Skin.Game_Effect_FlyingNotes_StartPoint_Y[Flying[i].Player] + OpenTaiko.stage演奏ドラム画面.GetJPOSCROLLY(Flying[i].Player) + (int)(movingDistanceY * value);
|
||||
Flying[i].X = StartPointX[Flying[i].Player] + OpenTaiko.stageGameScreen.GetJPOSCROLLX(Flying[i].Player) + (movingDistanceX * value);
|
||||
Flying[i].Y = OpenTaiko.Skin.Game_Effect_FlyingNotes_StartPoint_Y[Flying[i].Player] + OpenTaiko.stageGameScreen.GetJPOSCROLLY(Flying[i].Player) + (int)(movingDistanceY * value);
|
||||
|
||||
if (OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
Flying[i].Y += Math.Sin(value * Math.PI) * ((Flying[i].Player == 0 ? -OpenTaiko.Skin.Game_Effect_FlyingNotes_Sine : OpenTaiko.Skin.Game_Effect_FlyingNotes_Sine) / 3.0);
|
||||
@ -126,7 +126,7 @@ internal class FlyingNotes : CActivity {
|
||||
|
||||
if (n % OpenTaiko.Skin.Game_Effect_FireWorks_Timing == 0 && !Flying[i].IsRoll && Flying[i].Counter.CurrentValue > 18) {
|
||||
if (Flying[i].Lane == 3 || Flying[i].Lane == 4) {
|
||||
OpenTaiko.stage演奏ドラム画面.FireWorks.Start(Flying[i].Lane, Flying[i].Player, Flying[i].X, Flying[i].Y);
|
||||
OpenTaiko.stageGameScreen.FireWorks.Start(Flying[i].Lane, Flying[i].Player, Flying[i].X, Flying[i].Y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -220,12 +220,12 @@ class ScriptBG : IDisposable {
|
||||
|
||||
LuaUpdateValues.Call(OpenTaiko.FPS.DeltaTime,
|
||||
OpenTaiko.FPS.NowFPS,
|
||||
OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared,
|
||||
OpenTaiko.stageGameScreen.bIsAlreadyCleared,
|
||||
0,
|
||||
OpenTaiko.stage演奏ドラム画面.AIBattleState,
|
||||
OpenTaiko.stage演奏ドラム画面.bIsAIBattleWin,
|
||||
OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値,
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM,
|
||||
OpenTaiko.stageGameScreen.AIBattleState,
|
||||
OpenTaiko.stageGameScreen.bIsAIBattleWin,
|
||||
OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値,
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.dbBPM,
|
||||
new bool[] { false, false, false, false, false },
|
||||
-1
|
||||
);
|
||||
@ -245,7 +245,7 @@ class ScriptBG : IDisposable {
|
||||
int maxFloor = OpenTaiko.stageSongSelect.rChoosenSong.score[5].譜面情報.nTotalFloor;
|
||||
int nightTime = Math.Max(140, maxFloor / 2);
|
||||
|
||||
currentFloorPositionMax140 = Math.Min(OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] / (float)nightTime, 1f);
|
||||
currentFloorPositionMax140 = Math.Min(OpenTaiko.stageGameScreen.actPlayInfo.NowMeasure[0] / (float)nightTime, 1f);
|
||||
}
|
||||
double timestamp = -1.0;
|
||||
|
||||
@ -260,13 +260,13 @@ class ScriptBG : IDisposable {
|
||||
|
||||
LuaUpdateValues.Call(OpenTaiko.FPS.DeltaTime,
|
||||
OpenTaiko.FPS.NowFPS,
|
||||
OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared,
|
||||
OpenTaiko.stageGameScreen.bIsAlreadyCleared,
|
||||
(double)currentFloorPositionMax140,
|
||||
OpenTaiko.stage演奏ドラム画面.AIBattleState,
|
||||
OpenTaiko.stage演奏ドラム画面.bIsAIBattleWin,
|
||||
OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値,
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.dbBPM,
|
||||
OpenTaiko.stage演奏ドラム画面.bIsGOGOTIME,
|
||||
OpenTaiko.stageGameScreen.AIBattleState,
|
||||
OpenTaiko.stageGameScreen.bIsAIBattleWin,
|
||||
OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値,
|
||||
OpenTaiko.stageGameScreen.actPlayInfo.dbBPM,
|
||||
OpenTaiko.stageGameScreen.bIsGOGOTIME,
|
||||
timestamp);
|
||||
/*LuaScript.SetObjectToPath("fps", TJAPlayer3.FPS.n現在のFPS);
|
||||
LuaScript.SetObjectToPath("deltaTime", TJAPlayer3.FPS.DeltaTime);
|
||||
|
@ -160,7 +160,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
|
||||
|
||||
public void tSkipResultAnimations() {
|
||||
OpenTaiko.stage結果.Background.SkipAnimation();
|
||||
OpenTaiko.stageResults.Background.SkipAnimation();
|
||||
ctMainCounter.CurrentValue = (int)MountainAppearValue;
|
||||
|
||||
for (int i = 0; i < b音声再生.Length; i++) {
|
||||
@ -181,7 +181,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
public override void Activate() {
|
||||
this.sdDTXで指定されたフルコンボ音 = null;
|
||||
|
||||
ttkAISection = new TitleTextureKey[OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count];
|
||||
ttkAISection = new TitleTextureKey[OpenTaiko.stageGameScreen.AIBattleSections.Count];
|
||||
for (int i = 0; i < ttkAISection.Length; i++) {
|
||||
ttkAISection[i] = new TitleTextureKey(CLangManager.LangInstance.GetString("AI_SECTION", i + 1), pfAISectionText, Color.White, Color.Black, 1280);
|
||||
|
||||
@ -235,7 +235,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
|
||||
gaugeValues = new int[5];
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
gaugeValues[i] = (int)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[i];
|
||||
gaugeValues[i] = (int)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[i];
|
||||
}
|
||||
|
||||
// Replace by max between 2 gauges if 2p
|
||||
@ -456,13 +456,13 @@ internal class CActResultParameterPanel : CActivity {
|
||||
|
||||
int[] scoresArr =
|
||||
{
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGreat,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGood,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMiss,
|
||||
OpenTaiko.stage演奏ドラム画面.GetRoll(i),
|
||||
OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[i],
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[i].nADLIB,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMine,
|
||||
OpenTaiko.stageGameScreen.CChartScore[i].nGreat,
|
||||
OpenTaiko.stageGameScreen.CChartScore[i].nGood,
|
||||
OpenTaiko.stageGameScreen.CChartScore[i].nMiss,
|
||||
OpenTaiko.stageGameScreen.GetRoll(i),
|
||||
OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[i],
|
||||
OpenTaiko.stageGameScreen.CChartScore[i].nADLIB,
|
||||
OpenTaiko.stageGameScreen.CChartScore[i].nMine,
|
||||
};
|
||||
|
||||
int[][] num_x;
|
||||
@ -595,7 +595,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
OpenTaiko.Tx.Result_Score_Number.vcScaleRatio.Y = ctMainCounter.CurrentValue <= AnimeCount1 + 270 ? 1.0f + (float)Math.Sin((ctMainCounter.CurrentValue - AnimeCount1) / 1.5f * (Math.PI / 180)) * 0.65f :
|
||||
ctMainCounter.CurrentValue <= AnimeCount1 + 360 ? 1.0f - (float)Math.Sin((ctMainCounter.CurrentValue - AnimeCount1 - 270) * (Math.PI / 180)) * 0.1f : 1.0f;
|
||||
|
||||
this.tスコア文字表示(score_x, score_y, (int)OpenTaiko.stage演奏ドラム画面.actScore.Get(i), numScale);// TJAPlayer3.stage演奏ドラム画面.CChartScore[i].nScore.ToString()));
|
||||
this.tスコア文字表示(score_x, score_y, (int)OpenTaiko.stageGameScreen.actScore.Get(i), numScale);// TJAPlayer3.stage演奏ドラム画面.CChartScore[i].nScore.ToString()));
|
||||
|
||||
if (!b音声再生[8]) {
|
||||
OpenTaiko.Skin.soundScoreDon.tPlay();
|
||||
@ -611,9 +611,9 @@ internal class CActResultParameterPanel : CActivity {
|
||||
|
||||
}
|
||||
|
||||
if (ctAISectionChange.CurrentValue == ctAISectionChange.EndValue && OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count > 5) {
|
||||
if (ctAISectionChange.CurrentValue == ctAISectionChange.EndValue && OpenTaiko.stageGameScreen.AIBattleSections.Count > 5) {
|
||||
NextAISection();
|
||||
} else if (nNowAISection > 0 && OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count <= 5) {
|
||||
} else if (nNowAISection > 0 && OpenTaiko.stageGameScreen.AIBattleSections.Count <= 5) {
|
||||
// Fix locked sections
|
||||
nNowAISection = 0;
|
||||
}
|
||||
@ -625,14 +625,14 @@ internal class CActResultParameterPanel : CActivity {
|
||||
int batch_height = OpenTaiko.Tx.Result_AIBattle_Batch.szTextureSize.Height;
|
||||
|
||||
|
||||
for (int i = 0; i < OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count; i++) {
|
||||
for (int i = 0; i < OpenTaiko.stageGameScreen.AIBattleSections.Count; i++) {
|
||||
int nowIndex = (i / 5);
|
||||
int drawCount = Math.Min(OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count - (nowIndex * 5), 5);
|
||||
int drawCount = Math.Min(OpenTaiko.stageGameScreen.AIBattleSections.Count - (nowIndex * 5), 5);
|
||||
|
||||
int drawPos = i % 5;
|
||||
int batch_total_width = OpenTaiko.Skin.Result_AIBattle_Batch_Move[0] * drawCount;
|
||||
|
||||
var section = OpenTaiko.stage演奏ドラム画面.AIBattleSections[i];
|
||||
var section = OpenTaiko.stageGameScreen.AIBattleSections[i];
|
||||
int upDown = (drawPos % 2);
|
||||
|
||||
int x = OpenTaiko.Skin.Result_AIBattle_Batch[0] + (OpenTaiko.Skin.Result_AIBattle_Batch_Move[0] * drawPos) - (batch_total_width / 2);
|
||||
@ -673,7 +673,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
if (ctMainCounter.CurrentValue >= MountainAppearValue) {
|
||||
float flagScale = 2.0f - (Math.Min(Math.Max(ctMainCounter.CurrentValue - MountainAppearValue, 0), 200) / 200.0f);
|
||||
|
||||
CTexture tex = OpenTaiko.stage結果.bClear[0] ? OpenTaiko.Tx.Result_AIBattle_WinFlag_Clear : OpenTaiko.Tx.Result_AIBattle_WinFlag_Lose;
|
||||
CTexture tex = OpenTaiko.stageResults.bClear[0] ? OpenTaiko.Tx.Result_AIBattle_WinFlag_Clear : OpenTaiko.Tx.Result_AIBattle_WinFlag_Lose;
|
||||
|
||||
tex.vcScaleRatio.X = flagScale;
|
||||
tex.vcScaleRatio.Y = flagScale;
|
||||
@ -706,7 +706,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
|
||||
if (ctUIMove.EndValue != 1000 && OpenTaiko.Skin.Result_Use1PUI && is1P) ctUIMove = new CCounter(0, 1000, 0.5, OpenTaiko.Timer);
|
||||
|
||||
if (OpenTaiko.stage結果.bClear[p]) {
|
||||
if (OpenTaiko.stageResults.bClear[p]) {
|
||||
if (!CResultCharacter.tIsCounterProcessing(p, CResultCharacter.ECharacterResult.CLEAR))
|
||||
CResultCharacter.tMenuResetTimer(p, CResultCharacter.ECharacterResult.CLEAR);
|
||||
} else {
|
||||
@ -887,17 +887,17 @@ internal class CActResultParameterPanel : CActivity {
|
||||
else if (gaugeValues[p] >= 40.0f)
|
||||
Mood = 1;
|
||||
|
||||
if (OpenTaiko.stage結果.nクリア[p] == 4) {
|
||||
if (OpenTaiko.stageResults.nクリア[p] == 4) {
|
||||
MoodV2 = 5;
|
||||
} else if (OpenTaiko.stage結果.nクリア[p] == 3) {
|
||||
} else if (OpenTaiko.stageResults.nクリア[p] == 3) {
|
||||
MoodV2 = 4;
|
||||
} else if (OpenTaiko.stage結果.nクリア[p] >= 1) {
|
||||
} else if (OpenTaiko.stageResults.nクリア[p] >= 1) {
|
||||
if (gaugeValues[p] >= 100.0f) {
|
||||
MoodV2 = 3;
|
||||
} else {
|
||||
MoodV2 = 2;
|
||||
}
|
||||
} else if (OpenTaiko.stage結果.nクリア[p] == 0) {
|
||||
} else if (OpenTaiko.stageResults.nクリア[p] == 0) {
|
||||
if (gaugeValues[p] >= 40.0f) {
|
||||
MoodV2 = 1;
|
||||
} else {
|
||||
@ -993,7 +993,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
OpenTaiko.Tx.Result_ScoreRankEffect.vcScaleRatio.Y = 1f;
|
||||
}
|
||||
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan && OpenTaiko.stage結果.nスコアランク[p] > 0) {
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan && OpenTaiko.stageResults.nスコアランク[p] > 0) {
|
||||
int CurrentFlash = 0;
|
||||
int[] FlashTimes = { 1500, 1540, 1580, 1620, 1660, 1700, 1740, 1780 };
|
||||
|
||||
@ -1019,7 +1019,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
}
|
||||
|
||||
OpenTaiko.Tx.Result_ScoreRankEffect.t2D拡大率考慮中央基準描画(scoreRankEffect_x, scoreRankEffect_y,
|
||||
new Rectangle((OpenTaiko.stage結果.nスコアランク[p] - 1) * scoreRank_width, CurrentFlash * scoreRank_height, scoreRank_width, scoreRank_height));
|
||||
new Rectangle((OpenTaiko.stageResults.nスコアランク[p] - 1) * scoreRank_width, CurrentFlash * scoreRank_height, scoreRank_width, scoreRank_height));
|
||||
|
||||
if (!b音声再生[9] && ctMainCounter.CurrentValue >= ScoreApparitionTimeStamp + 1180) {
|
||||
OpenTaiko.Skin.soundRankIn.tPlay();
|
||||
@ -1053,7 +1053,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
OpenTaiko.Tx.Result_CrownEffect.vcScaleRatio.Y = 1f;
|
||||
}
|
||||
|
||||
int ClearType = OpenTaiko.stage結果.nクリア[p] - 1;
|
||||
int ClearType = OpenTaiko.stageResults.nクリア[p] - 1;
|
||||
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)(Difficulty.Dan) && ClearType >= 0) {
|
||||
int CurrentFlash = 0;
|
||||
@ -1184,7 +1184,7 @@ internal class CActResultParameterPanel : CActivity {
|
||||
ctAISectionChange.CurrentValue = 0;
|
||||
|
||||
nNowAISection++;
|
||||
if (nNowAISection >= Math.Ceiling(OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count / 5.0)) {
|
||||
if (nNowAISection >= Math.Ceiling(OpenTaiko.stageGameScreen.AIBattleSections.Count / 5.0)) {
|
||||
nNowAISection = 0;
|
||||
|
||||
}
|
||||
|
@ -82,8 +82,8 @@ internal class CStage結果 : CStage {
|
||||
progress >= 0.5,
|
||||
progress >= 0.75,
|
||||
progress == 1 && CFloorManagement.CurrentNumberOfLives > 0,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss == 0 && OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMine == 0,
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood == 0
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nMiss == 0 && OpenTaiko.stageGameScreen.CChartScore[0].nMine == 0,
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nGood == 0
|
||||
};
|
||||
|
||||
for (int i = 0; i < conditions.Length; i++) {
|
||||
@ -163,7 +163,7 @@ internal class CStage結果 : CStage {
|
||||
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan && OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Tower) {
|
||||
for (int p = 0; p < OpenTaiko.ConfigIni.nPlayerCount; p++) {
|
||||
var ccf = OpenTaiko.stage演奏ドラム画面.CChartScore[p];
|
||||
var ccf = OpenTaiko.stageGameScreen.CChartScore[p];
|
||||
|
||||
this.nクリア[p] = 0;
|
||||
if (HGaugeMethods.UNSAFE_FastNormaCheck(p)) {
|
||||
@ -179,13 +179,13 @@ internal class CStage結果 : CStage {
|
||||
|
||||
}
|
||||
|
||||
if ((int)OpenTaiko.stage演奏ドラム画面.actScore.Get(p) < 500000) {
|
||||
if ((int)OpenTaiko.stageGameScreen.actScore.Get(p) < 500000) {
|
||||
this.nスコアランク[p] = 0;
|
||||
} else {
|
||||
var sr = OpenTaiko.stage演奏ドラム画面.ScoreRank.ScoreRank[p];
|
||||
var sr = OpenTaiko.stageGameScreen.ScoreRank.ScoreRank[p];
|
||||
|
||||
for (int i = 0; i < 7; i++) {
|
||||
if ((int)OpenTaiko.stage演奏ドラム画面.actScore.Get(p) >= sr[i]) {
|
||||
if ((int)OpenTaiko.stageGameScreen.actScore.Get(p) >= sr[i]) {
|
||||
this.nスコアランク[p] = i + 1;
|
||||
}
|
||||
}
|
||||
@ -235,7 +235,7 @@ internal class CStage結果 : CStage {
|
||||
|
||||
#region [Dan scores]
|
||||
|
||||
Exam.Status examStatus = OpenTaiko.stage演奏ドラム画面.actDan.GetExamStatus(OpenTaiko.stage結果.st演奏記録.Drums.Dan_C);
|
||||
Exam.Status examStatus = OpenTaiko.stageGameScreen.actDan.GetExamStatus(OpenTaiko.stageResults.st演奏記録.Drums.Dan_C);
|
||||
|
||||
int clearValue = 0;
|
||||
|
||||
@ -425,7 +425,7 @@ internal class CStage結果 : CStage {
|
||||
|
||||
#region [Clear and Goukaku modifier]
|
||||
|
||||
Exam.Status examStatus = OpenTaiko.stage演奏ドラム画面.actDan.GetExamStatus(OpenTaiko.stage結果.st演奏記録.Drums.Dan_C);
|
||||
Exam.Status examStatus = OpenTaiko.stageGameScreen.actDan.GetExamStatus(OpenTaiko.stageResults.st演奏記録.Drums.Dan_C);
|
||||
|
||||
int clearModifier = -1;
|
||||
int goukakuModifier = 0;
|
||||
@ -487,9 +487,9 @@ internal class CStage結果 : CStage {
|
||||
|
||||
if (HGaugeMethods.UNSAFE_FastNormaCheck(i)) {
|
||||
clearModifier = modifiers[1] * diffModifier;
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMiss == 0) {
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[i].nMiss == 0) {
|
||||
clearModifier = modifiers[2] * diffModifier;
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGood == 0)
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[i].nGood == 0)
|
||||
clearModifier = modifiers[3] * diffModifier;
|
||||
}
|
||||
}
|
||||
@ -505,15 +505,15 @@ internal class CStage結果 : CStage {
|
||||
int scoreRankModifier = srModifiers[0] * diffModifier;
|
||||
|
||||
for (int j = 1; j < 8; j++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.actScore.GetScore(i) >= OpenTaiko.stage演奏ドラム画面.ScoreRank.ScoreRank[i][j - 1])
|
||||
if (OpenTaiko.stageGameScreen.actScore.GetScore(i) >= OpenTaiko.stageGameScreen.ScoreRank.ScoreRank[i][j - 1])
|
||||
scoreRankModifier = srModifiers[j] * diffModifier;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
nTotalHits = OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGood + OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMiss + OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGreat;
|
||||
nTotalHits = OpenTaiko.stageGameScreen.CChartScore[i].nGood + OpenTaiko.stageGameScreen.CChartScore[i].nMiss + OpenTaiko.stageGameScreen.CChartScore[i].nGreat;
|
||||
|
||||
dAccuracyRate = Math.Pow((50 * OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGood + 100 * OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGreat) / (double)(100 * nTotalHits), 3);
|
||||
dAccuracyRate = Math.Pow((50 * OpenTaiko.stageGameScreen.CChartScore[i].nGood + 100 * OpenTaiko.stageGameScreen.CChartScore[i].nGreat) / (double)(100 * nTotalHits), 3);
|
||||
|
||||
if (clearModifier < 0)
|
||||
this.nEarnedMedalsCount[i] = 5;
|
||||
@ -548,9 +548,9 @@ internal class CStage結果 : CStage {
|
||||
int _cs = -1;
|
||||
if (HGaugeMethods.UNSAFE_FastNormaCheck(i)) {
|
||||
_cs = 0;
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[i].nMiss == 0) {
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[i].nMiss == 0) {
|
||||
_cs = 1;
|
||||
if (OpenTaiko.stage演奏ドラム画面.CChartScore[i].nGood == 0)
|
||||
if (OpenTaiko.stageGameScreen.CChartScore[i].nGood == 0)
|
||||
_cs = 2;
|
||||
}
|
||||
}
|
||||
@ -657,7 +657,7 @@ internal class CStage結果 : CStage {
|
||||
this.ttkReachedFloor = new TitleTextureKey(CFloorManagement.LastRegisteredFloor.ToString(), pfTowerText72, Color.Orange, Color.Black, 700);
|
||||
this.ttkScore = new TitleTextureKey(CLangManager.LangInstance.GetString("TOWER_SCORE"), pfTowerText, Color.Black, Color.Transparent, 700);
|
||||
this.ttkRemaningLifes = new TitleTextureKey(CFloorManagement.CurrentNumberOfLives.ToString() + " / " + CFloorManagement.MaxNumberOfLives.ToString(), pfTowerText, Color.Black, Color.Transparent, 700);
|
||||
this.ttkScoreCount = new TitleTextureKey(OpenTaiko.stage演奏ドラム画面.actScore.GetScore(0).ToString(), pfTowerText, Color.Black, Color.Transparent, 700);
|
||||
this.ttkScoreCount = new TitleTextureKey(OpenTaiko.stageGameScreen.actScore.GetScore(0).ToString(), pfTowerText, Color.Black, Color.Transparent, 700);
|
||||
} else if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Dan) {
|
||||
Background = new ResultBG(CSkin.Path($@"{TextureLoader.BASE}{TextureLoader.DANRESULT}Script.lua"));
|
||||
Background.Init();
|
||||
@ -1129,7 +1129,7 @@ internal class CStage結果 : CStage {
|
||||
|
||||
#region [PassLogo]
|
||||
|
||||
Exam.Status examStatus = OpenTaiko.stage演奏ドラム画面.actDan.GetExamStatus(OpenTaiko.stage結果.st演奏記録.Drums.Dan_C);
|
||||
Exam.Status examStatus = OpenTaiko.stageGameScreen.actDan.GetExamStatus(OpenTaiko.stageResults.st演奏記録.Drums.Dan_C);
|
||||
|
||||
int unitsBeforeAppearance = Math.Max(0, 8200 + 300 * songCount - ctPhase1.CurrentValue);
|
||||
|
||||
@ -1515,37 +1515,37 @@ internal class CStage結果 : CStage {
|
||||
|
||||
#region [ Global scores ]
|
||||
|
||||
int totalHit = OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGreat
|
||||
+ OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood
|
||||
+ OpenTaiko.stage演奏ドラム画面.GetRoll(0);
|
||||
int totalHit = OpenTaiko.stageGameScreen.CChartScore[0].nGreat
|
||||
+ OpenTaiko.stageGameScreen.CChartScore[0].nGood
|
||||
+ OpenTaiko.stageGameScreen.GetRoll(0);
|
||||
|
||||
// Small digits
|
||||
this.actParameterPanel.t小文字表示(OpenTaiko.Skin.DanResult_Perfect[0] + offset, OpenTaiko.Skin.DanResult_Perfect[1],
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGreat, 1.0f);
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nGreat, 1.0f);
|
||||
|
||||
this.actParameterPanel.t小文字表示(OpenTaiko.Skin.DanResult_Good[0] + offset, OpenTaiko.Skin.DanResult_Good[1],
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nGood, 1.0f);
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nGood, 1.0f);
|
||||
|
||||
this.actParameterPanel.t小文字表示(OpenTaiko.Skin.DanResult_Miss[0] + offset, OpenTaiko.Skin.DanResult_Miss[1],
|
||||
OpenTaiko.stage演奏ドラム画面.CChartScore[0].nMiss, 1.0f);
|
||||
OpenTaiko.stageGameScreen.CChartScore[0].nMiss, 1.0f);
|
||||
|
||||
this.actParameterPanel.t小文字表示(OpenTaiko.Skin.DanResult_Roll[0] + offset, OpenTaiko.Skin.DanResult_Roll[1],
|
||||
OpenTaiko.stage演奏ドラム画面.GetRoll(0), 1.0f);
|
||||
OpenTaiko.stageGameScreen.GetRoll(0), 1.0f);
|
||||
|
||||
this.actParameterPanel.t小文字表示(OpenTaiko.Skin.DanResult_MaxCombo[0] + offset, OpenTaiko.Skin.DanResult_MaxCombo[1],
|
||||
OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.最高値[0], 1.0f);
|
||||
OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.最高値[0], 1.0f);
|
||||
|
||||
this.actParameterPanel.t小文字表示(OpenTaiko.Skin.DanResult_TotalHit[0] + offset, OpenTaiko.Skin.DanResult_TotalHit[1],
|
||||
totalHit, 1.0f);
|
||||
|
||||
// Large digits
|
||||
this.actParameterPanel.tスコア文字表示(OpenTaiko.Skin.DanResult_Score[0] + offset, OpenTaiko.Skin.DanResult_Score[1], (int)OpenTaiko.stage演奏ドラム画面.actScore.Get(0), 1.0f);
|
||||
this.actParameterPanel.tスコア文字表示(OpenTaiko.Skin.DanResult_Score[0] + offset, OpenTaiko.Skin.DanResult_Score[1], (int)OpenTaiko.stageGameScreen.actScore.Get(0), 1.0f);
|
||||
|
||||
#endregion
|
||||
|
||||
#region [ Display exams ]
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actDan.DrawExam(OpenTaiko.stage結果.st演奏記録.Drums.Dan_C, true, offset);
|
||||
OpenTaiko.stageGameScreen.actDan.DrawExam(OpenTaiko.stageResults.st演奏記録.Drums.Dan_C, true, offset);
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -1591,15 +1591,15 @@ internal class CStage結果 : CStage {
|
||||
OpenTaiko.Tx.Dani_Difficulty_Cymbol.Opacity = 255;
|
||||
|
||||
OpenTaiko.Tx.Dani_Level_Number.Opacity = opacity;
|
||||
OpenTaiko.stage段位選択.段位リスト.tLevelNumberDraw(OpenTaiko.Skin.DanResult_Level_Number_X[drawPos] + offset, OpenTaiko.Skin.DanResult_Level_Number_Y[drawPos], song.Level);
|
||||
OpenTaiko.stageDanSongSelect.段位リスト.tLevelNumberDraw(OpenTaiko.Skin.DanResult_Level_Number_X[drawPos] + offset, OpenTaiko.Skin.DanResult_Level_Number_Y[drawPos], song.Level);
|
||||
OpenTaiko.Tx.Dani_Level_Number.Opacity = 255;
|
||||
|
||||
int[] scoresArr =
|
||||
{
|
||||
OpenTaiko.stage演奏ドラム画面.nGood[i],
|
||||
OpenTaiko.stage演奏ドラム画面.nOk[i],
|
||||
OpenTaiko.stage演奏ドラム画面.nBad[i],
|
||||
OpenTaiko.stage演奏ドラム画面.nRoll[i]
|
||||
OpenTaiko.stageGameScreen.nGood[i],
|
||||
OpenTaiko.stageGameScreen.nOk[i],
|
||||
OpenTaiko.stageGameScreen.nBad[i],
|
||||
OpenTaiko.stageGameScreen.nRoll[i]
|
||||
};
|
||||
|
||||
int[] num_x = {
|
||||
@ -1677,14 +1677,14 @@ internal class CStage結果 : CStage {
|
||||
get {
|
||||
if (OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
int clearCount = 0;
|
||||
for (int i = 0; i < OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count; i++) {
|
||||
if (OpenTaiko.stage演奏ドラム画面.AIBattleSections[i].End == CStage演奏画面共通.AIBattleSection.EndType.Clear) {
|
||||
for (int i = 0; i < OpenTaiko.stageGameScreen.AIBattleSections.Count; i++) {
|
||||
if (OpenTaiko.stageGameScreen.AIBattleSections[i].End == CStage演奏画面共通.AIBattleSection.EndType.Clear) {
|
||||
clearCount++;
|
||||
}
|
||||
}
|
||||
return new bool[] { clearCount >= OpenTaiko.stage演奏ドラム画面.AIBattleSections.Count / 2.0, false };
|
||||
return new bool[] { clearCount >= OpenTaiko.stageGameScreen.AIBattleSections.Count / 2.0, false };
|
||||
} else {
|
||||
return new bool[] { OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared[0], OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared[1], OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared[2], OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared[3], OpenTaiko.stage演奏ドラム画面.bIsAlreadyCleared[4] };
|
||||
return new bool[] { OpenTaiko.stageGameScreen.bIsAlreadyCleared[0], OpenTaiko.stageGameScreen.bIsAlreadyCleared[1], OpenTaiko.stageGameScreen.bIsAlreadyCleared[2], OpenTaiko.stageGameScreen.bIsAlreadyCleared[3], OpenTaiko.stageGameScreen.bIsAlreadyCleared[4] };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -24,8 +24,8 @@ internal class CActFIFOStart : CActivity {
|
||||
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Dan) {
|
||||
this.counter = new CCounter(0, 255, 1, OpenTaiko.Timer);
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actDan.Start(OpenTaiko.stage演奏ドラム画面.ListDan_Number);
|
||||
OpenTaiko.stage演奏ドラム画面.ListDan_Number++;
|
||||
OpenTaiko.stageGameScreen.actDan.Start(OpenTaiko.stageGameScreen.ListDan_Number);
|
||||
OpenTaiko.stageGameScreen.ListDan_Number++;
|
||||
} else if (OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
this.counter = new CCounter(0, 3580, 1, OpenTaiko.Timer);
|
||||
} else {
|
||||
|
@ -27,6 +27,8 @@ public class CStage : CActivity {
|
||||
ChartEditor,
|
||||
Toolbox,
|
||||
TEMPLATE, // No effect, for template class
|
||||
CRASH, // Special case, for CSystemError
|
||||
CUSTOM, // For custom stages in the future, generic with lua
|
||||
End
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user