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mirror of synced 2024-11-23 23:21:06 +01:00

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:
0auBSQ 2024-11-04 20:25:08 +09:00
parent db426c9647
commit ea6576f1a2
56 changed files with 1296 additions and 1445 deletions

View File

@ -875,6 +875,7 @@ internal class CConfigIni : INotifyPropertyChanged {
}
public bool KeyIsPressed(STKEYASSIGN[] pad) {
if (OpenTaiko.InputManager == null) return false; // Input initialisation failed/not reached
return OpenTaiko.InputManager.Keyboard.KeyPressed(pad.ToList().ConvertAll<int>(key => key.Code));
}

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@ -0,0 +1,110 @@
using System.Drawing;
using FDK;
namespace OpenTaiko;
internal class CSystemError : CStage {
public bool GameCrashed = false;
public string ErrorMessage = "";
private CCachedFontRenderer _pfText = null;
private TitleTextureKey _ttkText = null;
public enum Errno {
ENO_UNKNOWN = 0,
ENO_NOAUDIODEVICE = 1,
ENO_SKINNOTFOUND = 2,
ENO_PADINITFAILED = 3,
ENO_INPUTINITFAILED = 4,
ENO_SONGLISTINITFAILED = 5
};
public void LoadError(Errno errno) {
GameCrashed = true;
// Head with the error code
ErrorMessage = "\n\nError Code " + ((int)errno).ToString("0000") + "\n\n";
ErrorMessage += "An error has occured.\n\n";
switch (errno) {
default:
case Errno.ENO_UNKNOWN: {
ErrorMessage += "Please try restarting OpenTaiko.";
break;
}
case Errno.ENO_NOAUDIODEVICE: {
ErrorMessage += "No audio device was found.\n";
ErrorMessage += "Please ensure that you have an active audio output display on your machine.\n";
ErrorMessage += "Additionally, check if your speakers or headset are not turned off.\n";
ErrorMessage += "If this does not resolve the issue, please try the troubleshooting feature on your OS.";
break;
}
case Errno.ENO_SKINNOTFOUND: {
ErrorMessage += "No compatible skin was found.\n";
ErrorMessage += "Please ensure that you have a compatible skin within your System folder.\n";
ErrorMessage += "If you did not installed a skin, please do so through the OpenTaiko Hub (Skins tab).\n";
ErrorMessage += "If this does not resolve the issue, please try updating your skins through the OpenTaiko Hub.\n";
break;
}
case Errno.ENO_PADINITFAILED: {
ErrorMessage += "The pad initialisation failed.\n";
ErrorMessage += "Please try the troubleshooting feature on your OS.";
break;
}
case Errno.ENO_INPUTINITFAILED: {
ErrorMessage += "The input device initialisation failed.\n";
ErrorMessage += "Please ensure that you are not using a faulty input device when launching the game.\n";
ErrorMessage += "If the device seems to work on other tasks, please try the troubleshooting feature on your OS.";
break;
}
case Errno.ENO_SONGLISTINITFAILED: {
ErrorMessage += "The song list initialisation failed.\n";
ErrorMessage += "Please try removing the songlist.db file within your OpenTaiko folder.";
break;
}
};
// Append a call to contact if necessary
ErrorMessage += "\nIf the error persits, please contact us through the links provided on the OpenTaiko Hub.";
}
// Constructor
public CSystemError() {
base.eStageID = CStage.EStage.CRASH;
base.ePhaseID = CStage.EPhase.Common_NORMAL;
base.IsDeActivated = true;
}
// CStage Implementation
public override void Activate() {
// Allocate the resource exceptionally on Activate as CreateManagedResource is conditionned to PreloadAssets
this._pfText = HPrivateFastFont.tInstantiateFont("", 20); // Force fallback font
base.Activate();
}
public override void DeActivate() {
base.DeActivate();
}
public override void CreateManagedResource() {
base.CreateManagedResource();
}
public override void ReleaseManagedResource() {
base.ReleaseManagedResource();
}
public override int Draw() {
if (!base.IsDeActivated) {
if (this._pfText != null) {
this._ttkText = new TitleTextureKey(ErrorMessage, this._pfText, Color.White, Color.Black, 1280);
CTexture tmpTex = TitleTextureKey.ResolveTitleTexture(this._ttkText);
tmpTex.t2D描画(0, 0);
}
}
return 0;
}
}

View File

@ -50,7 +50,7 @@ public static class ImGuiDebugWindow {
ImGui.Text($"Game Version: {OpenTaiko.VERSION}");
ImGui.Text($"Allocated Memory: {pagedmemory} bytes ({String.Format("{0:0.###}", (float)pagedmemory / (1024 * 1024 * 1024))}GB)");
ImGui.Text($"FPS: {(OpenTaiko.FPS != null ? OpenTaiko.FPS.NowFPS : "???")}");
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() + ")");
ImGui.Text("Current Stage: " + OpenTaiko.rCurrentStage.eStageID.ToString() + " (StageID " + ((int)OpenTaiko.rCurrentStage.eStageID).ToString() + ")");
#endregion
ImGui.BeginTabBar("Tabs");
@ -158,7 +158,7 @@ public static class ImGuiDebugWindow {
private static void Profile() {
if (ImGui.BeginTabItem("Profile")) {
ImGui.BeginDisabled(OpenTaiko.r現在のステージ.eStageID == CStage.EStage.Game);
ImGui.BeginDisabled(OpenTaiko.rCurrentStage.eStageID == CStage.EStage.Game);
int count = OpenTaiko.ConfigIni.nPlayerCount;
if (ImGui.InputInt("Player Count", ref count))
OpenTaiko.ConfigIni.nPlayerCount = Math.Clamp(count, 1, 5); // funny things can happen when the player count is set to 0
@ -228,7 +228,7 @@ public static class ImGuiDebugWindow {
private static void Stage() {
if (ImGui.BeginTabItem("Stage")) {
switch (OpenTaiko.r現在のステージ.eStageID) {
switch (OpenTaiko.rCurrentStage.eStageID) {
case CStage.EStage.SongSelect:
System.Numerics.Vector4 normal = new System.Numerics.Vector4(1, 1, 1, 1);
System.Numerics.Vector4 diff = new System.Numerics.Vector4(0.5f, 1, 0.5f, 1);
@ -364,7 +364,7 @@ public static class ImGuiDebugWindow {
}
ImGui.EndCombo();
}
if (OpenTaiko.r現在のステージ.eStageID != CStage.EStage.StartUp)
if (OpenTaiko.rCurrentStage.eStageID != CStage.EStage.StartUp)
CTextureListPopup(OpenTaiko.Tx.listTexture, "Show listTexture", "TEXTURE_ALL");
else
ImGui.TextDisabled("To prevent crash during enumeration,\nyou can not view the texture list during StartUp stage.");
@ -377,65 +377,65 @@ public static class ImGuiDebugWindow {
currentStageMemoryUsage += CTextureListPopup(luascript.listDisposables.OfType<CTexture>(),
$"Module #{index}", $"MODULE{index++}_TEXTURES");
switch (OpenTaiko.r現在のステージ.eStageID) {
switch (OpenTaiko.rCurrentStage.eStageID) {
#region Game
case CStage.EStage.Game:
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actBackground.UpScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actBackground.UpScript,
"Up Background", "TEXTURE_LUA_UPBG");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actBackground.DownScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actBackground.DownScript,
"Down Background", "TEXTURE_LUA_DOWNBG");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actMob.MobScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actMob.MobScript,
"Mob", "TEXTURE_LUA_MOB");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actBalloon.KusudamaScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actBalloon.KusudamaScript,
"Kusudama", "TEXTURE_LUA_KUSUDAMA");
#region Endings
switch ((Difficulty)OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0]) {
case Difficulty.Tower:
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_DropoutScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_DropoutScript,
"Tower Dropout", "TEXTURE_LUA_TOWERDROPOUT");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_TopReached_PassScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_TopReached_PassScript,
"Tower Cleared", "TEXTURE_LUA_TOWERCLEAR");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_TopReached_FullComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_TopReached_FullComboScript,
"Tower Full Combo", "TEXTURE_LUA_TOWERFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Tower_TopReached_PerfectScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Tower_TopReached_PerfectScript,
"Tower Perfect Combo", "TEXTURE_LUA_TOWERPFC");
break;
case Difficulty.Dan:
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_FailScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_FailScript,
"Dan Clear Failed", "TEXTURE_LUA_DANFAILED");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PassScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Red_PassScript,
"Dan Red Clear", "TEXTURE_LUA_DANCLEAR");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_FullComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Red_FullComboScript,
"Dan Red Full Combo", "TEXTURE_LUA_DANFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Red_PerfectScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Red_PerfectScript,
"Dan Red Perfect", "TEXTURE_LUA_DANPFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PassScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Gold_PassScript,
"Dan Gold Clear", "TEXTURE_LUA_DANGOLDCLEAR");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_FullComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Gold_FullComboScript,
"Dan Gold Full Combo", "TEXTURE_LUA_DANGOLDFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.Dan_Gold_PerfectScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.Dan_Gold_PerfectScript,
"Dan Gold Perfect", "TEXTURE_LUA_DANGOLDPFC");
break;
default:
if (OpenTaiko.ConfigIni.bAIBattleMode) {
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AILoseScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AILoseScript,
"AI Clear Failed", "TEXTURE_LUA_AIFAILED");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AIWinScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AIWinScript,
"AI Cleared", "TEXTURE_LUA_AICLEAR");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AIWin_FullComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AIWin_FullComboScript,
"AI Full Combo", "TEXTURE_LUA_AIFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.AIWin_PerfectScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.AIWin_PerfectScript,
"AI Perfect Combo", "TEXTURE_LUA_AIPFC");
} else {
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.FailedScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.FailedScript,
"Clear Failed", "TEXTURE_LUA_GAMEFAILED");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.ClearScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.ClearScript,
"Cleared", "TEXTURE_LUA_GAMECLEAR");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.FullComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.FullComboScript,
"Full Combo", "TEXTURE_LUA_GAMEFC");
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stage演奏ドラム画面.actEnd.PerfectComboScript,
currentStageMemoryUsage += CTextureListPopup(OpenTaiko.stageGameScreen.actEnd.PerfectComboScript,
"Perfect Combo", "TEXTURE_LUA_GAMEPFC");
}
break;

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@ -8,7 +8,7 @@ internal class Modal {
}
public void tRegisterModal(int player) {
OpenTaiko.stage結果.lcModal.RegisterNewModal(player, rarity, modalType, reference);
OpenTaiko.stageResults.lcModal.RegisterNewModal(player, rarity, modalType, reference);
}
#region [Enum definitions]

File diff suppressed because it is too large Load Diff

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@ -80,16 +80,16 @@ class CSongReplay {
public void tDanInputSongResults(int songNo) {
if (songNo >= DanSongCount) return;
if (songNo < 0) return;
IndividualGoodCount[songNo] = OpenTaiko.stage演奏ドラム画面.nGood[songNo];
IndividualOkCount[songNo] = OpenTaiko.stage演奏ドラム画面.nOk[songNo];
IndividualBadCount[songNo] = OpenTaiko.stage演奏ドラム画面.nBad[songNo];
IndividualRollCount[songNo] = OpenTaiko.stage演奏ドラム画面.nRoll[songNo];
IndividualMaxCombo[songNo] = OpenTaiko.stage演奏ドラム画面.nHighestCombo[songNo];
IndividualBoomCount[songNo] = OpenTaiko.stage演奏ドラム画面.nMine[songNo];
IndividualADLibCount[songNo] = OpenTaiko.stage演奏ドラム画面.nADLIB[songNo];
IndividualGoodCount[songNo] = OpenTaiko.stageGameScreen.nGood[songNo];
IndividualOkCount[songNo] = OpenTaiko.stageGameScreen.nOk[songNo];
IndividualBadCount[songNo] = OpenTaiko.stageGameScreen.nBad[songNo];
IndividualRollCount[songNo] = OpenTaiko.stageGameScreen.nRoll[songNo];
IndividualMaxCombo[songNo] = OpenTaiko.stageGameScreen.nHighestCombo[songNo];
IndividualBoomCount[songNo] = OpenTaiko.stageGameScreen.nMine[songNo];
IndividualADLibCount[songNo] = OpenTaiko.stageGameScreen.nADLIB[songNo];
danAccumulatedScore = 0;
for (int acc = 0; acc < songNo; acc++) danAccumulatedScore += IndividualScore[acc];
IndividualScore[songNo] = (int)OpenTaiko.stage演奏ドラム画面.actScore.GetScore(0) - danAccumulatedScore;
IndividualScore[songNo] = (int)OpenTaiko.stageGameScreen.actScore.GetScore(0) - danAccumulatedScore;
}
#endregion
@ -255,14 +255,14 @@ class CSongReplay {
// Player Name
PlayerName = OpenTaiko.SaveFileInstances[actualPlayer].data.Name;
// Performance informations
GoodCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nGreat;
OkCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nGood;
BadCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nMiss;
RollCount = OpenTaiko.stage演奏ドラム画面.GetRoll(storedPlayer);
MaxCombo = OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.[storedPlayer];
BoomCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nMine;
ADLibCount = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nADLIB;
Score = OpenTaiko.stage演奏ドラム画面.CChartScore[storedPlayer].nScore;
GoodCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nGreat;
OkCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nGood;
BadCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nMiss;
RollCount = OpenTaiko.stageGameScreen.GetRoll(storedPlayer);
MaxCombo = OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.[storedPlayer];
BoomCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nMine;
ADLibCount = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nADLIB;
Score = OpenTaiko.stageGameScreen.CChartScore[storedPlayer].nScore;
CoinValue = (short)Coins;
// Tower parameters
if (GameMode == 2) {
@ -311,7 +311,7 @@ class CSongReplay {
var chara = OpenTaiko.Tx.Characters[OpenTaiko.SaveFileInstances[actualPlayer].data.Character];
GaugeType = (byte)HGaugeMethods.tGetGaugeTypeEnum(chara.effect.tGetGaugeType());
// Gauge fill value
GaugeFill = (float)OpenTaiko.stage演奏ドラム画面.actGauge.db現在のゲージ値[storedPlayer];
GaugeFill = (float)OpenTaiko.stageGameScreen.actGauge.db現在のゲージ値[storedPlayer];
// Generation timestamp (in ticks)
Timestamp = DateTime.Now.Ticks;
// Compressed inputs and size

View File

@ -281,7 +281,7 @@ internal class DBSaves {
BestPlayRecords.CBestPlayRecord currentPlay = new BestPlayRecords.CBestPlayRecord();
var choosenSong = OpenTaiko.stageSongSelect.rChoosenSong;
var choosenDifficulty = OpenTaiko.stageSongSelect.nChoosenSongDifficulty[player];
var chartScore = OpenTaiko.stage演奏ドラム画面.CChartScore[player];
var chartScore = OpenTaiko.stageGameScreen.CChartScore[player];
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>() };
// Do not register the play if Dan/Tower and any mod is ON
@ -315,7 +315,7 @@ internal class DBSaves {
currentPlay.HighScoreGoodCount = chartScore.nGreat;
currentPlay.HighScoreOkCount = chartScore.nGood;
currentPlay.HighScoreBadCount = chartScore.nMiss;
currentPlay.HighScoreMaxCombo = OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.[player];
currentPlay.HighScoreMaxCombo = OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.[player];
currentPlay.HighScoreRollCount = chartScore.nRoll;
currentPlay.HighScoreADLibCount = chartScore.nADLIB;
currentPlay.HighScoreBoomCount = chartScore.nMine;

View File

@ -407,7 +407,7 @@ class HGaugeMethods {
(Difficulty)_dif,
OpenTaiko.stageSongSelect.rChoosenSong.score[_dif]..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ーツ数[3];
// Scale
@ -545,7 +545,7 @@ class HGaugeMethods {
int level = OpenTaiko.stageSongSelect.rChoosenSong.score[_dif]..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ーツ数[3];
// Gauge type

View File

@ -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; }

View File

@ -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

View File

@ -208,7 +208,7 @@ internal class CEnumSongs // #27060 2011.2.7 yyagi 曲
try {
#region [ 0) ]
//-----------------------------
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.

View File

@ -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];

View File

@ -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 [ ]
//---------------------
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 {
= 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) };

View File

@ -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();

View File

@ -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() {

View File

@ -431,143 +431,143 @@ internal class CActConfigList : CActivity {
#region [ ]
//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 [ ]
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();
}
}
//-----------------

View File

@ -6,15 +6,15 @@ using SkiaSharp;
namespace OpenTaiko;
internal class CStageコンフィグ : CStage {
// Properties
internal class CStageコンフィグ : CStage {
// Properties
public CActDFPFont actFont { get; private set; }
public CActCalibrationMode actCalibrationMode;
// Constructor
public CActCalibrationMode actCalibrationMode;
// Constructor
public CStageコンフィグ() {
CActDFPFont font;
base.eStageID = CStage.EStage.Config;
@ -27,40 +27,40 @@ internal class CStageコンフィグ : CStage {
base.ChildActivities.Add(this.actオプションパネル = new CActオプションパネル());
base.ChildActivities.Add(this.actCalibrationMode = new CActCalibrationMode());
base.IsDeActivated = true;
}
// メソッド
public void tアサイン完了通知() // CONFIGにのみ存在
{ //
this.eItemPanelモード = EItemPanelモード.; //
} //
public void tパッド選択通知(EKeyConfigPart part, EKeyConfigPad pad) //
{ //
this.actKeyAssign.t開始(part, pad, this.actList.ib現在の選択項目.str項目名); //
this.eItemPanelモード = EItemPanelモード.; //
} //
public void t項目変更通知() // OPTIONと共通
{ //
this.t説明文パネルに現在選択されている項目の説明を描画する(); //
} //
// CStage 実装
}
// メソッド
public void tアサイン完了通知() // CONFIGにのみ存在
{ //
this.eItemPanelモード = EItemPanelモード.; //
} //
public void tパッド選択通知(EKeyConfigPart part, EKeyConfigPad pad) //
{ //
this.actKeyAssign.t開始(part, pad, this.actList.ib現在の選択項目.str項目名); //
this.eItemPanelモード = EItemPanelモード.; //
} //
public void t項目変更通知() // OPTIONと共通
{ //
this.t説明文パネルに現在選択されている項目の説明を描画する(); //
} //
// CStage 実装
public override void Activate() {
Trace.TraceInformation("コンフィグステージを活性化します。");
Trace.Indent();
try {
OpenTaiko.Skin.bgmコンフィグ画面.tPlay();
this.n現在のメニュー番号 = 0; //
for (int i = 0; i < 4; i++) //
{ //
this.ctキー反復用[i] = new CCounter(0, 0, 0, OpenTaiko.Timer); //
} //
this.bメニューにフォーカス中 = true; // ここまでOPTIONと共通
this.n現在のメニュー番号 = 0; //
for (int i = 0; i < 4; i++) //
{ //
this.ctキー反復用[i] = new CCounter(0, 0, 0, OpenTaiko.Timer); //
} //
this.bメニューにフォーカス中 = true; // ここまでOPTIONと共通
this.eItemPanelモード = EItemPanelモード.;
ReloadMenus();
@ -78,7 +78,7 @@ internal class CStageコンフィグ : CStage {
Trace.TraceInformation("コンフィグステージの活性化を完了しました。");
Trace.Unindent();
}
base.Activate(); // 2011.3.14 yyagi: On活性化()をtryの中から外に移動
base.Activate(); // 2011.3.14 yyagi: On活性化()をtryの中から外に移動
}
public override void DeActivate() {
Trace.TraceInformation("コンフィグステージを非活性化します。");
@ -86,7 +86,7 @@ internal class CStageコンフィグ : CStage {
try {
OpenTaiko.Skin.bgmコンフィグ画面.tStop();
OpenTaiko.ConfigIni.t書き出し(OpenTaiko.strEXEのあるフォルダ + "Config.ini"); // CONFIGだけ
OpenTaiko.ConfigIni.t書き出し(OpenTaiko.strEXEのあるフォルダ + "Config.ini"); // CONFIGだけ
for (int i = 0; i < 4; i++) {
this.ctキー反復用[i] = null;
}
@ -144,23 +144,23 @@ internal class CStageコンフィグ : CStage {
}
}
public override void CreateManagedResource() // OPTIONと画像以外共通
{
//if (HPrivateFastFont.FontExists(TJAPlayer3.Skin.FontName))
//{
// this.ftフォント = new CCachedFontRenderer(TJAPlayer3.Skin.FontName, (int)TJAPlayer3.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
//}
//else
//{
// this.ftフォント = new CCachedFontRenderer(CFontRenderer.DefaultFontName, (int)TJAPlayer3.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
//}
public override void CreateManagedResource() // OPTIONと画像以外共通
{
//if (HPrivateFastFont.FontExists(TJAPlayer3.Skin.FontName))
//{
// this.ftフォント = new CCachedFontRenderer(TJAPlayer3.Skin.FontName, (int)TJAPlayer3.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
//}
//else
//{
// this.ftフォント = new CCachedFontRenderer(CFontRenderer.DefaultFontName, (int)TJAPlayer3.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
//}
this.ftフォント = HPrivateFastFont.tInstantiateMainFont((int)OpenTaiko.Skin.Config_Font_Scale_Description, CFontRenderer.FontStyle.Bold);
OpenTaiko.Tx.Config_Cursor = OpenTaiko.tテクスチャの生成(CSkin.Path($"{TextureLoader.BASE}{TextureLoader.CONFIG}Cursor.png"));
//ctBackgroundAnime = new CCounter(0, TJAPlayer3.Tx.Config_Background.szテクスチャサイズ.Width, 20, TJAPlayer3.Timer);
OpenTaiko.Tx.Config_Cursor = OpenTaiko.tテクスチャの生成(CSkin.Path($"{TextureLoader.BASE}{TextureLoader.CONFIG}Cursor.png"));
//ctBackgroundAnime = new CCounter(0, TJAPlayer3.Tx.Config_Background.szテクスチャサイズ.Width, 20, TJAPlayer3.Timer);
/*
string[] strMenuItem = {
CLangManager.LangInstance.GetString(10085),
@ -184,20 +184,20 @@ internal class CStageコンフィグ : CStage {
}
}
}
*/
*/
base.CreateManagedResource();
}
public override void ReleaseManagedResource() // OPTIONと同じ(COnfig.iniの書き出しタイミングのみ異なるが、無視して良い)
public override void ReleaseManagedResource() // OPTIONと同じ(COnfig.iniの書き出しタイミングのみ異なるが、無視して良い)
{
if (this.ftフォント != null) {
this.ftフォント.Dispose();
this.ftフォント = null;
}
//CDTXMania.tテクスチャの解放( ref this.tx背景 );
//CDTXMania.tテクスチャの解放( ref this.tx上部パネル );
//CDTXMania.tテクスチャの解放( ref this.tx下部パネル );
//CDTXMania.tテクスチャの解放( ref this.txMenuカーソル );
}
//CDTXMania.tテクスチャの解放( ref this.tx背景 );
//CDTXMania.tテクスチャの解放( ref this.tx上部パネル );
//CDTXMania.tテクスチャの解放( ref this.tx下部パネル );
//CDTXMania.tテクスチャの解放( ref this.txMenuカーソル );
OpenTaiko.tテクスチャの解放(ref this.tx説明文パネル);
base.ReleaseManagedResource();
}
@ -209,31 +209,31 @@ internal class CStageコンフィグ : CStage {
base.ePhaseID = CStage.EPhase.Common_FADEIN;
this.actFIFO.tフェードイン開始();
base.IsFirstDraw = false;
}
//ctBackgroundAnime.t進行Loop();
// 描画
}
//ctBackgroundAnime.t進行Loop();
// 描画
#region [ Background ]
//---------------------
//---------------------
/*
for(int i = 0; i < 2; i++)
if (TJAPlayer3.Tx.Config_Background != null )
TJAPlayer3.Tx.Config_Background.t2D描画( 0 + -(TJAPlayer3.Tx.Config_Background.szテクスチャサイズ.Width * i) + ctBackgroundAnime.n現在の値, 0 );
if(TJAPlayer3.Tx.Config_Header != null )
TJAPlayer3.Tx.Config_Header.t2D描画( 0, 0 );
*/
*/
Background.Update();
Background.Draw();
//---------------------
Background.Draw();
//---------------------
#endregion
#region [ Menu Cursor ]
//---------------------
if (OpenTaiko.Tx.Config_Cursor != null) {
//---------------------
if (OpenTaiko.Tx.Config_Cursor != null) {
#region Old
/*
Rectangle rectangle;
@ -254,63 +254,63 @@ internal class CStageコンフィグ : CStage {
TJAPlayer3.Tx.TJAPlayer3.Tx.Config_Cursor.t2D描画( x, y, rectangle );
x += rectangle.Width;
}
*/
*/
#endregion
int x = OpenTaiko.Skin.Config_Item_X[this.n現在のメニュー番号];
int y = OpenTaiko.Skin.Config_Item_Y[this.n現在のメニュー番号];
int width = OpenTaiko.Tx.Config_Cursor.sz画像サイズ.Width / 3;
int height = OpenTaiko.Tx.Config_Cursor.sz画像サイズ.Height;
int move = OpenTaiko.Skin.Config_Item_Width;
//Left
int move = OpenTaiko.Skin.Config_Item_Width;
//Left
OpenTaiko.Tx.Config_Cursor.t2D中心基準描画(x - (width / 2) - move, y,
new Rectangle(0, 0, width, height));
//Right
new Rectangle(0, 0, width, height));
//Right
OpenTaiko.Tx.Config_Cursor.t2D中心基準描画(x + (width / 2) + move, y,
new Rectangle(width * 2, 0, width, height));
//Center
new Rectangle(width * 2, 0, width, height));
//Center
OpenTaiko.Tx.Config_Cursor.vcScaleRatio.X = (move / (float)width) * 2.0f;
OpenTaiko.Tx.Config_Cursor.t2D拡大率考慮中央基準描画(x, y,
new Rectangle(width, 0, width, height));
OpenTaiko.Tx.Config_Cursor.vcScaleRatio.X = 1.0f;
}
//---------------------
}
//---------------------
#endregion
#region [ Menu ]
//---------------------
//int menuY = 162 - 22 + 13;
//int stepY = 39;
for (int i = 0; i < txMenuItemLeft.GetLength(0); i++) {
//Bitmap bmpStr = (this.n現在のメニュー番号 == i) ?
// prvFont.DrawPrivateFont( strMenuItem[ i ], Color.White, Color.Black, Color.Yellow, Color.OrangeRed ) :
// prvFont.DrawPrivateFont( strMenuItem[ i ], Color.White, Color.Black );
//txMenuItemLeft = CDTXMania.tテクスチャの生成( bmpStr, false );
//---------------------
//int menuY = 162 - 22 + 13;
//int stepY = 39;
for (int i = 0; i < txMenuItemLeft.GetLength(0); i++) {
//Bitmap bmpStr = (this.n現在のメニュー番号 == i) ?
// prvFont.DrawPrivateFont( strMenuItem[ i ], Color.White, Color.Black, Color.Yellow, Color.OrangeRed ) :
// prvFont.DrawPrivateFont( strMenuItem[ i ], Color.White, Color.Black );
//txMenuItemLeft = CDTXMania.tテクスチャの生成( bmpStr, false );
int flag = (this.n現在のメニュー番号 == i) ? 1 : 0;
txMenuItemLeft[i, flag].t2D中心基準描画(OpenTaiko.Skin.Config_Item_X[i] + OpenTaiko.Skin.Config_Item_Font_Offset[0], OpenTaiko.Skin.Config_Item_Y[i] + OpenTaiko.Skin.Config_Item_Font_Offset[1]); //55
//txMenuItem.Dispose();
//menuY += stepY;
}
//---------------------
txMenuItemLeft[i, flag].t2D中心基準描画(OpenTaiko.Skin.Config_Item_X[i] + OpenTaiko.Skin.Config_Item_Font_Offset[0], OpenTaiko.Skin.Config_Item_Y[i] + OpenTaiko.Skin.Config_Item_Font_Offset[1]); //55
//txMenuItem.Dispose();
//menuY += stepY;
}
//---------------------
#endregion
#region [ Explanation Panel ]
//---------------------
//---------------------
if (this.tx説明文パネル != null)
this.tx説明文パネル.t2D描画(OpenTaiko.Skin.Config_ExplanationPanel[0], OpenTaiko.Skin.Config_ExplanationPanel[1]);
//---------------------
this.tx説明文パネル.t2D描画(OpenTaiko.Skin.Config_ExplanationPanel[0], OpenTaiko.Skin.Config_ExplanationPanel[1]);
//---------------------
#endregion
#region [ Item ]
//---------------------
//---------------------
switch (this.eItemPanelモード) {
case EItemPanelモード.:
this.actList.t進行描画(!this.bメニューにフォーカス中);
@ -319,31 +319,31 @@ internal class CStageコンフィグ : CStage {
case EItemPanelモード.:
this.actKeyAssign.Draw();
break;
}
//---------------------
}
//---------------------
#endregion
//#region [ 上部パネル ]
////---------------------
//if( this.tx上部パネル != null )
// this.tx上部パネル.t2D描画( CDTXMania.app.Device, 0, 0 );
////---------------------
//#endregion
//#region [ 下部パネル ]
////---------------------
//if( this.tx下部パネル != null )
// this.tx下部パネル.t2D描画( CDTXMania.app.Device, 0, 720 - this.tx下部パネル.szテクスチャサイズ.Height );
////---------------------
//#endregion
//#region [ 上部パネル ]
////---------------------
//if( this.tx上部パネル != null )
// this.tx上部パネル.t2D描画( CDTXMania.app.Device, 0, 0 );
////---------------------
//#endregion
//#region [ 下部パネル ]
////---------------------
//if( this.tx下部パネル != null )
// this.tx下部パネル.t2D描画( CDTXMania.app.Device, 0, 720 - this.tx下部パネル.szテクスチャサイズ.Height );
////---------------------
//#endregion
#region [ Option Panel ]
//---------------------
//this.actオプションパネル.On進行描画();
//---------------------
//---------------------
//this.actオプションパネル.On進行描画();
//---------------------
#endregion
#region [ FadeOut ]
//---------------------
//---------------------
switch (base.ePhaseID) {
case CStage.EPhase.Common_FADEIN:
if (this.actFIFO.Draw() != 0) {
@ -356,16 +356,16 @@ internal class CStageコンフィグ : CStage {
break;
}
return 1;
}
//---------------------
}
//---------------------
#endregion
#region [ Enumerating Songs ]
// CActEnumSongs側で表示する
// CActEnumSongs側で表示する
#endregion
// キー入力
// キー入力
if ((base.ePhaseID != CStage.EPhase.Common_NORMAL)
|| this.actKeyAssign.bキー入力待ちの最中である)
return 0;
@ -397,8 +397,8 @@ internal class CStageコンフィグ : CStage {
status_text.t2D_DisplayImage_AnchorCenter(SampleFramework.GameWindowSize.Width / 2, SampleFramework.GameWindowSize.Height / 2);
}
}
}
// 曲データの一覧取得中は、キー入力を無効化する
}
// 曲データの一覧取得中は、キー入力を無効化する
else if (!OpenTaiko.EnumSongs.IsEnumerating || OpenTaiko.actEnumSongs.bコマンドでの曲データ取得 != true) {
if (!OpenTaiko.Skin.bgmコンフィグ画面.bIsPlaying)
OpenTaiko.Skin.bgmコンフィグ画面.tPlay();
@ -407,22 +407,22 @@ 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.) {
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
if (!this.actList.bIsKeyAssignSelected && !this.actList.bIsFocusingParameter) // #24525 2011.3.15 yyagi, #32059 2013.9.17 yyagi
{
this.bメニューにフォーカス中 = true;
}
this.t説明文パネルに現在選択されているメニューの説明を描画する();
this.actList.tEsc押下(); // #24525 2011.3.15 yyagi ESC押下時の右メニュー描画用
this.actList.tEsc押下(); // #24525 2011.3.15 yyagi ESC押下時の右メニュー描画用
} else {
this.actFIFO.tフェードアウト開始();
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
}
} else if ((OpenTaiko.Pad.bPressedDGB(EPad.CY) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RD)) || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LC) || (OpenTaiko.ConfigIni.bEnterIsNotUsedInKeyAssignments && OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Return)))) {
if (this.n現在のメニュー番号 == 2) {
// Exit
if (this.n現在のメニュー番号 == 2) {
// Exit
OpenTaiko.Skin.soundDecideSFX.tPlay();
this.actFIFO.tフェードアウト開始();
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
@ -433,14 +433,14 @@ internal class CStageコンフィグ : CStage {
} else {
switch (this.eItemPanelモード) {
case EItemPanelモード.:
bool bIsKeyAssignSelectedBeforeHitEnter = this.actList.bIsKeyAssignSelected; // #24525 2011.3.15 yyagi
bool bIsKeyAssignSelectedBeforeHitEnter = this.actList.bIsKeyAssignSelected; // #24525 2011.3.15 yyagi
this.actList.tEnter押下();
this.t説明文パネルに現在選択されている項目の説明を描画する();
if (this.actList.b現在選択されている項目はReturnToMenuである) {
this.t説明文パネルに現在選択されているメニューの説明を描画する();
if (bIsKeyAssignSelectedBeforeHitEnter == false) // #24525 2011.3.15 yyagi
if (bIsKeyAssignSelectedBeforeHitEnter == false) // #24525 2011.3.15 yyagi
{
this.bメニューにフォーカス中 = true;
}
@ -465,13 +465,13 @@ internal class CStageコンフィグ : CStage {
}
}
return 0;
}
// その他
}
// その他
#region [ private ]
//-----------------
//-----------------
private enum EItemPanelモード {
,
@ -521,9 +521,9 @@ internal class CStageコンフィグ : CStage {
throw new IndexOutOfRangeException();
}
}
}
//private CCounter ctBackgroundAnime;
}
//private CCounter ctBackgroundAnime;
private CActFIFOWhite actFIFO;
private CActConfigKeyAssign actKeyAssign;
public CActConfigList actList;
@ -534,12 +534,12 @@ internal class CStageコンフィグ : CStage {
private const int DESC_W = 220;
private EItemPanelモード eItemPanelモード;
internal CCachedFontRenderer ftフォント;
private int n現在のメニュー番号;
//private CTexture txMenuカーソル;
//private CTexture tx下部パネル;
//private CTexture tx上部パネル;
private CTexture tx説明文パネル;
//private CTexture tx背景;
private int n現在のメニュー番号;
//private CTexture txMenuカーソル;
//private CTexture tx下部パネル;
//private CTexture tx上部パネル;
private CTexture tx説明文パネル;
//private CTexture tx背景;
private CTexture[,] txMenuItemLeft;
private ScriptBG Background;
@ -632,8 +632,8 @@ internal class CStageコンフィグ : CStage {
}
private void t説明文パネルに現在選択されている項目の説明を描画する() {
try {
var image = new SKBitmap(440, 288); // 説明文領域サイズの縦横 2 倍。(描画時に 0.5 倍で表示する___のは中止。処理速度向上のため。
var image = new SKBitmap(440, 288); // 説明文領域サイズの縦横 2 倍。(描画時に 0.5 倍で表示する___のは中止。処理速度向上のため。
CItemBase item = this.actList.ib現在の選択項目;
if ((item.str説明文 != null) && (item.str説明文.Length > 0)) {
image.Dispose();
@ -649,7 +649,7 @@ internal class CStageコンフィグ : CStage {
Trace.TraceError("説明文パネルテクスチャの作成に失敗しました。");
this.tx説明文パネル = null;
}
}
//-----------------
}
//-----------------
#endregion
}

View File

@ -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;

View File

@ -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;
}

View File

@ -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();

View File

@ -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.;
var danAct = OpenTaiko.stageDanSongSelect.;
var _textures = new CTexture[]
{

View File

@ -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..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..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..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..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..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..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;
}
}

View File

@ -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.;
this.eフェードアウト完了時の戻り値 = EReturnValue.;
// 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.; // #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.;
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.; // #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 {
,
,
,
BackToTitle,
SongSelected,
,
,
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.;
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.;
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;
}

View File

@ -3,20 +3,20 @@ using FDK;
namespace OpenTaiko;
internal class CStage曲読み込み : CStage {
// コンストラクタ
internal class CStage曲読み込み : CStage {
// コンストラクタ
public CStage曲読み込み() {
base.eStageID = CStage.EStage.SongLoading;
base.ePhaseID = CStage.EPhase.Common_NORMAL;
base.IsDeActivated = true;
//base.list子Activities.Add( this.actFI = new CActFIFOBlack() ); // #27787 2012.3.10 yyagi 曲読み込み画面のフェードインの省略
//base.list子Activities.Add( this.actFO = new CActFIFOBlack() );
}
// CStage 実装
base.IsDeActivated = true;
//base.list子Activities.Add( this.actFI = new CActFIFOBlack() ); // #27787 2012.3.10 yyagi 曲読み込み画面のフェードインの省略
//base.list子Activities.Add( this.actFO = new CActFIFOBlack() );
}
// CStage 実装
public override void Activate() {
Trace.TraceInformation("曲読み込みステージを活性化します。");
Trace.Indent();
@ -53,20 +53,20 @@ internal class CStage曲読み込み : CStage {
this.ct待機 = new CCounter(0, wait, 5, OpenTaiko.Timer);
this.ct曲名表示 = new CCounter(1, 30, 30, OpenTaiko.Timer);
try {
// When performing calibration, inform the player that
// calibration is about to begin, rather than
// displaying the song title and subtitle as usual.
try {
// When performing calibration, inform the player that
// calibration is about to begin, rather than
// displaying the song title and subtitle as usual.
var = this.str曲タイトル;
var = this.strサブタイトル;
if (!string.IsNullOrEmpty()) {
//this.txタイトル = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );
//this.txタイトル.vc拡大縮小倍率 = new Vector3( 0.5f, 0.5f, 1f );
if (!string.IsNullOrEmpty()) {
//this.txタイトル = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );
//this.txタイトル.vc拡大縮小倍率 = new Vector3( 0.5f, 0.5f, 1f );
using (var bmpSongTitle = this.pfTITLE.DrawText(, OpenTaiko.Skin.SongLoading_Title_ForeColor, OpenTaiko.Skin.SongLoading_Title_BackColor, null, 30)) {
this.txタイトル = new CTexture(bmpSongTitle);
txタイトル.vcScaleRatio.X = OpenTaiko.GetSongNameXScaling(ref txタイトル, OpenTaiko.Skin.SongLoading_Title_MaxSize);
@ -98,8 +98,8 @@ internal class CStage曲読み込み : CStage {
Trace.TraceInformation("曲読み込みステージを非活性化します。");
Trace.Indent();
try {
OpenTaiko.tテクスチャの解放(ref this.txタイトル);
//CDTXMania.tテクスチャの解放( ref this.txSongnamePlate );
OpenTaiko.tテクスチャの解放(ref this.txタイトル);
//CDTXMania.tテクスチャの解放( ref this.txSongnamePlate );
OpenTaiko.tテクスチャの解放(ref this.txサブタイトル);
base.DeActivate();
} finally {
@ -111,9 +111,9 @@ internal class CStage曲読み込み : CStage {
this.pfTITLE = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.SongLoading_Title_FontSize);
this.pfSUBTITLE = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.SongLoading_SubTitle_FontSize);
pfDanTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Game_DanC_Title_Size);
pfDanSubTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Game_DanC_SubTitle_Size);
//this.txSongnamePlate = CDTXMania.tテクスチャの生成( CSkin.Path( @$"Graphics{Path.DirectorySeparatorChar}6_SongnamePlate.png" ) );
pfDanSubTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Game_DanC_SubTitle_Size);
//this.txSongnamePlate = CDTXMania.tテクスチャの生成( CSkin.Path( @$"Graphics{Path.DirectorySeparatorChar}6_SongnamePlate.png" ) );
base.CreateManagedResource();
}
public override void ReleaseManagedResource() {
@ -129,10 +129,10 @@ internal class CStage曲読み込み : CStage {
string str;
if (base.IsDeActivated)
return 0;
return 0;
#region [ ]
//-----------------------------
//-----------------------------
if (base.IsFirstDraw) {
CScore cスコア1 = OpenTaiko.stageSongSelect.r確定されたスコア;
if (this.sd読み込み音 != null) {
@ -146,17 +146,17 @@ internal class CStage曲読み込み : CStage {
OpenTaiko.Skin.sound曲読込開始音.tPlay();
this.nBGM再生開始時刻 = SoundManager.PlayTimer.NowTime;
this.nBGMの総再生時間ms = OpenTaiko.Skin.sound曲読込開始音.n長さ_現在のサウンド;
}
//this.actFI.tフェードイン開始(); // #27787 2012.3.10 yyagi 曲読み込み画面のフェードインの省略
}
//this.actFI.tフェードイン開始(); // #27787 2012.3.10 yyagi 曲読み込み画面のフェードインの省略
base.ePhaseID = CStage.EPhase.Common_FADEIN;
base.IsFirstDraw = false;
nWAVcount = 1;
}
//-----------------------------
}
//-----------------------------
#endregion
this.ct待機.Tick();
this.ct待機.Tick();
#region [ Cancel loading with esc ]
if (tキー入力()) {
if (this.sd読み込み音 != null) {
@ -164,13 +164,13 @@ internal class CStage曲読み込み : CStage {
this.sd読み込み音.tDispose();
}
return (int)ESongLoadingScreenReturnValue.LoadCanceled;
}
}
#endregion
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
void drawPlate() {
if (OpenTaiko.Tx.SongLoading_Plate != null) {
OpenTaiko.Tx.SongLoading_Plate.bスクリーン合成 = OpenTaiko.Skin.SongLoading_Plate_ScreenBlend; //あまりにも出番が無い
OpenTaiko.Tx.SongLoading_Plate.bスクリーン合成 = OpenTaiko.Skin.SongLoading_Plate_ScreenBlend; //あまりにも出番が無い
OpenTaiko.Tx.SongLoading_Plate.Opacity = 255;
if (OpenTaiko.Skin.SongLoading_Plate_ReferencePoint == CSkin.ReferencePoint.Left) {
OpenTaiko.Tx.SongLoading_Plate.t2D描画(OpenTaiko.Skin.SongLoading_Plate_X, OpenTaiko.Skin.SongLoading_Plate_Y - (OpenTaiko.Tx.SongLoading_Plate.sz画像サイズ.Height / 2));
@ -179,10 +179,10 @@ internal class CStage曲読み込み : CStage {
} else {
OpenTaiko.Tx.SongLoading_Plate.t2D描画(OpenTaiko.Skin.SongLoading_Plate_X - (OpenTaiko.Tx.SongLoading_Plate.sz画像サイズ.Width / 2), OpenTaiko.Skin.SongLoading_Plate_Y - (OpenTaiko.Tx.SongLoading_Plate.sz画像サイズ.Height / 2));
}
}
//CDTXMania.act文字コンソール.tPrint( 0, 16, C文字コンソール.Eフォント種別.灰, C変換.nParsentTo255( ( this.ct曲名表示.n現在の値 / 30.0 ) ).ToString() );
}
//CDTXMania.act文字コンソール.tPrint( 0, 16, C文字コンソール.Eフォント種別.灰, C変換.nParsentTo255( ( this.ct曲名表示.n現在の値 / 30.0 ) ).ToString() );
int y = 720 - 45;
if (this.txタイトル != null) {
int nサブタイトル補正 = string.IsNullOrEmpty(OpenTaiko.stageSongSelect.r確定されたスコア..strサブタイトル) ? 15 : 0;
@ -210,7 +210,7 @@ internal class CStage曲読み込み : CStage {
void drawPlate_AI() {
if (OpenTaiko.Tx.SongLoading_Plate_AI != null) {
OpenTaiko.Tx.SongLoading_Plate_AI.bスクリーン合成 = OpenTaiko.Skin.SongLoading_Plate_ScreenBlend; //あまりにも出番が無い
OpenTaiko.Tx.SongLoading_Plate_AI.bスクリーン合成 = OpenTaiko.Skin.SongLoading_Plate_ScreenBlend; //あまりにも出番が無い
OpenTaiko.Tx.SongLoading_Plate_AI.Opacity = 255;
if (OpenTaiko.Skin.SongLoading_Plate_ReferencePoint == CSkin.ReferencePoint.Left) {
OpenTaiko.Tx.SongLoading_Plate_AI.t2D描画(OpenTaiko.Skin.SongLoading_Plate_X_AI, OpenTaiko.Skin.SongLoading_Plate_Y_AI - (OpenTaiko.Tx.SongLoading_Plate_AI.sz画像サイズ.Height / 2));
@ -219,10 +219,10 @@ internal class CStage曲読み込み : CStage {
} else {
OpenTaiko.Tx.SongLoading_Plate_AI.t2D描画(OpenTaiko.Skin.SongLoading_Plate_X_AI - (OpenTaiko.Tx.SongLoading_Plate_AI.sz画像サイズ.Width / 2), OpenTaiko.Skin.SongLoading_Plate_Y_AI - (OpenTaiko.Tx.SongLoading_Plate_AI.sz画像サイズ.Height / 2));
}
}
//CDTXMania.act文字コンソール.tPrint( 0, 16, C文字コンソール.Eフォント種別.灰, C変換.nParsentTo255( ( this.ct曲名表示.n現在の値 / 30.0 ) ).ToString() );
}
//CDTXMania.act文字コンソール.tPrint( 0, 16, C文字コンソール.Eフォント種別.灰, C変換.nParsentTo255( ( this.ct曲名表示.n現在の値 / 30.0 ) ).ToString() );
int y = 720 - 45;
if (this.txタイトル != null) {
int nサブタイトル補正 = string.IsNullOrEmpty(OpenTaiko.stageSongSelect.r確定されたスコア..strサブタイトル) ? 15 : 0;
@ -246,15 +246,15 @@ internal class CStage曲読み込み : CStage {
this.txサブタイトル.t2D描画((OpenTaiko.Skin.SongLoading_SubTitle_X_AI - ((this.txサブタイトル.sz画像サイズ.Width * txサブタイトル.vcScaleRatio.X) / 2)), OpenTaiko.Skin.SongLoading_SubTitle_Y_AI - (this.txサブタイトル.sz画像サイズ.Height / 2));
}
}
}
}
#region [ Loading screen (except dan) ]
//-----------------------------
//-----------------------------
this.ct曲名表示.Tick();
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Tower) {
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Tower) {
#region [Tower loading screen]
if (OpenTaiko.Skin.Game_Tower_Ptn_Result > 0) {
int xFactor = 0;
float yFactor = 1f;
@ -276,36 +276,36 @@ internal class CStage曲読み込み : CStage {
if (currentTowerType < OpenTaiko.Tx.TowerResult_Tower.Length)
OpenTaiko.Tx.TowerResult_Tower[currentTowerType]?.t2D描画(xFactor, -1 * yFactor * pos);
}
}
#endregion
drawPlate();
} else if (OpenTaiko.ConfigIni.bAIBattleMode) {
OpenTaiko.ConfigIni.tInitializeAILevel();
OpenTaiko.Tx.SongLoading_Bg_AI_Wait.t2D描画(0, 0);
drawPlate_AI();
} else {
} else {
#region [Ensou loading screen]
if (OpenTaiko.Tx.SongLoading_BgWait != null) OpenTaiko.Tx.SongLoading_BgWait.t2D描画(0, 0);
if (OpenTaiko.Tx.SongLoading_Chara != null) OpenTaiko.Tx.SongLoading_Chara.t2D描画(0, 0);
drawPlate();
drawPlate();
#endregion
}
//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曲名表示.n現在の値.ToString() );
//-----------------------------
}
//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曲名表示.n現在の値.ToString() );
//-----------------------------
#endregion
} else {
} else {
#region [ Dan Loading screen ]
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..stバー情報 != null)
? OpenTaiko.stage段位選択..stバー情報[OpenTaiko.stage段位選択..n現在の選択行].txDanPlate
CTexture dp = (OpenTaiko.stageDanSongSelect..stバー情報 != null)
? OpenTaiko.stageDanSongSelect..stバー情報[OpenTaiko.stageDanSongSelect..n現在の選択行].txDanPlate
: null;
CActSelect段位リスト.tDisplayDanPlate(dp,
@ -315,23 +315,23 @@ internal class CStage曲読み込み : CStage {
if (OpenTaiko.Tx.Tile_Black != null) {
OpenTaiko.Tx.Tile_Black.Opacity = (int)(ct待機.CurrentValue <= 51 ? (255 - ct待機.CurrentValue / 0.2f) : (this.ct待機.CurrentValue - 949) / 0.2);
for (int i = 0; i <= (SampleFramework.GameWindowSize.Width / OpenTaiko.Tx.Tile_Black.szTextureSize.Width); i++) // #23510 2010.10.31 yyagi: change "clientSize.Width" to "640" to fix FIFO drawing size
for (int i = 0; i <= (SampleFramework.GameWindowSize.Width / OpenTaiko.Tx.Tile_Black.szTextureSize.Width); i++) // #23510 2010.10.31 yyagi: change "clientSize.Width" to "640" to fix FIFO drawing size
{
for (int j = 0; j <= (SampleFramework.GameWindowSize.Height / OpenTaiko.Tx.Tile_Black.szTextureSize.Height); j++) // #23510 2010.10.31 yyagi: change "clientSize.Height" to "480" to fix FIFO drawing size
for (int j = 0; j <= (SampleFramework.GameWindowSize.Height / OpenTaiko.Tx.Tile_Black.szTextureSize.Height); j++) // #23510 2010.10.31 yyagi: change "clientSize.Height" to "480" to fix FIFO drawing size
{
OpenTaiko.Tx.Tile_Black.t2D描画(i * OpenTaiko.Tx.Tile_Black.szTextureSize.Width, j * OpenTaiko.Tx.Tile_Black.szTextureSize.Height);
}
}
}
}
#endregion
}
switch (base.ePhaseID) {
case CStage.EPhase.Common_FADEIN:
//if( this.actFI.On進行描画() != 0 ) // #27787 2012.3.10 yyagi 曲読み込み画面のフェードインの省略
// 必ず一度「CStaeg.Eフェーズ.共通_フェードイン」フェーズを経由させること。
// さもないと、曲読み込みが完了するまで、曲読み込み画面が描画されない。
case CStage.EPhase.Common_FADEIN:
//if( this.actFI.On進行描画() != 0 ) // #27787 2012.3.10 yyagi 曲読み込み画面のフェードインの省略
// 必ず一度「CStaeg.Eフェーズ.共通_フェードイン」フェーズを経由させること。
// さもないと、曲読み込みが完了するまで、曲読み込み画面が描画されない。
base.ePhaseID = CStage.EPhase.SongLoading_LoadDTXFile;
return (int)ESongLoadingScreenReturnValue.Continue;
@ -341,9 +341,9 @@ internal class CStage曲読み込み : CStage {
str = OpenTaiko.stageSongSelect.r確定されたスコア..;
if ((OpenTaiko.TJA != null) && OpenTaiko.TJA.IsActivated)
OpenTaiko.TJA.DeActivate();
//if( CDTXMania.DTX == null )
OpenTaiko.TJA.DeActivate();
//if( CDTXMania.DTX == null )
{
OpenTaiko.TJA = new CTja(str, false, 1.0, 0, 0, 0, true, OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0]);
if (OpenTaiko.ConfigIni.nPlayerCount >= 2)
@ -358,8 +358,8 @@ internal class CStage曲読み込み : CStage {
if (OpenTaiko.TJA.listErrors.Count != 0) {
string message = "";
foreach (var text in OpenTaiko.TJA.listErrors) {
OpenTaiko.VisualLogManager.PushCard(CVisualLogManager.ELogCardType.LogError, text);
//System.Windows.Forms.MessageBox.Show(text, "譜面にエラーが見つかりました");
OpenTaiko.VisualLogManager.PushCard(CVisualLogManager.ELogCardType.LogError, text);
//System.Windows.Forms.MessageBox.Show(text, "譜面にエラーが見つかりました");
}
}
@ -369,9 +369,9 @@ internal class CStage曲読み込み : CStage {
Trace.TraceInformation("---------------------------");
span = (TimeSpan)(DateTime.Now - timeBeginLoad);
Trace.TraceInformation("Chart loading time: {0}", span.ToString());
// 段位認定モード用。
Trace.TraceInformation("Chart loading time: {0}", span.ToString());
// 段位認定モード用。
#region [dan setup]
if (OpenTaiko.stageSongSelect.nChoosenSongDifficulty[0] == (int)Difficulty.Dan && OpenTaiko.TJA.List_DanSongs != null) {
@ -396,7 +396,7 @@ internal class CStage曲読み込み : CStage {
}
}
}
}
#endregion
}
@ -413,9 +413,9 @@ internal class CStage曲読み込み : CStage {
}
case CStage.EPhase.SongLoading_LoadWAVFile: {
int looptime = (OpenTaiko.ConfigIni.bEnableVSync) ? 3 : 1; // VSyncWait=ON時は1frame(1/60s)あたり3つ読むようにする
int looptime = (OpenTaiko.ConfigIni.bEnableVSync) ? 3 : 1; // VSyncWait=ON時は1frame(1/60s)あたり3つ読むようにする
for (int i = 0; i < looptime && nWAVcount <= OpenTaiko.TJA.listWAV.Count; i++) {
if (OpenTaiko.TJA.listWAV[nWAVcount].listこのWAVを使用するチャンネル番号の集合.Count > 0) // #28674 2012.5.8 yyagi
if (OpenTaiko.TJA.listWAV[nWAVcount].listこのWAVを使用するチャンネル番号の集合.Count > 0) // #28674 2012.5.8 yyagi
{
OpenTaiko.TJA.tWAVの読み込み(OpenTaiko.TJA.listWAV[nWAVcount]);
}
@ -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);
@ -465,8 +465,8 @@ internal class CStage曲読み込み : CStage {
}
OpenTaiko.Timer.Update();
//CSound管理.rc演奏用タイマ.t更新();
OpenTaiko.Timer.Update();
//CSound管理.rc演奏用タイマ.t更新();
base.ePhaseID = CStage.EPhase.SongLoading_WaitForSoundSystemBGM;
return (int)ESongLoadingScreenReturnValue.Continue;
}
@ -474,10 +474,10 @@ internal class CStage曲読み込み : CStage {
case CStage.EPhase.SongLoading_WaitForSoundSystemBGM: {
long nCurrentTime = OpenTaiko.Timer.NowTime;
if (nCurrentTime < this.nBGM再生開始時刻)
this.nBGM再生開始時刻 = nCurrentTime;
// if ( ( nCurrentTime - this.nBGM再生開始時刻 ) > ( this.nBGMの総再生時間ms - 1000 ) )
if ((nCurrentTime - this.nBGM再生開始時刻) >= (this.nBGMの総再生時間ms)) // #27787 2012.3.10 yyagi 1000ms == フェードイン分の時間
this.nBGM再生開始時刻 = nCurrentTime;
// if ( ( nCurrentTime - this.nBGM再生開始時刻 ) > ( this.nBGMの総再生時間ms - 1000 ) )
if ((nCurrentTime - this.nBGM再生開始時刻) >= (this.nBGMの総再生時間ms)) // #27787 2012.3.10 yyagi 1000ms == フェードイン分の時間
{
base.ePhaseID = CStage.EPhase.Common_FADEOUT;
}
@ -485,7 +485,7 @@ internal class CStage曲読み込み : CStage {
}
case CStage.EPhase.Common_FADEOUT:
if (this.ct待機.IsUnEnded) // DTXVモード時は、フェードアウト省略
if (this.ct待機.IsUnEnded) // DTXVモード時は、フェードアウト省略
return (int)ESongLoadingScreenReturnValue.Continue;
if (this.sd読み込み音 != null) {
@ -494,27 +494,27 @@ internal class CStage曲読み込み : CStage {
return (int)ESongLoadingScreenReturnValue.LoadComplete;
}
return (int)ESongLoadingScreenReturnValue.Continue;
}
}
/// <summary>
/// ESC押下時、trueを返す
/// </summary>
/// <returns></returns>
protected bool tキー入力() {
IInputDevice keyboard = OpenTaiko.InputManager.Keyboard;
if (keyboard.KeyPressed((int)SlimDXKeys.Key.Escape)) // escape (exit)
if (keyboard.KeyPressed((int)SlimDXKeys.Key.Escape)) // escape (exit)
{
return true;
}
return false;
}
// その他
}
// その他
#region [ private ]
//-----------------
//private CActFIFOBlack actFI;
//private CActFIFOBlack actFO;
//-----------------
//private CActFIFOBlack actFI;
//private CActFIFOBlack actFO;
private long nBGMの総再生時間ms;
private long nBGM再生開始時刻;
private CSound sd読み込み音;
@ -522,8 +522,8 @@ internal class CStage曲読み込み : CStage {
private string str曲タイトル;
private string strサブタイトル;
private CTexture txタイトル;
private CTexture txサブタイトル;
//private CTexture txSongnamePlate;
private CTexture txサブタイトル;
//private CTexture txSongnamePlate;
private DateTime timeBeginLoad;
private DateTime timeBeginLoadWAV;
private int nWAVcount;
@ -534,7 +534,7 @@ internal class CStage曲読み込み : CStage {
private CCachedFontRenderer pfSUBTITLE;
private CCachedFontRenderer pfDanTitle = null;
private CCachedFontRenderer pfDanSubTitle = null;
//-----------------
private CCachedFontRenderer pfDanSubTitle = null;
//-----------------
#endregion
}

View File

@ -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;

View File

@ -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;

View File

@ -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:

View File

@ -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();

View File

@ -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 [ msを取得し ]

View File

@ -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]

View File

@ -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]..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();
}
}

View File

@ -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;
}
}

View File

@ -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);

View File

@ -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:

View File

@ -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;

View File

@ -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);

View File

@ -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)) {

View File

@ -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);

View File

@ -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

View File

@ -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[ ]
@ -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[ ]
@ -123,9 +123,9 @@ internal class CActImplLaneTaiko : CActivity {
}
#region[ ]
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[ ]
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[ ]
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[ ]
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;
}
}

View File

@ -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();
/*

View File

@ -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)];

View File

@ -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;
}

View File

@ -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) {

View File

@ -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();

View File

@ -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;
}
}

View File

@ -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[ ]
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.[0] != 0) {
double db全体コンボ率 = ((double)OpenTaiko.stage演奏ドラム画面.actCombo.nCurrentCombo.[0] / this.st叩ききりまショー.n現在通過したート数) * 100.0;
if (OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.[0] != 0) {
double db全体コンボ率 = ((double)OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.[0] / this.st叩ききりまショー.n現在通過したート数) * 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;

View File

@ -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;

View File

@ -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.[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.[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ーツ数[3]
@ -221,9 +221,9 @@ internal class Dan_Cert : CActivity {
*/
notesremain = OpenTaiko.TJA.n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.[0] < (Challenge[i].Value[0])) Challenge[i].SetReached(true);
if (notesremain + OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.P1 < ((Challenge[i].Value[0]))
&& OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.[0] < (Challenge[i].Value[0])) Challenge[i].SetReached(true);
break;
default:
break;

View File

@ -33,15 +33,15 @@ class EndAnimeScript : ScriptBG {
int maxFloor = OpenTaiko.stageSongSelect.rChoosenSong.score[5]..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;

View File

@ -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);
}
}

View File

@ -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]..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);

View File

@ -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.[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.[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;
}

View File

@ -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.[0], 1.0f);
OpenTaiko.stageGameScreen.actCombo.nCurrentCombo.[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..tLevelNumberDraw(OpenTaiko.Skin.DanResult_Level_Number_X[drawPos] + offset, OpenTaiko.Skin.DanResult_Level_Number_Y[drawPos], song.Level);
OpenTaiko.stageDanSongSelect..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] };
}
}
}

View File

@ -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 {

View File

@ -7,7 +7,7 @@ public class CStage : CActivity {
public enum EStage {
None,
StartUp,
Title, // Title screen
Title, // Title screen
Options,
Config,
SongSelect,
@ -15,7 +15,7 @@ public class CStage : CActivity {
SongLoading,
Game,
Results,
ChangeSkin, // #28195 2011.5.4 yyagi
ChangeSkin, // #28195 2011.5.4 yyagi
Heya,
TaikoTowers,
BoukenTitle,
@ -26,7 +26,9 @@ public class CStage : CActivity {
PlayerStats,
ChartEditor,
Toolbox,
TEMPLATE, // No effect, for template class
TEMPLATE, // No effect, for template class
CRASH, // Special case, for CSystemError
CUSTOM, // For custom stages in the future, generic with lua
End
}
@ -46,7 +48,7 @@ public class CStage : CActivity {
Startup_Complete,
Title_FadeIn,
SongSelect_FadeInFromResults,
SongSelect_FadeOutToCourseSelect, //2016.10.20 kairera0467
SongSelect_FadeOutToCourseSelect, //2016.10.20 kairera0467
SongSelect_FadeOutToNowLoading,
SongLoading_LoadDTXFile,
SongLoading_WaitToLoadWAVFile,
@ -56,7 +58,7 @@ public class CStage : CActivity {
Game_STAGE_FAILED,
Game_STAGE_FAILED_FadeOut,
Game_STAGE_CLEAR_FadeOut,
Game_EndStage, //2016.07.15 kairera0467
Game_EndStage, //2016.07.15 kairera0467
Game_Reload
}
}