parent
4967545d37
commit
f326ff7c9f
@ -2673,6 +2673,8 @@ namespace TJAPlayer3
|
||||
|
||||
public int Characters_Ptn;
|
||||
public int[] Characters_Normal_Ptn,
|
||||
Characters_Normal_Missed_Ptn,
|
||||
Characters_Normal_MissedDown_Ptn,
|
||||
Characters_Normal_Cleared_Ptn,
|
||||
Characters_Normal_Maxed_Ptn,
|
||||
Characters_GoGoTime_Ptn,
|
||||
@ -2683,6 +2685,7 @@ namespace TJAPlayer3
|
||||
Characters_GoGoStart_Maxed_Ptn,
|
||||
Characters_Become_Cleared_Ptn,
|
||||
Characters_Become_Maxed_Ptn,
|
||||
Characters_Return_Ptn,
|
||||
Characters_Balloon_Breaking_Ptn,
|
||||
Characters_Balloon_Broke_Ptn,
|
||||
Characters_Balloon_Miss_Ptn,
|
||||
@ -2714,9 +2717,13 @@ namespace TJAPlayer3
|
||||
public int[][] Characters_Balloon_X;
|
||||
public int[][] Characters_Balloon_Y;
|
||||
public string[] Characters_Motion_Normal,
|
||||
Characters_Motion_Miss,
|
||||
Characters_Motion_MissDown,
|
||||
Characters_Motion_Clear,
|
||||
Characters_Motion_GoGo;
|
||||
public int[] Characters_Beat_Normal;
|
||||
public int[] Characters_Beat_Miss;
|
||||
public int[] Characters_Beat_MissDown;
|
||||
public int[] Characters_Beat_Clear;
|
||||
public int[] Characters_Beat_GoGo;
|
||||
public int[] Characters_Balloon_Timer;
|
||||
|
@ -963,6 +963,8 @@ namespace TJAPlayer3
|
||||
Characters_Heya_Preview = new CTexture[TJAPlayer3.Skin.Characters_Ptn];
|
||||
|
||||
Characters_Normal = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Normal_Missed = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Normal_MissedDown = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Normal_Cleared = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Normal_Maxed = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_GoGoTime = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
@ -973,6 +975,7 @@ namespace TJAPlayer3
|
||||
Characters_GoGoStart_Maxed = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Become_Cleared = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Become_Maxed = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Return = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Balloon_Breaking = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Balloon_Broke = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
Characters_Balloon_Miss = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
@ -987,6 +990,8 @@ namespace TJAPlayer3
|
||||
Characters_Menu_Select = new CTexture[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
|
||||
TJAPlayer3.Skin.Characters_Normal_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Normal_Missed_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Normal_Maxed_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_GoGoTime_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
@ -997,6 +1002,7 @@ namespace TJAPlayer3
|
||||
TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Become_Cleared_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Become_Maxed_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Return_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Balloon_Broke_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
@ -1023,9 +1029,13 @@ namespace TJAPlayer3
|
||||
TJAPlayer3.Skin.Characters_Balloon_X = new int[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
TJAPlayer3.Skin.Characters_Balloon_Y = new int[TJAPlayer3.Skin.Characters_Ptn][];
|
||||
TJAPlayer3.Skin.Characters_Motion_Normal = new string[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Motion_Miss = new string[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Motion_MissDown = new string[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Motion_Clear = new string[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Motion_GoGo = new string[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Beat_Normal = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Beat_Miss = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Beat_MissDown = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Beat_Clear = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Beat_GoGo = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
TJAPlayer3.Skin.Characters_Balloon_Timer = new int[TJAPlayer3.Skin.Characters_Ptn];
|
||||
@ -1119,6 +1129,12 @@ namespace TJAPlayer3
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_Ptn[i]; j++)
|
||||
Characters_Normal[i][j]?.Dispose();
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[i]; j++)
|
||||
Characters_Normal_Missed[i][j]?.Dispose();
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[i]; j++)
|
||||
Characters_Normal_MissedDown[i][j]?.Dispose();
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[i]; j++)
|
||||
Characters_Normal_Cleared[i][j]?.Dispose();
|
||||
|
||||
@ -1149,6 +1165,9 @@ namespace TJAPlayer3
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[i]; j++)
|
||||
Characters_Become_Maxed[i][j]?.Dispose();
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Return_Ptn[i]; j++)
|
||||
Characters_Return[i][j]?.Dispose();
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[i]; j++)
|
||||
Characters_Balloon_Breaking[i][j]?.Dispose();
|
||||
|
||||
@ -1172,6 +1191,8 @@ namespace TJAPlayer3
|
||||
string charaPath = TJAPlayer3.strEXEのあるフォルダ + GLOBAL + CHARACTERS + i.ToString();
|
||||
|
||||
TJAPlayer3.Skin.Characters_Normal_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Normal\");
|
||||
TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Miss\");
|
||||
TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\MissDown\");
|
||||
TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Clear\");
|
||||
TJAPlayer3.Skin.Characters_Normal_Maxed_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Clear_Max\");
|
||||
TJAPlayer3.Skin.Characters_GoGoTime_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\GoGo\");
|
||||
@ -1182,6 +1203,7 @@ namespace TJAPlayer3
|
||||
TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\GoGoStart_Max\");
|
||||
TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Clearin\");
|
||||
TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Soulin\");
|
||||
TJAPlayer3.Skin.Characters_Return_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Return\");
|
||||
TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Balloon_Breaking\");
|
||||
TJAPlayer3.Skin.Characters_Balloon_Broke_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Balloon_Broke\");
|
||||
TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Balloon_Miss\");
|
||||
@ -1196,6 +1218,8 @@ namespace TJAPlayer3
|
||||
TJAPlayer3.Skin.Characters_Result_Normal_Ptn[i] = TJAPlayer3.t連番画像の枚数を数える(charaPath + @"\Result_Normal\");
|
||||
|
||||
Characters_Normal[i] = new CTexture[TJAPlayer3.Skin.Characters_Normal_Ptn[i]];
|
||||
Characters_Normal_Missed[i] = new CTexture[TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[i]];
|
||||
Characters_Normal_MissedDown[i] = new CTexture[TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[i]];
|
||||
Characters_Normal_Cleared[i] = new CTexture[TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[i]];
|
||||
Characters_Normal_Maxed[i] = new CTexture[TJAPlayer3.Skin.Characters_Normal_Maxed_Ptn[i]];
|
||||
Characters_GoGoTime[i] = new CTexture[TJAPlayer3.Skin.Characters_GoGoTime_Ptn[i]];
|
||||
@ -1206,6 +1230,7 @@ namespace TJAPlayer3
|
||||
Characters_GoGoStart_Maxed[i] = new CTexture[TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn[i]];
|
||||
Characters_Become_Cleared[i] = new CTexture[TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[i]];
|
||||
Characters_Become_Maxed[i] = new CTexture[TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[i]];
|
||||
Characters_Return[i] = new CTexture[TJAPlayer3.Skin.Characters_Return_Ptn[i]];
|
||||
Characters_Balloon_Breaking[i] = new CTexture[TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[i]];
|
||||
Characters_Balloon_Broke[i] = new CTexture[TJAPlayer3.Skin.Characters_Balloon_Broke_Ptn[i]];
|
||||
Characters_Balloon_Miss[i] = new CTexture[TJAPlayer3.Skin.Characters_Balloon_Miss_Ptn[i]];
|
||||
@ -1253,6 +1278,12 @@ namespace TJAPlayer3
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_Ptn[i]; j++)
|
||||
Characters_Normal[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\Normal\" + j.ToString() + @".png");
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[i]; j++)
|
||||
Characters_Normal_Missed[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\Miss\" + j.ToString() + @".png");
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[i]; j++)
|
||||
Characters_Normal_MissedDown[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\MissDown\" + j.ToString() + @".png");
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[i]; j++)
|
||||
Characters_Normal_Cleared[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\Clear\" + j.ToString() + @".png");
|
||||
|
||||
@ -1283,6 +1314,9 @@ namespace TJAPlayer3
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[i]; j++)
|
||||
Characters_Become_Maxed[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\Soulin\" + j.ToString() + @".png");
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Return_Ptn[i]; j++)
|
||||
Characters_Return[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\Return\" + j.ToString() + @".png");
|
||||
|
||||
for (int j = 0; j < TJAPlayer3.Skin.Characters_Balloon_Breaking_Ptn[i]; j++)
|
||||
Characters_Balloon_Breaking[i][j] = TxCGlobal(CHARACTERS + i.ToString() + @"\Balloon_Breaking\" + j.ToString() + @".png");
|
||||
|
||||
@ -1312,9 +1346,13 @@ namespace TJAPlayer3
|
||||
TJAPlayer3.Skin.Characters_Balloon_X[i] = new int[] { 240, 240, 0, 0 };
|
||||
TJAPlayer3.Skin.Characters_Balloon_Y[i] = new int[] { 0, 297, 0, 0 };
|
||||
TJAPlayer3.Skin.Characters_Motion_Normal[i] = "0";
|
||||
TJAPlayer3.Skin.Characters_Motion_Miss[i] = "0";
|
||||
TJAPlayer3.Skin.Characters_Motion_MissDown[i] = "0";
|
||||
TJAPlayer3.Skin.Characters_Motion_Clear[i] = "0";
|
||||
TJAPlayer3.Skin.Characters_Motion_GoGo[i] = "0";
|
||||
TJAPlayer3.Skin.Characters_Beat_Normal[i] = 1;
|
||||
TJAPlayer3.Skin.Characters_Beat_Miss[i] = 1;
|
||||
TJAPlayer3.Skin.Characters_Beat_MissDown[i] = 1;
|
||||
TJAPlayer3.Skin.Characters_Beat_Clear[i] = 2;
|
||||
TJAPlayer3.Skin.Characters_Beat_GoGo[i] = 2;
|
||||
TJAPlayer3.Skin.Characters_Balloon_Timer[i] = 28;
|
||||
@ -1450,6 +1488,14 @@ namespace TJAPlayer3
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Motion_Normal[i] = strParam;
|
||||
}
|
||||
else if (strCommand == "Game_Chara_Motion_Miss")
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Motion_Miss[i] = strParam;
|
||||
}
|
||||
else if (strCommand == "Game_Chara_Motion_MissDown")
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Motion_MissDown[i] = strParam;
|
||||
}
|
||||
else if (strCommand == "Game_Chara_Motion_Clear")
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Motion_Clear[i] = strParam;
|
||||
@ -1462,6 +1508,14 @@ namespace TJAPlayer3
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Beat_Normal[i] = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Chara_Beat_Miss")
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Beat_Miss[i] = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Chara_Beat_MissDown")
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Beat_MissDown[i] = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Chara_Beat_Clear")
|
||||
{
|
||||
TJAPlayer3.Skin.Characters_Beat_Clear[i] = int.Parse(strParam);
|
||||
@ -1930,6 +1984,8 @@ namespace TJAPlayer3
|
||||
#region [11_Characters]
|
||||
|
||||
public CTexture[][] Characters_Normal,
|
||||
Characters_Normal_Missed,
|
||||
Characters_Normal_MissedDown,
|
||||
Characters_Normal_Cleared,
|
||||
Characters_Normal_Maxed,
|
||||
Characters_GoGoTime,
|
||||
@ -1940,6 +1996,7 @@ namespace TJAPlayer3
|
||||
Characters_GoGoStart_Maxed,
|
||||
Characters_Become_Cleared,
|
||||
Characters_Become_Maxed,
|
||||
Characters_Return,
|
||||
Characters_Balloon_Breaking,
|
||||
Characters_Balloon_Broke,
|
||||
Characters_Balloon_Miss,
|
||||
|
@ -254,9 +254,10 @@ namespace TJAPlayer3
|
||||
cInvisibleChip.Reset();
|
||||
base.On活性化();
|
||||
this.tステータスパネルの選択();
|
||||
this.tパネル文字列の設定();
|
||||
//this.演奏判定ライン座標();
|
||||
this.bIsGOGOTIME = new bool[]{ false, false, false, false };
|
||||
this.tパネル文字列の設定();
|
||||
//this.演奏判定ライン座標();
|
||||
this.bIsGOGOTIME = new bool[] { false, false, false, false };
|
||||
this.bIsMiss = new bool[] { false, false, false, false };
|
||||
this.bUseBranch = new bool[]{ false, false, false, false };
|
||||
this.n現在のコース = new CDTX.ECourse[4];
|
||||
this.n次回のコース = new CDTX.ECourse[4];
|
||||
@ -286,7 +287,8 @@ namespace TJAPlayer3
|
||||
this.b連打中 = new bool[] { false, false, false, false };
|
||||
this.n現在の連打数 = new int[]{ 0, 0, 0, 0 };
|
||||
this.n合計連打数 = new int[]{ 0, 0, 0, 0 };
|
||||
this.n分岐した回数 = new int[ 4 ];
|
||||
this.n分岐した回数 = new int[ 4 ];
|
||||
this.Chara_MissCount = new int[4];
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
ShownLyric[i] = 0;
|
||||
@ -649,9 +651,10 @@ namespace TJAPlayer3
|
||||
protected E判定表示優先度 e判定表示優先度;
|
||||
|
||||
public CBRANCHSCORE[] CBranchScore = new CBRANCHSCORE[6];
|
||||
public CBRANCHSCORE[] CChartScore = new CBRANCHSCORE[2];
|
||||
|
||||
public bool[] bIsGOGOTIME = new bool[4];
|
||||
public CBRANCHSCORE[] CChartScore = new CBRANCHSCORE[2];
|
||||
|
||||
public bool[] bIsGOGOTIME = new bool[4];
|
||||
public bool[] bIsMiss = new bool[4];
|
||||
public bool[] bUseBranch = new bool[ 4 ];
|
||||
public CDTX.ECourse[] n現在のコース = new CDTX.ECourse[4]; //0:普通譜面 1:玄人譜面 2:達人譜面
|
||||
public CDTX.ECourse[] n次回のコース = new CDTX.ECourse[4];
|
||||
@ -669,6 +672,7 @@ namespace TJAPlayer3
|
||||
private int[] n合計連打数 = new int[ 4 ];
|
||||
protected int[] n風船残り = new int[ 4 ];
|
||||
protected int[] n現在の連打数 = new int[ 4 ];
|
||||
public int[] Chara_MissCount;
|
||||
protected E連打State eRollState;
|
||||
|
||||
protected int nタイマ番号;
|
||||
@ -1544,6 +1548,29 @@ namespace TJAPlayer3
|
||||
}
|
||||
cInvisibleChip.ShowChipTemporally( pChip.e楽器パート );
|
||||
}
|
||||
|
||||
void returnChara()
|
||||
{
|
||||
int Character = this.actChara.iCurrentCharacter[nPlayer];
|
||||
|
||||
double dbUnit = (((60.0 / (TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM))));
|
||||
dbUnit = (((60.0 / pChip.dbBPM)));
|
||||
|
||||
if (TJAPlayer3.Skin.Characters_Return_Ptn[Character] != 0 && !bIsGOGOTIME[nPlayer] && actChara.CharaAction_Balloon_Delay[nPlayer].b終了値に達した)
|
||||
{
|
||||
{
|
||||
// 魂ゲージMAXではない
|
||||
// ジャンプ_ノーマル
|
||||
this.actChara.アクションタイマーリセット(nPlayer);
|
||||
this.actChara.ctキャラクターアクション_Return[nPlayer] = new CCounter(0, TJAPlayer3.Skin.Characters_Return_Ptn[Character] - 1, (dbUnit / TJAPlayer3.Skin.Characters_Return_Ptn[Character]) * 2, CSound管理.rc演奏用タイマ);
|
||||
this.actChara.ctキャラクターアクション_Return[nPlayer].t進行db();
|
||||
this.actChara.ctキャラクターアクション_Return[nPlayer].n現在の値 = 0;
|
||||
this.actChara.bマイどんアクション中[nPlayer] = true;
|
||||
//this.actChara.マイどん_アクション_10コンボ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
switch ( pChip.e楽器パート )
|
||||
{
|
||||
case E楽器パート.DRUMS:
|
||||
@ -1564,7 +1591,8 @@ namespace TJAPlayer3
|
||||
break;
|
||||
|
||||
this.CBranchScore[nPlayer].nGreat++;
|
||||
this.CChartScore[nPlayer].nGreat++;
|
||||
this.CChartScore[nPlayer].nGreat++;
|
||||
this.Chara_MissCount[nPlayer] = 0;
|
||||
|
||||
if ( nPlayer == 0 ) this.nヒット数_Auto含まない.Drums.Perfect++;
|
||||
this.actCombo.n現在のコンボ数[nPlayer]++;
|
||||
@ -1579,14 +1607,22 @@ namespace TJAPlayer3
|
||||
else
|
||||
{
|
||||
this.actCombo.ctコンボ加算[nPlayer].n現在の値 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.bIsMiss[nPlayer])
|
||||
{
|
||||
returnChara();
|
||||
}
|
||||
|
||||
this.bIsMiss[nPlayer] = false;
|
||||
}
|
||||
break;
|
||||
case E判定.Great:
|
||||
case E判定.Good:
|
||||
{
|
||||
this.CBranchScore[nPlayer].nGood++;
|
||||
this.CChartScore[nPlayer].nGood++;
|
||||
this.CChartScore[nPlayer].nGood++;
|
||||
this.Chara_MissCount[nPlayer] = 0;
|
||||
|
||||
if ( nPlayer == 0 ) this.nヒット数_Auto含まない.Drums.Great++;
|
||||
this.actCombo.n現在のコンボ数[ nPlayer ]++;
|
||||
@ -1601,8 +1637,14 @@ namespace TJAPlayer3
|
||||
else
|
||||
{
|
||||
this.actCombo.ctコンボ加算[nPlayer].n現在の値 = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (this.bIsMiss[nPlayer])
|
||||
{
|
||||
returnChara();
|
||||
}
|
||||
|
||||
this.bIsMiss[nPlayer] = false;
|
||||
}
|
||||
break;
|
||||
case E判定.Poor:
|
||||
@ -1619,11 +1661,14 @@ namespace TJAPlayer3
|
||||
CFloorManagement.damage();
|
||||
|
||||
this.CBranchScore[nPlayer].nMiss++;
|
||||
this.CChartScore[nPlayer].nMiss++;
|
||||
this.CChartScore[nPlayer].nMiss++;
|
||||
this.Chara_MissCount[nPlayer]++;
|
||||
|
||||
if ( nPlayer == 0 ) this.nヒット数_Auto含まない.Drums.Miss++;
|
||||
this.actCombo.n現在のコンボ数[ nPlayer ] = 0;
|
||||
this.actComboVoice.tReset(nPlayer);
|
||||
this.actComboVoice.tReset(nPlayer);
|
||||
|
||||
this.bIsMiss[nPlayer] = true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
@ -1646,7 +1691,8 @@ namespace TJAPlayer3
|
||||
this.n良[actDan.NowShowingNumber]++;
|
||||
|
||||
this.CBranchScore[nPlayer].nGreat++;
|
||||
this.CChartScore[nPlayer].nGreat++;
|
||||
this.CChartScore[nPlayer].nGreat++;
|
||||
this.Chara_MissCount[nPlayer] = 0;
|
||||
|
||||
if ( nPlayer == 0 ) this.nヒット数_Auto含む.Drums.Perfect++;
|
||||
this.actCombo.n現在のコンボ数[ nPlayer ]++;
|
||||
@ -1658,7 +1704,14 @@ namespace TJAPlayer3
|
||||
else
|
||||
{
|
||||
this.actCombo.ctコンボ加算[nPlayer].n現在の値 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.bIsMiss[nPlayer])
|
||||
{
|
||||
returnChara();
|
||||
}
|
||||
|
||||
this.bIsMiss[nPlayer] = false;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -1673,6 +1726,7 @@ namespace TJAPlayer3
|
||||
|
||||
this.CBranchScore[nPlayer].nGood++;
|
||||
this.CChartScore[nPlayer].nGood++;
|
||||
this.Chara_MissCount[nPlayer] = 0;
|
||||
|
||||
if (nPlayer == 0) this.nヒット数_Auto含む.Drums.Great++;
|
||||
this.actCombo.n現在のコンボ数[nPlayer]++;
|
||||
@ -1684,7 +1738,14 @@ namespace TJAPlayer3
|
||||
else
|
||||
{
|
||||
this.actCombo.ctコンボ加算[nPlayer].n現在の値 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.bIsMiss[nPlayer])
|
||||
{
|
||||
returnChara();
|
||||
}
|
||||
|
||||
this.bIsMiss[nPlayer] = false;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -1702,11 +1763,14 @@ namespace TJAPlayer3
|
||||
CFloorManagement.damage();
|
||||
|
||||
this.CBranchScore[nPlayer].nMiss++;
|
||||
this.CChartScore[nPlayer].nMiss++;
|
||||
this.CChartScore[nPlayer].nMiss++;
|
||||
this.Chara_MissCount[nPlayer]++;
|
||||
|
||||
this.actCombo.n現在のコンボ数[ nPlayer ] = 0;
|
||||
this.actComboVoice.tReset(nPlayer);
|
||||
|
||||
this.actComboVoice.tReset(nPlayer);
|
||||
|
||||
|
||||
this.bIsMiss[nPlayer] = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -3122,6 +3186,26 @@ namespace TJAPlayer3
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_Normal[nPlayer] = new CCounter();
|
||||
}
|
||||
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_Miss = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_Miss[chara] / this.actChara.arMissモーション番号[nPlayer].Length / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
|
||||
this.actChara.ctChara_Miss[nPlayer] = new CCounter(0, this.actChara.arMissモーション番号[nPlayer].Length - 1, dbPtn_Miss, CSound管理.rc演奏用タイマ);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_Miss[nPlayer] = new CCounter();
|
||||
}
|
||||
|
||||
if (TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_MissDown = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_MissDown[chara] / this.actChara.arMissDownモーション番号[nPlayer].Length / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
|
||||
this.actChara.ctChara_MissDown[nPlayer] = new CCounter(0, this.actChara.arMissDownモーション番号[nPlayer].Length - 1, dbPtn_MissDown, CSound管理.rc演奏用タイマ);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_MissDown[nPlayer] = new CCounter();
|
||||
}
|
||||
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[chara] != 0)
|
||||
@ -3327,6 +3411,24 @@ namespace TJAPlayer3
|
||||
} else
|
||||
{
|
||||
this.actChara.ctChara_Normal[nPlayer] = new CCounter();
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_Miss = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_Miss[chara] / this.actChara.arMissモーション番号[nPlayer].Length / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
|
||||
this.actChara.ctChara_Miss[nPlayer] = new CCounter(0, this.actChara.arMissモーション番号[nPlayer].Length - 1, dbPtn_Miss, CSound管理.rc演奏用タイマ);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_Miss[nPlayer] = new CCounter();
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_MissDown = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_MissDown[chara] / this.actChara.arMissDownモーション番号[nPlayer].Length / (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0);
|
||||
this.actChara.ctChara_MissDown[nPlayer] = new CCounter(0, this.actChara.arMissDownモーション番号[nPlayer].Length - 1, dbPtn_MissDown, CSound管理.rc演奏用タイマ);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_MissDown[nPlayer] = new CCounter();
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[chara] != 0)
|
||||
{
|
||||
@ -4084,6 +4186,7 @@ namespace TJAPlayer3
|
||||
for( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ )
|
||||
{
|
||||
this.bIsGOGOTIME[ i ] = false;
|
||||
this.bIsMiss[i] = false;
|
||||
this.bLEVELHOLD[ i ] = false;
|
||||
this.b強制的に分岐させた[ i ] = false;
|
||||
this.b譜面分岐中[ i ] = false;
|
||||
|
@ -30,6 +30,8 @@ namespace TJAPlayer3
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
ctChara_Normal[i] = new CCounter();
|
||||
ctChara_Miss[i] = new CCounter();
|
||||
ctChara_MissDown[i] = new CCounter();
|
||||
ctChara_GoGo[i] = new CCounter();
|
||||
ctChara_Clear[i] = new CCounter();
|
||||
|
||||
@ -39,6 +41,7 @@ namespace TJAPlayer3
|
||||
this.ctキャラクターアクション_ゴーゴースタートMAX[i] = new CCounter();
|
||||
this.ctキャラクターアクション_ノルマ[i] = new CCounter();
|
||||
this.ctキャラクターアクション_魂MAX[i] = new CCounter();
|
||||
this.ctキャラクターアクション_Return[i] = new CCounter();
|
||||
|
||||
CharaAction_Balloon_Breaking[i] = new CCounter();
|
||||
CharaAction_Balloon_Broke[i] = new CCounter();
|
||||
@ -81,6 +84,8 @@ namespace TJAPlayer3
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
ctChara_Normal[i] = null;
|
||||
ctChara_Miss[i] = null;
|
||||
ctChara_MissDown[i] = null;
|
||||
ctChara_GoGo[i] = null;
|
||||
ctChara_Clear[i] = null;
|
||||
this.ctキャラクターアクション_10コンボ[i] = null;
|
||||
@ -89,6 +94,7 @@ namespace TJAPlayer3
|
||||
this.ctキャラクターアクション_ゴーゴースタートMAX[i] = null;
|
||||
this.ctキャラクターアクション_ノルマ[i] = null;
|
||||
this.ctキャラクターアクション_魂MAX[i] = null;
|
||||
this.ctキャラクターアクション_Return[i] = null;
|
||||
|
||||
CharaAction_Balloon_Breaking[i] = null;
|
||||
CharaAction_Balloon_Broke[i] = null;
|
||||
@ -105,15 +111,21 @@ namespace TJAPlayer3
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
this.arモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す(TJAPlayer3.Skin.Characters_Motion_Normal[this.iCurrentCharacter[i]]);
|
||||
this.arモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す(TJAPlayer3.Skin.Characters_Motion_Normal[this.iCurrentCharacter[i]]);
|
||||
this.arMissモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す(TJAPlayer3.Skin.Characters_Motion_Miss[this.iCurrentCharacter[i]]);
|
||||
this.arMissDownモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す(TJAPlayer3.Skin.Characters_Motion_MissDown[this.iCurrentCharacter[i]]);
|
||||
this.arゴーゴーモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す(TJAPlayer3.Skin.Characters_Motion_GoGo[this.iCurrentCharacter[i]]);
|
||||
this.arクリアモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す(TJAPlayer3.Skin.Characters_Motion_Clear[this.iCurrentCharacter[i]]);
|
||||
|
||||
if (arモーション番号[i] == null) this.arモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す("0,0");
|
||||
if (arMissモーション番号[i] == null) this.arMissモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す("0,0");
|
||||
if (arMissDownモーション番号[i] == null) this.arMissDownモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す("0,0");
|
||||
if (arゴーゴーモーション番号[i] == null) this.arゴーゴーモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す("0,0");
|
||||
if (arクリアモーション番号[i] == null) this.arクリアモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す("0,0");
|
||||
|
||||
if (arクリアモーション番号[i] == null) this.arクリアモーション番号[i] = C変換.ar配列形式のstringをint配列に変換して返す("0,0");
|
||||
|
||||
ctChara_Normal[i] = new CCounter(0, arモーション番号[i].Length - 1, 10, CSound管理.rc演奏用タイマ);
|
||||
ctChara_Miss[i] = new CCounter(0, arMissモーション番号[i].Length - 1, 10, CSound管理.rc演奏用タイマ);
|
||||
ctChara_MissDown[i] = new CCounter(0, arMissDownモーション番号[i].Length - 1, 10, CSound管理.rc演奏用タイマ);
|
||||
ctChara_GoGo[i] = new CCounter(0, arゴーゴーモーション番号[i].Length - 1, 10, CSound管理.rc演奏用タイマ);
|
||||
ctChara_Clear[i] = new CCounter(0, arクリアモーション番号[i].Length - 1, 10, CSound管理.rc演奏用タイマ);
|
||||
if (CharaAction_Balloon_Delay[i] != null) CharaAction_Balloon_Delay[i].n現在の値 = (int)CharaAction_Balloon_Delay[i].n終了値;
|
||||
@ -133,9 +145,11 @@ namespace TJAPlayer3
|
||||
int Character = this.iCurrentCharacter[i];
|
||||
|
||||
if (TJAPlayer3.Skin.Characters_Ptn == 0)
|
||||
break;
|
||||
|
||||
break;
|
||||
|
||||
if (ctChara_Normal != null || TJAPlayer3.Skin.Characters_Normal_Ptn[Character] != 0) ctChara_Normal[i].t進行LoopDb();
|
||||
if (ctChara_Miss != null || TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[Character] != 0) ctChara_Miss[i].t進行LoopDb();
|
||||
if (ctChara_MissDown != null || TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[Character] != 0) ctChara_MissDown[i].t進行LoopDb();
|
||||
if (ctChara_GoGo != null || TJAPlayer3.Skin.Characters_GoGoTime_Ptn[Character] != 0) ctChara_GoGo[i].t進行LoopDb();
|
||||
if (ctChara_Clear != null || TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0) ctChara_Clear[i].t進行LoopDb();
|
||||
|
||||
@ -144,7 +158,8 @@ namespace TJAPlayer3
|
||||
if (this.ctキャラクターアクション_ゴーゴースタート != null || TJAPlayer3.Skin.Characters_GoGoStart_Ptn[Character] != 0) this.ctキャラクターアクション_ゴーゴースタート[i].t進行db();
|
||||
if (this.ctキャラクターアクション_ゴーゴースタートMAX != null || TJAPlayer3.Skin.Characters_GoGoStart_Maxed_Ptn[Character] != 0) this.ctキャラクターアクション_ゴーゴースタートMAX[i].t進行db();
|
||||
if (this.ctキャラクターアクション_ノルマ != null || TJAPlayer3.Skin.Characters_Become_Cleared_Ptn[Character] != 0) this.ctキャラクターアクション_ノルマ[i].t進行db();
|
||||
if (this.ctキャラクターアクション_魂MAX != null || TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character] != 0) this.ctキャラクターアクション_魂MAX[i].t進行db();
|
||||
if (this.ctキャラクターアクション_魂MAX != null || TJAPlayer3.Skin.Characters_Become_Maxed_Ptn[Character] != 0) this.ctキャラクターアクション_魂MAX[i].t進行db();
|
||||
if (this.ctキャラクターアクション_Return != null || TJAPlayer3.Skin.Characters_10Combo_Ptn[Character] != 0) this.ctキャラクターアクション_Return[i].t進行db();
|
||||
|
||||
// Blinking animation during invincibility frames
|
||||
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Tower)
|
||||
@ -156,27 +171,41 @@ namespace TJAPlayer3
|
||||
if (this.b風船連打中[i] != true && this.bマイどんアクション中[i] != true && CharaAction_Balloon_Delay[i].b終了値に達した)
|
||||
{
|
||||
if (!TJAPlayer3.stage演奏ドラム画面.bIsGOGOTIME[i])
|
||||
{
|
||||
if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[i] >= 100.0 && TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0)
|
||||
{
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Maxed_Ptn[Character] != 0)
|
||||
{
|
||||
if (!TJAPlayer3.stage演奏ドラム画面.bIsMiss[i] || TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[Character] == 0)
|
||||
{
|
||||
if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[i] >= 100.0 && TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal_Maxed[Character][this.arクリアモーション番号[i][(int)this.ctChara_Clear[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Maxed_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal_Maxed[Character][this.arクリアモーション番号[i][(int)this.ctChara_Clear[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
}
|
||||
else if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[i] >= 80.0 && TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0)
|
||||
{
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal_Cleared[Character][this.arクリアモーション番号[i][(int)this.ctChara_Clear[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal[Character][this.arモーション番号[i][(int)this.ctChara_Normal[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[i] >= 80.0 && TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0)
|
||||
{
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal_Cleared[Character][this.arクリアモーション番号[i][(int)this.ctChara_Clear[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal[Character][this.arモーション番号[i][(int)this.ctChara_Normal[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TJAPlayer3.stage演奏ドラム画面.Chara_MissCount[i] < 6 || TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[Character] == 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal_Missed[Character][this.arMissモーション番号[i][(int)this.ctChara_Miss[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Normal_MissedDown[Character][this.arMissDownモーション番号[i][(int)this.ctChara_MissDown[i].n現在の値]].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -283,6 +312,20 @@ namespace TJAPlayer3
|
||||
this.ctキャラクターアクション_魂MAX[i].n現在の値 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.ctキャラクターアクション_Return[i].b進行中)
|
||||
{
|
||||
if (TJAPlayer3.Tx.Characters_Return[Character] != null && TJAPlayer3.Skin.Characters_Return_Ptn[Character] != 0)
|
||||
{
|
||||
TJAPlayer3.Tx.Characters_Return[Character][(int)this.ctキャラクターアクション_Return[i].n現在の値].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Characters_X[Character][i], TJAPlayer3.Skin.Characters_Y[Character][i]);
|
||||
}
|
||||
if (this.ctキャラクターアクション_Return[i].b終了値に達した)
|
||||
{
|
||||
this.bマイどんアクション中[i] = false;
|
||||
this.ctキャラクターアクション_Return[i].t停止();
|
||||
this.ctキャラクターアクション_Return[i].n現在の値 = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (this.b風船連打中[i] != true && CharaAction_Balloon_Delay[i].b終了値に達した)
|
||||
{
|
||||
@ -373,13 +416,15 @@ namespace TJAPlayer3
|
||||
ctキャラクターアクション_ゴーゴースタート[player].t停止();
|
||||
ctキャラクターアクション_ゴーゴースタートMAX[player].t停止();
|
||||
ctキャラクターアクション_ノルマ[player].t停止();
|
||||
ctキャラクターアクション_魂MAX[player].t停止();
|
||||
ctキャラクターアクション_魂MAX[player].t停止();
|
||||
ctキャラクターアクション_Return[player].t停止();
|
||||
ctキャラクターアクション_10コンボ[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_10コンボMAX[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_ゴーゴースタート[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_ゴーゴースタートMAX[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_ノルマ[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_魂MAX[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_魂MAX[player].n現在の値 = 0;
|
||||
ctキャラクターアクション_Return[player].n現在の値 = 0;
|
||||
CharaAction_Balloon_Breaking[player]?.t停止();
|
||||
CharaAction_Balloon_Broke[player]?.t停止();
|
||||
CharaAction_Balloon_Miss[player]?.t停止();
|
||||
@ -388,9 +433,11 @@ namespace TJAPlayer3
|
||||
CharaAction_Balloon_Broke[player].n現在の値 = 0;
|
||||
CharaAction_Balloon_Miss[player].n現在の値 = 0;
|
||||
//CharaAction_Balloon_Delay.n現在の値 = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public int[][] arモーション番号 = new int[2][];
|
||||
public int[][] arMissモーション番号 = new int[2][];
|
||||
public int[][] arMissDownモーション番号 = new int[2][];
|
||||
public int[][] arゴーゴーモーション番号 = new int[2][];
|
||||
public int[][] arクリアモーション番号 = new int[2][];
|
||||
|
||||
@ -400,12 +447,15 @@ namespace TJAPlayer3
|
||||
public CCounter[] ctキャラクターアクション_ゴーゴースタートMAX = new CCounter[2];
|
||||
public CCounter[] ctキャラクターアクション_ノルマ = new CCounter[2];
|
||||
public CCounter[] ctキャラクターアクション_魂MAX = new CCounter[2];
|
||||
public CCounter[] ctキャラクターアクション_Return = new CCounter[2];
|
||||
public CCounter[] CharaAction_Balloon_Breaking = new CCounter[2];
|
||||
public CCounter[] CharaAction_Balloon_Broke = new CCounter[2];
|
||||
public CCounter[] CharaAction_Balloon_Miss = new CCounter[2];
|
||||
public CCounter[] CharaAction_Balloon_Delay = new CCounter[2];
|
||||
|
||||
public CCounter[] ctChara_Normal = new CCounter[2];
|
||||
public CCounter[] ctChara_Miss = new CCounter[2];
|
||||
public CCounter[] ctChara_MissDown = new CCounter[2];
|
||||
public CCounter[] ctChara_GoGo = new CCounter[2];
|
||||
public CCounter[] ctChara_Clear = new CCounter[2];
|
||||
|
||||
|
@ -246,6 +246,24 @@ namespace TJAPlayer3
|
||||
{
|
||||
this.actChara.ctChara_Normal[nPlayer] = new CCounter();
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Missed_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_Miss = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_Miss[chara] / this.actChara.arMissモーション番号[nPlayer].Length;
|
||||
this.actChara.ctChara_Miss[nPlayer] = new CCounter(0, this.actChara.arMissモーション番号[nPlayer].Length - 1, dbPtn_Miss, CSound管理.rc演奏用タイマ);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_Miss[nPlayer] = new CCounter();
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_MissedDown_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_MissDown = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_MissDown[chara] / this.actChara.arMissDownモーション番号[nPlayer].Length;
|
||||
this.actChara.ctChara_MissDown[nPlayer] = new CCounter(0, this.actChara.arMissDownモーション番号[nPlayer].Length - 1, dbPtn_MissDown, CSound管理.rc演奏用タイマ);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.actChara.ctChara_MissDown[nPlayer] = new CCounter();
|
||||
}
|
||||
if (TJAPlayer3.Skin.Characters_Normal_Cleared_Ptn[chara] != 0)
|
||||
{
|
||||
double dbPtn_Clear = (60.0 / TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM) * TJAPlayer3.Skin.Characters_Beat_Clear[chara] / this.actChara.arクリアモーション番号[nPlayer].Length;
|
||||
|
Loading…
x
Reference in New Issue
Block a user