Dan customisation update part 1
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@ -47,4 +47,16 @@
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1002 : Points accronym (1 character)
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1003 : Score
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# Dan exam types (0101X - 0102X)
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1010 : Soul gauge
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1011 : Perfect count
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1012 : Good count
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1013 : Bad count
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1014 : Score
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1015 : Rolls count
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1016 : Notes hit count
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1017 : Combo
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1018 : Accuracy
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```
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@ -67,6 +67,16 @@ namespace TJAPlayer3
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[1001] = "F",
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[1002] = "P",
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[1003] = "Score",
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[1010] = "Soul gauge",
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[1011] = "Perfect count",
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[1012] = "Good count",
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[1013] = "Bad count",
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[1014] = "Score",
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[1015] = "Rolls count",
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[1016] = "Hit count",
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[1017] = "Combo",
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[1018] = "Accuracy",
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};
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}
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}
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@ -67,6 +67,16 @@ namespace TJAPlayer3
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[1001] = "",
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[1002] = "P",
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[1003] = "Score",
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[1010] = "Jauge d'âme",
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[1011] = "Nombre de Parfait",
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[1012] = "Nombre de Bon",
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[1013] = "Nombre de Mauvais",
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[1014] = "Score",
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[1015] = "Frappes successives",
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[1016] = "Nombre de frappes",
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[1017] = "Combo",
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[1018] = "Précision",
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};
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}
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}
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@ -68,6 +68,16 @@ namespace TJAPlayer3
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[1001] = "階",
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[1002] = "点",
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[1003] = "スコア",
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[1010] = "魂ゲージ",
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[1011] = "良の数",
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[1012] = "可の数",
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[1013] = "不可の数",
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[1014] = "スコア",
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[1015] = "連打数",
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[1016] = "叩けた数",
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[1017] = "コンボ数",
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[1018] = "精度",
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};
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}
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}
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@ -270,16 +270,23 @@ namespace TJAPlayer3
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Dani_Dan_In = TxC(DANISELECT + "Dan_In.png");
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Dani_Dan_Text = TxC(DANISELECT + "Dan_Text.png");
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Dani_DanPlates = TxC(DANISELECT + "DanPlates.png");
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Dani_DanSides = TxC(DANISELECT + "DanSides.png");
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for (int i = 0; i < Dani_Bloc.Length; i++)
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Dani_Bloc[i] = TxC(DANISELECT + "Bloc" + i.ToString() + ".png");
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#endregion
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#region 4_読み込み画面
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SongLoading_Plate = TxC(SONGLOADING + @"Plate.png");
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SongLoading_Bg = TxC(SONGLOADING + @"Bg.png");
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SongLoading_BgWait = TxC(SONGLOADING + @"Bg_Wait.png");
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SongLoading_Chara = TxC(SONGLOADING + @"Chara.png");
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SongLoading_Fade = TxC(SONGLOADING + @"Fade.png");
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SongLoading_Bg_Dan = TxC(SONGLOADING + @"Bg_Dan.png");
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#endregion
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#region 5_演奏画面
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@ -1022,6 +1029,10 @@ namespace TJAPlayer3
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public CTexture Dani_Dan_In;
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public CTexture Dani_Dan_Text;
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public CTexture Dani_DanPlates;
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public CTexture Dani_DanSides;
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public CTexture[] Dani_Bloc = new CTexture[3];
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#endregion
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#region 4_読み込み画面
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@ -56,9 +56,21 @@ namespace TJAPlayer3
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pfDanSong = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 24);
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else
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pfDanSong = new CPrivateFastFont(new FontFamily("MS UI Gothic"), 16);
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//一応チェックしておく。
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if(TJAPlayer3.Songs管理.list曲ルート_Dan.Count > 0)
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if (!string.IsNullOrEmpty(TJAPlayer3.ConfigIni.FontName))
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this.pfExamFont = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 13);
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else
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this.pfExamFont = new CPrivateFastFont(new FontFamily("MS UI Gothic"), 13);
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this.ttkExams = new TitleTextureKey[(int)Exam.Type.Accuracy + 1];
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for (int i = 0; i < this.ttkExams.Length; i++)
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{
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this.ttkExams[i] = new TitleTextureKey(CLangManager.LangInstance.GetString(1010 + i), this.pfExamFont, Color.White, Color.SaddleBrown, 1000);
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}
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//一応チェックしておく。
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if (TJAPlayer3.Songs管理.list曲ルート_Dan.Count > 0)
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this.tバーの初期化();
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base.On活性化();
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@ -232,6 +244,9 @@ namespace TJAPlayer3
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private CPrivateFastFont pfDanSong;
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public CPrivateFastFont pfExamFont;
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public TitleTextureKey[] ttkExams;
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private CStage選曲.STNumber[] stLevel = new CStage選曲.STNumber[10];
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private CStage選曲.STNumber[] stSoulNumber = new CStage選曲.STNumber[10];
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private CStage選曲.STNumber[] stExamNumber = new CStage選曲.STNumber[10];
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@ -261,11 +276,58 @@ namespace TJAPlayer3
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#region [Center bar and Dan plate]
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if (stバー情報[currentSong].txBarCenter != null) stバー情報[currentSong].txBarCenter?.t2D描画(TJAPlayer3.app.Device, scroll + Anime, 0);
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else TJAPlayer3.Tx.Dani_Bar_Center.t2D描画(TJAPlayer3.app.Device, scroll + Anime, 0);
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int danTick = stバー情報[currentSong].nDanTick;
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Color danTickColor = stバー情報[currentSong].cDanTickColor;
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if (stバー情報[currentSong].txDanPlate != null) stバー情報[currentSong].txDanPlate.Opacity = 255;
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stバー情報[currentSong].txDanPlate?.t2D中心基準描画(TJAPlayer3.app.Device, scroll + 173 + Anime, 301);
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// Use the given bar center if provided, else use a default one
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if (stバー情報[currentSong].txBarCenter != null)
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{
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stバー情報[currentSong].txBarCenter?.t2D描画(TJAPlayer3.app.Device, scroll + Anime, 0);
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}
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else
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{
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int unit = TJAPlayer3.Tx.Dani_DanSides.szテクスチャサイズ.Width / 6;
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TJAPlayer3.Tx.Dani_DanSides.color4 = danTickColor;
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TJAPlayer3.Tx.Dani_Bar_Center.t2D描画(TJAPlayer3.app.Device, scroll + Anime, 0);
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// Bar sides
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TJAPlayer3.Tx.Dani_DanSides.t2D描画(TJAPlayer3.app.Device, (int)(scroll + Anime + 243), 143, new Rectangle(
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unit * danTick,
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0,
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unit,
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TJAPlayer3.Tx.Dani_DanSides.szテクスチャサイズ.Height
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));
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TJAPlayer3.Tx.Dani_DanSides.t2D左右反転描画(TJAPlayer3.app.Device, (int)(scroll + Anime + 1199), 143, new Rectangle(
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unit * danTick,
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0,
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unit,
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TJAPlayer3.Tx.Dani_DanSides.szテクスチャサイズ.Height
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));
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}
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// Use the given DanPlate if provided, else use a default one
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if (stバー情報[currentSong].txDanPlate != null)
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{
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stバー情報[currentSong].txDanPlate.Opacity = 255;
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stバー情報[currentSong].txDanPlate?.t2D中心基準描画(TJAPlayer3.app.Device, scroll + 173 + Anime, 301);
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}
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else
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{
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int unit = TJAPlayer3.Tx.Dani_DanPlates.szテクスチャサイズ.Width / 6;
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if (TJAPlayer3.Tx.Dani_DanPlates != null) {
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TJAPlayer3.Tx.Dani_DanPlates.Opacity = 255;
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TJAPlayer3.Tx.Dani_DanPlates.color4 = danTickColor;
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}
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TJAPlayer3.Tx.Dani_DanPlates?.t2D中心基準描画(TJAPlayer3.app.Device, scroll + 173 + Anime, 301, new Rectangle(
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unit * danTick,
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0,
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unit,
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TJAPlayer3.Tx.Dani_DanPlates.szテクスチャサイズ.Height
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));
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}
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#endregion
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@ -284,9 +346,13 @@ namespace TJAPlayer3
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#region [Soul gauge condition]
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TJAPlayer3.Tx.Dani_Bloc[2]?.t2D描画(TJAPlayer3.app.Device, scroll + 291 + Anime, 412);
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if (stバー情報[currentSong].List_DanSongs[0].Dan_C[0] != null)
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tSoulDraw(scroll + 370 + Anime, 462, stバー情報[currentSong].List_DanSongs[0].Dan_C[0].Value[0].ToString());
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TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(this.ttkExams[0]).t2D下中央基準描画(TJAPlayer3.app.Device, (int)(scroll + 396 + Anime), 452);
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#endregion
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#region [Song information]
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@ -350,16 +416,6 @@ namespace TJAPlayer3
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#endregion
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#region [Exam type sign]
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if (stバー情報[currentSong].List_DanSongs[0].Dan_C[j] != null)
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{
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TJAPlayer3.Tx.DanC_ExamType.Opacity = opacity;
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TJAPlayer3.Tx.DanC_ExamType?.t2D描画(TJAPlayer3.app.Device, scroll + 515 + Anime, 412 + index * 88, new Rectangle(0, TJAPlayer3.Skin.Game_DanC_ExamType_Size[1] * (int)stバー情報[currentSong].List_DanSongs[0].Dan_C[j].GetExamType(), TJAPlayer3.Skin.Game_DanC_ExamType_Size[0], TJAPlayer3.Skin.Game_DanC_ExamType_Size[1]));
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}
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#endregion
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#region [Exam value (individual included)]
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for (int i = 0; i < stバー情報[currentSong].List_DanSongs.Count; i++) //曲ごとのループ(魂ゲージを除く) 横(x)
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@ -368,16 +424,54 @@ namespace TJAPlayer3
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{
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TJAPlayer3.Tx.Dani_Exam_Number.Opacity = opacity;
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if (stバー情報[currentSong].List_DanSongs[stバー情報[currentSong].List_DanSongs.Count - 1].Dan_C[j] != null) //個別の条件がありますよー
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if (stバー情報[currentSong].List_DanSongs[stバー情報[currentSong].List_DanSongs.Count - 1].Dan_C[j] != null) {
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//個別の条件がありますよー
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if (i == 0)
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{
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if (TJAPlayer3.Tx.Dani_Bloc[1] != null)
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TJAPlayer3.Tx.Dani_Bloc[1].Opacity = opacity;
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TJAPlayer3.Tx.Dani_Bloc[1]?.t2D描画(TJAPlayer3.app.Device,
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scroll + Anime + 515,
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412 + 88 * index);
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}
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tExamDraw(scroll + 590 + Anime + i * 220, 455 + index * 88, stバー情報[currentSong].List_DanSongs[i].Dan_C[j].Value[0].ToString(), stバー情報[currentSong].List_DanSongs[i].Dan_C[j].GetExamRange());
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else //全体の条件ですよー
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}
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else
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{
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//全体の条件ですよー
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if (i == 0)
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{
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if (TJAPlayer3.Tx.Dani_Bloc[0] != null)
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TJAPlayer3.Tx.Dani_Bloc[0].Opacity = opacity;
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TJAPlayer3.Tx.Dani_Bloc[0]?.t2D描画(TJAPlayer3.app.Device,
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scroll + Anime + 515,
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412 + 88 * index);
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}
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tExamDraw(scroll + 590 + Anime, 455 + index * 88, stバー情報[currentSong].List_DanSongs[0].Dan_C[j].Value[0].ToString(), stバー情報[currentSong].List_DanSongs[0].Dan_C[j].GetExamRange());
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}
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TJAPlayer3.Tx.Dani_Exam_Number.Opacity = 255;
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}
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}
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#endregion
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#region [Exam title]
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if (stバー情報[currentSong].List_DanSongs[0].Dan_C[j] != null)
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{
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CTexture tmpTex = TJAPlayer3.stage選曲.act曲リスト.ResolveTitleTexture(this.ttkExams[(int)stバー情報[currentSong].List_DanSongs[0].Dan_C[j].GetExamType()]);
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tmpTex.Opacity = opacity;
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tmpTex.t2D下中央基準描画(TJAPlayer3.app.Device, (int)(scroll + 614 + Anime), 452 + index * 88);
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}
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#endregion
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}
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#endregion
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@ -6,6 +6,7 @@ using System.Threading.Tasks;
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using System.Drawing;
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using FDK;
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using SlimDX.DirectInput;
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using static TJAPlayer3.CActSelect曲リスト;
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namespace TJAPlayer3
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{
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