// デフォルトの戦闘アニメデータを定義 public void AddDefaultAnimation() { MessageData md; // アニメデータが用意されていない場合は Data\System\animation.txt を読み込む if (Count() == 0) { string argfname1 = SRC.AppPath + @"Data\System\animation.txt"; if (GeneralLib.FileExists(ref argfname1)) { string argfname = SRC.AppPath + @"Data\System\animation.txt"; Load(ref argfname); } } object argIndex2 = "汎用"; if (IsDefined(ref argIndex2)) { object argIndex1 = "汎用"; md = Item(ref argIndex1); } else { string argmname = "汎用"; md = Add(ref argmname); } string arglname = "戦闘アニメ_回避発動"; if (Event_Renamed.FindNormalLabel(ref arglname) > 0) { string argmsg_situation = "回避"; Unit argu = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation, u: ref argu))) { string argsit = "回避"; string argmsg = "回避"; md.AddMessage(ref argsit, ref argmsg); } } string arglname1 = "戦闘アニメ_切り払い発動"; if (Event_Renamed.FindNormalLabel(ref arglname1) > 0) { string argmsg_situation1 = "切り払い"; Unit argu1 = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation1, u: ref argu1))) { string argsit1 = "切り払い"; string argmsg1 = "切り払い"; md.AddMessage(ref argsit1, ref argmsg1); } } string arglname2 = "戦闘アニメ_迎撃発動"; if (Event_Renamed.FindNormalLabel(ref arglname2) > 0) { string argmsg_situation2 = "迎撃"; Unit argu2 = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation2, u: ref argu2))) { string argsit2 = "迎撃"; string argmsg2 = "迎撃"; md.AddMessage(ref argsit2, ref argmsg2); } } string arglname3 = "戦闘アニメ_ダミー発動"; if (Event_Renamed.FindNormalLabel(ref arglname3) > 0) { string argmsg_situation3 = "ダミー"; Unit argu3 = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation3, u: ref argu3))) { string argsit3 = "ダミー"; string argmsg3 = "ダミー"; md.AddMessage(ref argsit3, ref argmsg3); } } string arglname4 = "戦闘アニメ_修理装置発動"; if (Event_Renamed.FindNormalLabel(ref arglname4) > 0) { string argmsg_situation4 = "修理"; Unit argu4 = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation4, u: ref argu4))) { string argsit4 = "修理"; string argmsg4 = "修理装置"; md.AddMessage(ref argsit4, ref argmsg4); } } string arglname5 = "戦闘アニメ_補給装置発動"; if (Event_Renamed.FindNormalLabel(ref arglname5) > 0) { string argmsg_situation5 = "補給"; Unit argu5 = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation5, u: ref argu5))) { string argsit5 = "補給"; string argmsg5 = "補給装置"; md.AddMessage(ref argsit5, ref argmsg5); } } string arglname6 = "戦闘アニメ_終了発動"; if (Event_Renamed.FindNormalLabel(ref arglname6) > 0) { string argmsg_situation6 = "終了"; Unit argu6 = null; if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation6, u: ref argu6))) { string argsit6 = "終了"; string argmsg6 = "終了"; md.AddMessage(ref argsit6, ref argmsg6); } } }
private void frmConfiguration_Load(object eventSender, EventArgs eventArgs) { // ダイアログを初期化 // メッセージスピード cboMessageSpeed.Items.Add("手動送り"); cboMessageSpeed.Items.Add("低速"); cboMessageSpeed.Items.Add("普通"); cboMessageSpeed.Items.Add("高速"); cboMessageSpeed.Items.Add("超高速"); cboMessageSpeed.Items.Add("神の領域"); switch (GUI.MessageWait) { case 0: { cboMessageSpeed.Text = "神の領域"; break; } case 200: { cboMessageSpeed.Text = "超高速"; break; } case 400: { cboMessageSpeed.Text = "高速"; break; } case 700: { cboMessageSpeed.Text = "普通"; break; } case 1000: { cboMessageSpeed.Text = "低速"; break; } case 10000000: { cboMessageSpeed.Text = "手動送り"; break; } } // 戦闘アニメ表示 if (SRC.BattleAnimation) { chkBattleAnimation.CheckState = CheckState.Checked; } else { chkBattleAnimation.CheckState = CheckState.Unchecked; } bool localFileExists() { string argfname = SRC.AppPath + @"Lib\汎用戦闘アニメ\include.eve"; var ret = GeneralLib.FileExists(ref argfname); return(ret); } if (!localFileExists()) { chkBattleAnimation.CheckState = CheckState.Indeterminate; // 無効 } // 拡張戦闘アニメ表示 if (SRC.ExtendedAnimation) { chkExtendedAnimation.CheckState = CheckState.Checked; } else { chkExtendedAnimation.CheckState = CheckState.Unchecked; } if ((int)chkBattleAnimation.CheckState == 1) { chkExtendedAnimation.Enabled = true; } else { chkExtendedAnimation.Enabled = false; } // 武器準備アニメ表示 if (SRC.WeaponAnimation) { chkWeaponAnimation.CheckState = CheckState.Checked; } else { chkWeaponAnimation.CheckState = CheckState.Unchecked; } if ((int)chkBattleAnimation.CheckState == 1) { chkWeaponAnimation.Enabled = true; } else { chkWeaponAnimation.Enabled = false; } // 移動アニメ表示 if (SRC.MoveAnimation) { chkMoveAnimation.CheckState = CheckState.Checked; } else { chkMoveAnimation.CheckState = CheckState.Unchecked; } // スペシャルパワーアニメ表示 if (SRC.SpecialPowerAnimation) { chkSpecialPowerAnimation.CheckState = CheckState.Checked; } else { chkSpecialPowerAnimation.CheckState = CheckState.Unchecked; } // マウスカーソルの自動移動 if (SRC.AutoMoveCursor) { chkAutoMoveCursor.CheckState = CheckState.Checked; } else { chkAutoMoveCursor.CheckState = CheckState.Unchecked; } // マス目の表示 if (SRC.ShowSquareLine) { chkShowSquareLine.CheckState = CheckState.Checked; } else { chkShowSquareLine.CheckState = CheckState.Unchecked; } // 味方フェイズ開始時のターン表示 string argini_section = "Option"; string argini_entry = "Turn"; if (Strings.LCase(GeneralLib.ReadIni(ref argini_section, ref argini_entry)) == "on") { chkShowTurn.CheckState = CheckState.Checked; } else { chkShowTurn.CheckState = CheckState.Unchecked; } // 敵フェイズ中にBGMを変更しない if (SRC.KeepEnemyBGM) { chkKeepEnemyBGM.CheckState = CheckState.Checked; } else { chkKeepEnemyBGM.CheckState = CheckState.Unchecked; } // MIDI演奏にDirectMusicを使用する string argini_section1 = "Option"; string argini_entry1 = "UseDirectMusic"; if (Strings.LCase(GeneralLib.ReadIni(ref argini_section1, ref argini_entry1)) == "on") { chkUseDirectMusic.CheckState = CheckState.Checked; } else { chkUseDirectMusic.CheckState = CheckState.Unchecked; } // MIDI音源リセットの種類 cboMidiReset.Items.Add("None"); cboMidiReset.Items.Add("GM"); cboMidiReset.Items.Add("GS"); cboMidiReset.Items.Add("XG"); cboMidiReset.Text = SRC.MidiResetType; // MP3音量 SavedMP3Volume = Sound.MP3Volume; txtMP3Volume.Text = Microsoft.VisualBasic.Compatibility.VB6.Support.Format(Sound.MP3Volume); }