public SceneBattle( IAudioEngine s, ShanghaiEXE p, SceneMain main, EventManager e, bool res, int count, bool gameover, string bgm, SaveData save) : base(s, p, save) { p.TexClear(false); this.main = main; this.gameover = gameover; this.bgm = bgm; this.doresult = res; for (int x = 0; x < this.panel.GetLength(0); ++x) { for (int y = 0; y < this.panel.GetLength(1); ++y) { this.panel[x, y] = new Panel(this.sound, this, x, y) { state = Panel.PANEL._nomal, color = x >= 3 ? Panel.COLOR.blue : Panel.COLOR.red }; this.panel[x, y].colordefault = this.panel[x, y].color; if (x == 0 || x == 5) { this.panel[x, y].inviolability = true; } } } this.battlenum = this.savedata.ValList[9]; this.tutorial = this.parent.tutorial; this.eventmanager = e; this.playerstatus = main; this.positionHPwindow = new Vector2(24f, 8f); this.mind = new MindWindow(this.sound, this, this.savedata); this.player = new Player(this.sound, this, 1, 1, main, this.savedata.busterspec[0], this.savedata.busterspec[1], this.savedata.busterspec[2], this.mind, this.savedata); this.players.Add(this.player); this.parent = p; this.back = new BackDefault(); this.nowscene = SceneBattle.BATTLESCENE.init; this.custom = new Custom(this.sound, this, main, this.player, this.savedata); this.customgauge = new CustomGauge(this.sound); this.battlecount = count; AttackBase.AtIDBlue = 0L; AttackBase.AtIDRed = 0L; }