public void LoadTexture() { #region 共通 Tile_Black = TxC(@"Tile_Black.png"); Tile_White = TxC(@"Tile_White.png"); Menu_Title = TxC(@"Menu_Title.png"); Menu_Highlight = TxC(@"Menu_Highlight.png"); Enum_Song = TxC(@"Enum_Song.png"); Scanning_Loudness = TxC(@"Scanning_Loudness.png"); Overlay = TxC(@"Overlay.png"); NamePlate = new CTexture[2]; NamePlate[0] = TxC(@"1P_NamePlate.png"); NamePlate[1] = TxC(@"2P_NamePlate.png"); #endregion #region 1_タイトル画面 Title_Background = TxC(TITLE + @"Background.png"); Title_Menu = TxC(TITLE + @"Menu.png"); #endregion #region 2_コンフィグ画面 Config_Background = TxC(CONFIG + @"Background.png"); Config_Cursor = TxC(CONFIG + @"Cursor.png"); Config_ItemBox = TxC(CONFIG + @"ItemBox.png"); Config_Arrow = TxC(CONFIG + @"Arrow.png"); Config_KeyAssign = TxC(CONFIG + @"KeyAssign.png"); Config_Font = TxC(CONFIG + @"Font.png"); Config_Font_Bold = TxC(CONFIG + @"Font_Bold.png"); Config_Enum_Song = TxC(CONFIG + @"Enum_Song.png"); #endregion #region 3_選曲画面 SongSelect_Background = TxC(SONGSELECT + @"Background.png"); SongSelect_Header = TxC(SONGSELECT + @"Header.png"); SongSelect_Auto = TxC(SONGSELECT + @"Auto.png"); SongSelect_Level = TxC(SONGSELECT + @"Level.png"); SongSelect_Branch = TxC(SONGSELECT + @"Branch.png"); SongSelect_Branch_Text = TxC(SONGSELECT + @"Branch_Text.png"); SongSelect_Bar_Center = TxC(SONGSELECT + @"Bar_Center.png"); SongSelect_Frame_Score = TxC(SONGSELECT + @"Frame_Score.png"); SongSelect_Frame_Box = TxC(SONGSELECT + @"Frame_Box.png"); SongSelect_Frame_BackBox = TxC(SONGSELECT + @"Frame_BackBox.png"); SongSelect_Frame_Random = TxC(SONGSELECT + @"Frame_Random.png"); SongSelect_Bar_Genre_Back = TxC(SONGSELECT + @"Bar_Genre_Back.png"); SongSelect_Bar_Select = TxC(SONGSELECT + @"Bar_Select.png"); SongSelect_Level_Number = TxC(SONGSELECT + @"Level_Number.png"); for (int i = 0; i < SongSelect_Bar_Genre.Length; i++) { SongSelect_Bar_Genre[i] = TxC(SONGSELECT + @"Bar_Genre_" + i.ToString() + ".png"); } for (int i = 0; i < (int)Difficulty.Total; i++) { SongSelect_ScoreWindow[i] = TxC(SONGSELECT + @"ScoreWindow_" + i.ToString() + ".png"); } for (int i = 0; i < SongSelect_Donchan_Select.Length; i++) { SongSelect_Donchan_Select[i] = TxC(SONGSELECT + @"Donchan\Select\" + i.ToString() + ".png"); } for (int i = 0; i < SongSelect_Donchan_Normal.Length; i++) { SongSelect_Donchan_Normal[i] = TxC(SONGSELECT + @"Donchan\Loop\" + i.ToString() + ".png"); } for (int i = 0; i < SongSelect_GenreBack.Length; i++) { SongSelect_GenreBack[i] = TxC(SONGSELECT + @"GenreBackground_" + i.ToString() + ".png"); } SongSelect_ScoreWindow_Text = TxC(SONGSELECT + @"ScoreWindow_Text.png"); #region [ 難易度選択画面 ] Difficulty_Bar = TxC(SONGSELECT + @"Difficulty_Select\Difficulty_Bar.png"); Difficulty_Select_Bar = TxC(SONGSELECT + @"Difficulty_Select\Difficulty_Select_Bar.png"); for (int i = 0; i < Difficulty_Back.Length; i++) { Difficulty_Back[i] = TxC(SONGSELECT + @"Difficulty_Select\Difficulty_Back_" + i.ToString() + ".png"); } #endregion #endregion #region 4_読み込み画面 SongLoading_Plate = TxC(SONGLOADING + @"Plate.png"); SongLoading_Bg = TxC(SONGLOADING + @"Bg.png"); SongLoading_BgWait = TxC(SONGLOADING + @"Bg_Wait.png"); SongLoading_Chara = TxC(SONGLOADING + @"Chara.png"); SongLoading_Fade = TxC(SONGLOADING + @"Fade.png"); #endregion #region 5_演奏画面 #region 共通 Notes = TxC(GAME + @"Notes.png"); Judge_Frame = TxC(GAME + @"Notes.png"); SENotes = TxC(GAME + @"SENotes.png"); Notes_Arm = TxC(GAME + @"Notes_Arm.png"); Judge = TxC(GAME + @"Judge.png"); ChipEffect = TxC(GAME + @"ChipEffect.png"); Judge_Meter = TxC(GAME + @"Judge_Meter.png"); Bar = TxC(GAME + @"Bar.png"); Bar_Branch = TxC(GAME + @"Bar_Branch.png"); #endregion #region キャラクター TJAPlayer3.Skin.Game_Chara_Ptn_Normal = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Normal\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_Normal != 0) { Chara_Normal = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_Normal]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_Normal; i++) { Chara_Normal[i] = TxC(GAME + CHARA + @"Normal\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_Clear = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Clear\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_Clear != 0) { Chara_Normal_Cleared = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_Clear]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_Clear; i++) { Chara_Normal_Cleared[i] = TxC(GAME + CHARA + @"Clear\" + i.ToString() + ".png"); } } if (TJAPlayer3.Skin.Game_Chara_Ptn_Clear != 0) { Chara_Normal_Maxed = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_Clear]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_Clear; i++) { Chara_Normal_Maxed[i] = TxC(GAME + CHARA + @"Clear_Max\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_GoGo = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGo\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGo != 0) { Chara_GoGoTime = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_GoGo]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_GoGo; i++) { Chara_GoGoTime[i] = TxC(GAME + CHARA + @"GoGo\" + i.ToString() + ".png"); } } if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGo != 0) { Chara_GoGoTime_Maxed = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_GoGo]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_GoGo; i++) { Chara_GoGoTime_Maxed[i] = TxC(GAME + CHARA + @"GoGo_Max\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_10combo = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"10combo\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_10combo != 0) { Chara_10Combo = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_10combo]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_10combo; i++) { Chara_10Combo[i] = TxC(GAME + CHARA + @"10combo\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"10combo_Max\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max != 0) { Chara_10Combo_Maxed = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max; i++) { Chara_10Combo_Maxed[i] = TxC(GAME + CHARA + @"10combo_Max\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGoStart\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart != 0) { Chara_GoGoStart = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart; i++) { Chara_GoGoStart[i] = TxC(GAME + CHARA + @"GoGoStart\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGoStart_Max\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max != 0) { Chara_GoGoStart_Maxed = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max; i++) { Chara_GoGoStart_Maxed[i] = TxC(GAME + CHARA + @"GoGoStart_Max\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"ClearIn\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn != 0) { Chara_Become_Cleared = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn; i++) { Chara_Become_Cleared[i] = TxC(GAME + CHARA + @"ClearIn\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"SoulIn\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn != 0) { Chara_Become_Maxed = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn; i++) { Chara_Become_Maxed[i] = TxC(GAME + CHARA + @"SoulIn\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Breaking\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking != 0) { Chara_Balloon_Breaking = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking; i++) { Chara_Balloon_Breaking[i] = TxC(GAME + CHARA + @"Balloon_Breaking\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Broke\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke != 0) { Chara_Balloon_Broke = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke; i++) { Chara_Balloon_Broke[i] = TxC(GAME + CHARA + @"Balloon_Broke\" + i.ToString() + ".png"); } } TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Miss\")); if (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss != 0) { Chara_Balloon_Miss = new CTexture[TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss]; for (int i = 0; i < TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss; i++) { Chara_Balloon_Miss[i] = TxC(GAME + CHARA + @"Balloon_Miss\" + i.ToString() + ".png"); } } #endregion #region り子 TJAPlayer3.Skin.Game_Dancer_Ptn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + DANCER + @"1\")); if (TJAPlayer3.Skin.Game_Dancer_Ptn != 0) { Dancer = new CTexture[5][]; for (int i = 0; i < 5; i++) { Dancer[i] = new CTexture[TJAPlayer3.Skin.Game_Dancer_Ptn]; for (int p = 0; p < TJAPlayer3.Skin.Game_Dancer_Ptn; p++) { Dancer[i][p] = TxC(GAME + DANCER + (i + 1) + @"\" + p.ToString() + ".png"); } } } #endregion #region モブ TJAPlayer3.Skin.Game_Mob_Ptn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + MOB)); Mob = new CTexture[TJAPlayer3.Skin.Game_Mob_Ptn]; for (int i = 0; i < TJAPlayer3.Skin.Game_Mob_Ptn; i++) { Mob[i] = TxC(GAME + MOB + i.ToString() + ".png"); } #endregion #region フッター Mob_Footer = TxC(GAME + FOOTER + @"0.png"); #endregion #region 背景 Background = TxC(GAME + Background + @"0\" + @"Background.png"); Background_Up_1st = new CTexture[3]; Background_Up_1st[0] = TxC(GAME + BACKGROUND + @"0\" + @"1P_Up_1st.png"); Background_Up_1st[1] = TxC(GAME + BACKGROUND + @"0\" + @"2P_Up_1st.png"); Background_Up_1st[2] = TxC(GAME + BACKGROUND + @"0\" + @"Clear_Up_1st.png"); Background_Up_2nd = new CTexture[3]; Background_Up_2nd[0] = TxC(GAME + BACKGROUND + @"0\" + @"1P_Up_2nd.png"); Background_Up_2nd[1] = TxC(GAME + BACKGROUND + @"0\" + @"2P_Up_2nd.png"); Background_Up_2nd[2] = TxC(GAME + BACKGROUND + @"0\" + @"Clear_Up_2nd.png"); Background_Up_3rd = new CTexture[3]; Background_Up_3rd[0] = TxC(GAME + BACKGROUND + @"0\" + @"1P_Up_3rd.png"); Background_Up_3rd[1] = TxC(GAME + BACKGROUND + @"0\" + @"2P_Up_3rd.png"); Background_Up_3rd[2] = TxC(GAME + BACKGROUND + @"0\" + @"Clear_Up_3rd.png"); Background_Down = TxC(GAME + BACKGROUND + @"0\" + @"Down.png"); Background_Down_Clear = TxC(GAME + BACKGROUND + @"0\" + @"Down_Clear.png"); Background_Down_Scroll = TxC(GAME + BACKGROUND + @"0\" + @"Down_Scroll.png"); #endregion #region 太鼓 Taiko_Background = new CTexture[2]; Taiko_Background[0] = TxC(GAME + TAIKO + @"1P_Background.png"); Taiko_Background[1] = TxC(GAME + TAIKO + @"2P_Background.png"); Taiko_Frame = new CTexture[2]; Taiko_Frame[0] = TxC(GAME + TAIKO + @"1P_Frame.png"); Taiko_Frame[1] = TxC(GAME + TAIKO + @"2P_Frame.png"); Taiko_PlayerNumber = new CTexture[2]; Taiko_PlayerNumber[0] = TxC(GAME + TAIKO + @"1P_PlayerNumber.png"); Taiko_PlayerNumber[1] = TxC(GAME + TAIKO + @"2P_PlayerNumber.png"); Taiko_NamePlate = new CTexture[2]; Taiko_NamePlate[0] = TxC(GAME + TAIKO + @"1P_NamePlate.png"); Taiko_NamePlate[1] = TxC(GAME + TAIKO + @"2P_NamePlate.png"); Taiko_Base = TxC(GAME + TAIKO + @"Base.png"); Taiko_Don_Left = TxC(GAME + TAIKO + @"Don.png"); Taiko_Don_Right = TxC(GAME + TAIKO + @"Don.png"); Taiko_Ka_Left = TxC(GAME + TAIKO + @"Ka.png"); Taiko_Ka_Right = TxC(GAME + TAIKO + @"Ka.png"); Taiko_LevelUp = TxC(GAME + TAIKO + @"LevelUp.png"); Taiko_LevelDown = TxC(GAME + TAIKO + @"LevelDown.png"); Couse_Symbol = new CTexture[(int)Difficulty.Total + 1]; // +1は真打ちモードの分 string[] Couse_Symbols = new string[(int)Difficulty.Total + 1] { "Easy", "Normal", "Hard", "Oni", "Edit", "Tower", "Dan", "Shin" }; for (int i = 0; i < (int)Difficulty.Total + 1; i++) { Couse_Symbol[i] = TxC(GAME + COURSESYMBOL + Couse_Symbols[i] + ".png"); } Taiko_Score = new CTexture[3]; Taiko_Score[0] = TxC(GAME + TAIKO + @"Score.png"); Taiko_Score[1] = TxC(GAME + TAIKO + @"Score_1P.png"); Taiko_Score[2] = TxC(GAME + TAIKO + @"Score_2P.png"); Taiko_Combo = new CTexture[3]; Taiko_Combo[0] = TxC(GAME + TAIKO + @"Combo.png"); Taiko_Combo[1] = TxC(GAME + TAIKO + @"Combo_Big.png"); Taiko_Combo[2] = TxC(GAME + TAIKO + @"Combo_Midium.png"); Taiko_Combo_Effect = TxC(GAME + TAIKO + @"Combo_Effect.png"); Taiko_Combo_Text = TxC(GAME + TAIKO + @"Combo_Text.png"); #endregion #region ゲージ Gauge = new CTexture[2]; Gauge[0] = TxC(GAME + GAUGE + @"1P.png"); Gauge[1] = TxC(GAME + GAUGE + @"2P.png"); Gauge_Base = new CTexture[2]; Gauge_Base[0] = TxC(GAME + GAUGE + @"1P_Base.png"); Gauge_Base[1] = TxC(GAME + GAUGE + @"2P_Base.png"); Gauge_Line = new CTexture[2]; Gauge_Line[0] = TxC(GAME + GAUGE + @"1P_Line.png"); Gauge_Line[1] = TxC(GAME + GAUGE + @"2P_Line.png"); TJAPlayer3.Skin.Game_Gauge_Rainbow_Ptn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + GAUGE + @"Rainbow\")); if (TJAPlayer3.Skin.Game_Gauge_Rainbow_Ptn != 0) { Gauge_Rainbow = new CTexture[TJAPlayer3.Skin.Game_Gauge_Rainbow_Ptn]; for (int i = 0; i < TJAPlayer3.Skin.Game_Gauge_Rainbow_Ptn; i++) { Gauge_Rainbow[i] = TxC(GAME + GAUGE + @"Rainbow\" + i.ToString() + ".png"); } } Gauge_Dan = new CTexture[4]; Gauge_Dan[0] = TxC(GAME + GAUGE + @"1P_Dan_Base.png"); Gauge_Dan[1] = TxC(GAME + GAUGE + @"1P_Dan.png"); Gauge_Dan[2] = TxC(GAME + GAUGE + @"1P_Dan_Clear_Base.png"); Gauge_Dan[3] = TxC(GAME + GAUGE + @"1P_Dan_Clear.png"); Gauge_Soul = TxC(GAME + GAUGE + @"Soul.png"); Gauge_Soul_Fire = TxC(GAME + GAUGE + @"Fire.png"); Gauge_Soul_Explosion = new CTexture[2]; Gauge_Soul_Explosion[0] = TxC(GAME + GAUGE + @"1P_Explosion.png"); Gauge_Soul_Explosion[1] = TxC(GAME + GAUGE + @"2P_Explosion.png"); #endregion #region 吹き出し Balloon_Combo = new CTexture[2]; Balloon_Combo[0] = TxC(GAME + BALLOON + @"Combo_1P.png"); Balloon_Combo[1] = TxC(GAME + BALLOON + @"Combo_2P.png"); Balloon_Roll = TxC(GAME + BALLOON + @"Roll.png"); Balloon_Balloon = TxC(GAME + BALLOON + @"Balloon.png"); Balloon_Number_Roll = TxC(GAME + BALLOON + @"Number_Roll.png"); Balloon_Number_Combo = TxC(GAME + BALLOON + @"Number_Combo.png"); Balloon_Breaking = new CTexture[6]; for (int i = 0; i < 6; i++) { Balloon_Breaking[i] = TxC(GAME + BALLOON + @"Breaking_" + i.ToString() + ".png"); } #endregion #region エフェクト Effects_Hit_Explosion = TxCAf(GAME + EFFECTS + @"Hit\Explosion.png"); if (Effects_Hit_Explosion != null) { Effects_Hit_Explosion.b加算合成 = TJAPlayer3.Skin.Game_Effect_HitExplosion_AddBlend; } Effects_Hit_Explosion_Big = TxC(GAME + EFFECTS + @"Hit\Explosion_Big.png"); if (Effects_Hit_Explosion_Big != null) { Effects_Hit_Explosion_Big.b加算合成 = TJAPlayer3.Skin.Game_Effect_HitExplosionBig_AddBlend; } Effects_Hit_FireWorks = TxC(GAME + EFFECTS + @"Hit\FireWorks.png"); if (Effects_Hit_FireWorks != null) { Effects_Hit_FireWorks.b加算合成 = TJAPlayer3.Skin.Game_Effect_FireWorks_AddBlend; } Effects_Fire = TxC(GAME + EFFECTS + @"Fire.png"); if (Effects_Fire != null) { Effects_Fire.b加算合成 = TJAPlayer3.Skin.Game_Effect_Fire_AddBlend; } Effects_Rainbow = TxC(GAME + EFFECTS + @"Rainbow.png"); Effects_GoGoSplash = TxC(GAME + EFFECTS + @"GoGoSplash.png"); if (Effects_GoGoSplash != null) { Effects_GoGoSplash.b加算合成 = TJAPlayer3.Skin.Game_Effect_GoGoSplash_AddBlend; } Effects_Hit_Great = new CTexture[15]; Effects_Hit_Great_Big = new CTexture[15]; Effects_Hit_Good = new CTexture[15]; Effects_Hit_Good_Big = new CTexture[15]; for (int i = 0; i < 15; i++) { Effects_Hit_Great[i] = TxC(GAME + EFFECTS + @"Hit\" + @"Great\" + i.ToString() + ".png"); Effects_Hit_Great_Big[i] = TxC(GAME + EFFECTS + @"Hit\" + @"Great_Big\" + i.ToString() + ".png"); Effects_Hit_Good[i] = TxC(GAME + EFFECTS + @"Hit\" + @"Good\" + i.ToString() + ".png"); Effects_Hit_Good_Big[i] = TxC(GAME + EFFECTS + @"Hit\" + @"Good_Big\" + i.ToString() + ".png"); } TJAPlayer3.Skin.Game_Effect_Roll_Ptn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + EFFECTS + @"Roll\")); Effects_Roll = new CTexture[TJAPlayer3.Skin.Game_Effect_Roll_Ptn]; for (int i = 0; i < TJAPlayer3.Skin.Game_Effect_Roll_Ptn; i++) { Effects_Roll[i] = TxC(GAME + EFFECTS + @"Roll\" + i.ToString() + ".png"); } #endregion #region レーン Lane_Base = new CTexture[3]; Lane_Text = new CTexture[3]; string[] Lanes = new string[3] { "Normal", "Expert", "Master" }; for (int i = 0; i < 3; i++) { Lane_Base[i] = TxC(GAME + LANE + "Base_" + Lanes[i] + ".png"); Lane_Text[i] = TxC(GAME + LANE + "Text_" + Lanes[i] + ".png"); } Lane_Red = TxC(GAME + LANE + @"Red.png"); Lane_Blue = TxC(GAME + LANE + @"Blue.png"); Lane_Yellow = TxC(GAME + LANE + @"Yellow.png"); Lane_Background_Main = TxC(GAME + LANE + @"Background_Main.png"); Lane_Background_Sub = TxC(GAME + LANE + @"Background_Sub.png"); Lane_Background_GoGo = TxC(GAME + LANE + @"Background_GoGo.png"); #endregion #region 終了演出 End_Clear_L = new CTexture[5]; End_Clear_R = new CTexture[5]; for (int i = 0; i < 5; i++) { End_Clear_L[i] = TxC(GAME + END + @"Clear_L_" + i.ToString() + ".png"); End_Clear_R[i] = TxC(GAME + END + @"Clear_R_" + i.ToString() + ".png"); } End_Clear_Text = TxC(GAME + END + @"Clear_Text.png"); End_Clear_Text_Effect = TxC(GAME + END + @"Clear_Text_Effect.png"); if (End_Clear_Text_Effect != null) { End_Clear_Text_Effect.b加算合成 = true; } #endregion #region ゲームモード GameMode_Timer_Tick = TxC(GAME + GAMEMODE + @"Timer_Tick.png"); GameMode_Timer_Frame = TxC(GAME + GAMEMODE + @"Timer_Frame.png"); #endregion #region ステージ失敗 Failed_Game = TxC(GAME + FAILED + @"Game.png"); Failed_Stage = TxC(GAME + FAILED + @"Stage.png"); #endregion #region ランナー Runner = TxC(GAME + RUNNER + @"0.png"); #endregion #region DanC DanC_Background = TxC(GAME + DANC + @"Background.png"); DanC_Gauge = new CTexture[4]; var type = new string[] { "Normal", "Reach", "Clear", "Flush" }; for (int i = 0; i < 4; i++) { DanC_Gauge[i] = TxC(GAME + DANC + @"Gauge_" + type[i] + ".png"); } DanC_Base = TxC(GAME + DANC + @"Base.png"); DanC_Gauge_Base = TxC(GAME + DANC + @"Gauge_Base.png"); DanC_Failed = TxC(GAME + DANC + @"Failed.png"); DanC_Number = TxC(GAME + DANC + @"Number.png"); DanC_Small_Number = TxC(GAME + DANC + @"Small_Number.png"); DanC_ExamType = TxC(GAME + DANC + @"ExamType.png"); DanC_ExamRange = TxC(GAME + DANC + @"ExamRange.png"); DanC_ExamUnit = TxC(GAME + DANC + @"ExamUnit.png"); DanC_Screen = TxC(GAME + DANC + @"Screen.png"); #endregion #region PuichiChara PuchiChara = TxC(GAME + PUCHICHARA + @"0.png"); #endregion #endregion #region 6_結果発表 Result_FadeIn = TxC(RESULT + @"FadeIn.png"); Result_Gauge = TxC(RESULT + @"Gauge.png"); Result_Gauge_Base = TxC(RESULT + @"Gauge_Base.png"); Result_Header = TxC(RESULT + @"Header.png"); Result_Number = TxC(RESULT + @"Number.png"); Result_Panel = TxC(RESULT + @"Panel.png"); Result_Soul_Text = TxC(RESULT + @"Soul_Text.png"); Result_Soul_Fire = TxC(RESULT + @"Result_Soul_Fire.png"); Result_Diff_Bar = TxC(RESULT + @"DifficultyBar.png"); Result_Score_Number = TxC(RESULT + @"Score_Number.png"); Result_Dan = TxC(RESULT + @"Dan.png"); for (int i = 0; i < 41; i++) { Result_Rainbow[i] = TxC(RESULT + @"Rainbow\" + i.ToString() + ".png"); } for (int i = 0; i < 2; i++) { Result_Background[i] = TxC(RESULT + @"Background_" + i.ToString() + ".png"); } for (int i = 0; i < 2; i++) { Result_Mountain[i] = TxC(RESULT + @"Background_Mountain_" + i.ToString() + ".png"); } for (int i = 0; i < 3; i++) { Result_Crown[i] = TxC(RESULT + @"Crown\Crown_" + i.ToString() + ".png"); } for (int i = 0; i < Result_Donchan_Normal.Length; i++) { Result_Donchan_Normal[i] = TxC(RESULT + @"Result_Donchan_Normal\" + i.ToString() + ".png"); } for (int i = 0; i < Result_Donchan_Clear.Length; i++) { Result_Donchan_Clear[i] = TxC(RESULT + @"Result_Donchan_Clear\" + i.ToString() + ".png"); } #endregion #region 7_終了画面 Exit_Background = TxC(EXIT + @"Background.png"); #endregion }
public override void OnManagedリソースの作成() { this.b再生済み = false; this.soundClear = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(@"Sounds\Clear.ogg"), ESoundGroup.SoundEffect); base.OnManagedリソースの作成(); }
internal CTexture TxCGen(string FileName) { return(TJAPlayer3.tテクスチャの生成(CSkin.Path(BASE + GAME + GENRE + FileName + ".png"))); }
// CStage 実装 public override void On活性化() { Trace.TraceInformation("曲読み込みステージを活性化します。"); Trace.Indent(); try { this.str曲タイトル = ""; this.strSTAGEFILE = ""; if (!string.IsNullOrEmpty(TJAPlayer3.ConfigIni.FontName)) { this.pfTITLE = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), TJAPlayer3.Skin.SongLoading_Title_FontSize); this.pfSUBTITLE = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), TJAPlayer3.Skin.SongLoading_SubTitle_FontSize); } else { this.pfTITLE = new CPrivateFastFont(new FontFamily("MS UI Gothic"), TJAPlayer3.Skin.SongLoading_Title_FontSize); this.pfSUBTITLE = new CPrivateFastFont(new FontFamily("MS UI Gothic"), TJAPlayer3.Skin.SongLoading_SubTitle_FontSize); } this.nBGM再生開始時刻 = -1; this.nBGMの総再生時間ms = 0; if (this.sd読み込み音 != null) { TJAPlayer3.Sound管理.tサウンドを破棄する(this.sd読み込み音); this.sd読み込み音 = null; } if (TJAPlayer3.bコンパクトモード) { string strDTXファイルパス = TJAPlayer3.strコンパクトモードファイル; CDTX cdtx = new CDTX(strDTXファイルパス, true, 1.0, 0, 0); if (File.Exists(cdtx.strフォルダ名 + @"set.def")) { cdtx = new CDTX(strDTXファイルパス, true, 1.0, 0, 1); } this.str曲タイトル = cdtx.TITLE; this.strサブタイトル = cdtx.SUBTITLE; cdtx.On非活性化(); } else { string strDTXファイルパス = TJAPlayer3.stage選曲.r確定されたスコア.ファイル情報.ファイルの絶対パス; var strフォルダ名 = Path.GetDirectoryName(strDTXファイルパス) + @"\"; if (File.Exists(strフォルダ名 + @"set.def")) { var cdtx = new CDTX(strDTXファイルパス, true, 1.0, 0, 1); this.str曲タイトル = cdtx.TITLE; this.strサブタイトル = cdtx.SUBTITLE; cdtx.On非活性化(); } else { var 譜面情報 = TJAPlayer3.stage選曲.r確定されたスコア.譜面情報; this.str曲タイトル = 譜面情報.タイトル; this.strサブタイトル = 譜面情報.strサブタイトル; } } // For the moment, detect that we are performing // calibration via there being an actual single // player and the special song title and subtitle // of the .tja used to perform input calibration TJAPlayer3.IsPerformingCalibration = !TJAPlayer3.ConfigIni.b太鼓パートAutoPlay && TJAPlayer3.ConfigIni.nPlayerCount == 1 && str曲タイトル == "Input Calibration" && strサブタイトル == "TJAPlayer3 Developers"; this.strSTAGEFILE = CSkin.Path(@"Graphics\4_SongLoading\Background.png"); base.On活性化(); } finally { Trace.TraceInformation("曲読み込みステージの活性化を完了しました。"); Trace.Unindent(); } }
internal CTextureAf TxCAf(string FileName) { return(TJAPlayer3.tテクスチャの生成Af(CSkin.Path(BASE + FileName))); }
internal CTexture TxC(string FileName) { return(TJAPlayer4.tテクスチャの生成(CSkin.Path(BASE + FileName))); }
public override void OnManagedリソースの作成() { if (!base.b活性化してない) { this.Font = new CPrivateFastFont(new FontFamily(TJAPlayer3.ConfigIni.FontName), 30); this.donglist = new CSound[2, TJAPlayer3.Skin.SECount]; for (int nPlayer = 0; nPlayer < 2; nPlayer++) { for (int i = 0; i < TJAPlayer3.Skin.SECount; i++) { if (File.Exists(CSkin.Path(@"Sounds\Taiko\" + i.ToString() + @"\dong.ogg"))) { this.donglist[nPlayer, i] = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(@"Sounds\Taiko\" + i.ToString() + @"\dong.ogg"), ESoundGroup.SoundEffect); } else { this.donglist[nPlayer, i] = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(@"Sounds\Taiko\dong.ogg"), ESoundGroup.SoundEffect); } if (TJAPlayer3.ConfigIni.nPlayerCount >= 2 && TJAPlayer3.ConfigIni.b2P演奏時のSEの左右 && donglist[nPlayer, i] != null) { this.donglist[nPlayer, i].n位置 = (nPlayer * 200) - 100; } } } this.SEName = new CTexture[2]; this.NameMoving = new CTexture[2]; this.SENameChanger(0); this.SENameChanger(1); } base.OnManagedリソースの作成(); }
public void Load() { #region 共通 Tile_Black = TxC("Tile_Black.png"); Tile_White = TxC("Tile_White.png"); Menu_Title = TxC("Menu_Title.png"); Menu_Highlight = TxC("Menu_Highlight.png"); Enum_Song = TxC("Enum_Song.png"); Scanning_Loudness = TxC("Scanning_Loudness.png"); Overlay = TxC("Overlay.png"); NamePlate = TxC(2, "{0}P_NamePlate.png", 1); #endregion #region 1_タイトル画面 Title_Background = TxC($"{TITLE}Background.png"); Title_Menu = TxC($"{TITLE}Menu.png"); #endregion #region 2_コンフィグ画面 Config_Background = TxC($"{CONFIG}Background.png"); Config_Cursor = TxC($"{CONFIG}Cursor.png"); Config_ItemBox = TxC($"{CONFIG}ItemBox.png"); Config_Arrow = TxC($"{CONFIG}Arrow.png"); Config_KeyAssign = TxC($"{CONFIG}KeyAssign.png"); Config_Font = TxC($"{CONFIG}Font.png"); Config_Font_Bold = TxC($"{CONFIG}Font_Bold.png"); Config_Enum_Song = TxC($"{CONFIG}Enum_Song.png"); #endregion #region 3_選曲画面 SongSelect_Background = TxC($"{SONGSELECT}Background.png"); SongSelect_Header = TxC($"{SONGSELECT}Header.png"); SongSelect_Footer = TxC($"{SONGSELECT}Footer.png"); SongSelect_Difficulty = TxC($"{SONGSELECT}Difficulty.png"); SongSelect_Auto = TxC($"{SONGSELECT}Auto.png"); SongSelect_Level = TxC($"{SONGSELECT}Level.png"); SongSelect_Branch = TxC($"{SONGSELECT}Branch.png"); SongSelect_Branch_Text = TxC($"{SONGSELECT}Branch_Text.png"); SongSelect_Bar_Center = TxC($"{SONGSELECT}Bar_Center.png"); SongSelect_Frame_Score = TxC($"{SONGSELECT}Frame_Score.png"); SongSelect_Frame_BackBox = TxC($"{SONGSELECT}Frame_BackBox.png"); SongSelect_Frame_Random = TxC($"{SONGSELECT}Frame_Random.png"); SongSelect_Score_Select = TxC($"{SONGSELECT}Score_Select.png"); // SongSelect_Frame_Dani = TxC($"{SONGSELECT}Frame_Dani.png"); SongSelect_GenreText = TxC($"{SONGSELECT}GenreText.png"); SongSelect_Cursor_Left = TxC($"{SONGSELECT}Cursor_Left.png"); SongSelect_Cursor_Right = TxC($"{SONGSELECT}Cursor_Right.png"); SongSelect_Bar_Genre = TxC(9, $"{SONGSELECT}Bar_Genre_{{0}}.png"); SongSelect_Frame_Box = TxC(9, $"{SONGSELECT}Frame_Box_{{0}}.png"); SongSelect_ScoreWindow = TxC((int)Difficulty.Total, $"{SONGSELECT}ScoreWindow_{{0}}.png"); SongSelect_GenreBack = TxC(9, $"{SONGSELECT}GenreBackground_{{0}}.png"); SongSelect_ScoreWindow_Text = TxC($"{SONGSELECT}ScoreWindow_Text.png"); SongSelect_Rating = TxC($"{SONGSELECT}Rating.png"); #endregion #region 4_読み込み画面 SongLoading_Plate = TxC($"{SONGLOADING}Plate.png"); SongLoading_FadeIn = TxC($"{SONGLOADING}FadeIn.png"); SongLoading_FadeOut = TxC($"{SONGLOADING}FadeOut.png"); #endregion #region 5_演奏画面 #region 共通 Notes = TxC($"{GAME}Notes.png"); Judge_Frame = TxC($"{GAME}Notes.png"); SENotes = TxC($"{GAME}SENotes.png"); Notes_Arm = TxC($"{GAME}Notes_Arm.png"); Judge = TxC($"{GAME}Judge.png"); Judge_Meter = TxC($"{GAME}Judge_Meter.png"); Bar = TxC($"{GAME}Bar.png"); Bar_Branch = TxC($"{GAME}Bar_Branch.png"); #endregion #region キャラクター (TJAPlayer3.Skin.Game_Chara_Ptn_Normal, Chara_Normal) = TxCFolder($@"{GAME}{CHARA}Normal\"); (TJAPlayer3.Skin.Game_Chara_Ptn_Clear, Chara_Normal_Cleared) = TxCFolder($@"{GAME}{CHARA}Clear\"); (_, Chara_Normal_Maxed) = TxCFolder($@"{GAME}{CHARA}Clear_Max\"); (TJAPlayer3.Skin.Game_Chara_Ptn_GoGo, Chara_GoGoTime) = TxCFolder($@"{GAME}{CHARA}GoGo\"); (_, Chara_GoGoTime_Maxed) = TxCFolder($@"{GAME}{CHARA}GoGo_Max\"); (TJAPlayer3.Skin.Game_Chara_Ptn_10combo, Chara_10Combo) = TxCFolder($@"{GAME}{CHARA}10combo\"); (TJAPlayer3.Skin.Game_Chara_Ptn_10combo_Max, Chara_10Combo_Maxed) = TxCFolder($@"{GAME}{CHARA}10combo_Max\"); (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart, Chara_GoGoStart) = TxCFolder($@"{GAME}{CHARA}GoGoStart\"); (TJAPlayer3.Skin.Game_Chara_Ptn_GoGoStart_Max, Chara_GoGoStart_Maxed) = TxCFolder($@"{GAME}{CHARA}GoGoStart_Max\"); (TJAPlayer3.Skin.Game_Chara_Ptn_ClearIn, Chara_Become_Cleared) = TxCFolder($@"{GAME}{CHARA}ClearIn\"); (TJAPlayer3.Skin.Game_Chara_Ptn_SoulIn, Chara_Become_Maxed) = TxCFolder($@"{GAME}{CHARA}SoulIn\"); (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Breaking, Chara_Balloon_Breaking) = TxCFolder($@"{GAME}{CHARA}Balloon_Breaking\"); (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Broke, Chara_Balloon_Broke) = TxCFolder($@"{GAME}{CHARA}Balloon_Broke\"); (TJAPlayer3.Skin.Game_Chara_Ptn_Balloon_Miss, Chara_Balloon_Miss) = TxCFolder($@"{GAME}{CHARA}Balloon_Miss\"); #endregion #region り子 var skinGameDancerPtn = TJAPlayer3.t連番画像の枚数を数える(CSkin.Path($@"{BASE}{GAME}{DANCER}1\")); if (skinGameDancerPtn != 0) { Dancer = new CTexture[5][]; for (int i = 0; i < Dancer.Length; i++) { Dancer[i] = new CTexture[skinGameDancerPtn]; for (int p = 0; p < skinGameDancerPtn; p++) { Dancer[i][p] = TxC($@"{GAME}{DANCER}{(i + 1)}\{p}.png"); } } } TJAPlayer3.Skin.Game_Dancer_Ptn = skinGameDancerPtn; #endregion #region モブ (TJAPlayer3.Skin.Game_Mob_Ptn, Mob) = TxCFolder($"{GAME}{MOB}"); #endregion #region フッター Mob_Footer = TxC($"{GAME}{FOOTER}0.png"); #endregion #region 背景 Background = TxC($@"{GAME}{BACKGROUND}0\Background.png"); Background_Up = TxC(2, $@"{GAME}{BACKGROUND}0\{{0}}P_Up.png", 1); Background_Up_Clear = TxC(2, $@"{GAME}{BACKGROUND}0\{{0}}P_Up_Clear.png", 1); Background_Down = TxC($@"{GAME}{BACKGROUND}0\Down.png"); Background_Down_Clear = TxC($@"{GAME}{BACKGROUND}0\Down_Clear.png"); Background_Down_Scroll = TxC($@"{GAME}{BACKGROUND}0\Down_Scroll.png"); #endregion #region 太鼓 Taiko_Background = TxC(2, $"{GAME}{TAIKO}{{0}}P_Background.png", 1); Taiko_Frame = TxC(2, $"{GAME}{TAIKO}{{0}}P_Frame.png", 1); Taiko_PlayerNumber = TxC(2, $"{GAME}{TAIKO}{{0}}P_PlayerNumber.png", 1); Taiko_NamePlate = TxC(2, $"{GAME}{TAIKO}{{0}}P_NamePlate.png", 1); Taiko_Base = TxC($"{GAME}{TAIKO}Base.png"); Taiko_Don_Left = TxC($"{GAME}{TAIKO}Don.png"); Taiko_Don_Right = TxC($"{GAME}{TAIKO}Don.png"); Taiko_Ka_Left = TxC($"{GAME}{TAIKO}Ka.png"); Taiko_Ka_Right = TxC($"{GAME}{TAIKO}Ka.png"); Taiko_LevelUp = TxC($"{GAME}{TAIKO}LevelUp.png"); Taiko_LevelDown = TxC($"{GAME}{TAIKO}LevelDown.png"); Course_Symbol = TxC($"{GAME}{COURSESYMBOL}{{0}}.png", "Easy", "Normal", "Hard", "Oni", "Edit", "Tower", "Dan", "Shin"); Taiko_Score = TxC($"{GAME}{TAIKO}Score{{0}}.png", "", "_1P", "_2P"); Taiko_Combo = TxC($"{GAME}{TAIKO}Combo{{0}}.png", "", "_Big"); Taiko_Combo_Effect = TxC($"{GAME}{TAIKO}Combo_Effect.png"); Taiko_Combo_Text = TxC($"{GAME}{TAIKO}Combo_Text.png"); #endregion #region ゲージ Gauge = TxC(2, $"{GAME}{GAUGE}{{0}}P.png", 1); Gauge_Hard = TxC(2, $"{GAME}{GAUGE}{{0}}P_Hard.png", 1); Gauge_ExHard = TxC(2, $"{GAME}{GAUGE}{{0}}P_ExHard.png", 1); Gauge_Base = TxC(2, $"{GAME}{GAUGE}{{0}}P_Base.png", 1); Gauge_Base_Hard = TxC(2, $"{GAME}{GAUGE}{{0}}P_Base_Hard.png", 1); Gauge_Base_ExHard = TxC(2, $"{GAME}{GAUGE}{{0}}P_Base_ExHard.png", 1); Gauge_Line = TxC(2, $"{GAME}{GAUGE}{{0}}P_Line.png", 1); Gauge_Line_Hard = TxC(2, $"{GAME}{GAUGE}{{0}}P_Line_Hard.png", 1); (TJAPlayer3.Skin.Game_Gauge_Rainbow_Ptn, Gauge_Rainbow) = TxCFolder($@"{GAME}{GAUGE}Rainbow\"); Gauge_Soul = TxC($"{GAME}{GAUGE}Soul.png"); Gauge_Soul_Fire = TxC($"{GAME}{GAUGE}Fire.png"); Gauge_Soul_Explosion = TxC(2, $"{GAME}{GAUGE}{{0}}P_Explosion.png", 1); #endregion #region 吹き出し Balloon_Combo = TxC(2, $"{GAME}{BALLOON}Combo_{{0}}P.png", 1); Balloon_Roll = TxC($"{GAME}{BALLOON}Roll.png"); Balloon_Balloon = TxC($"{GAME}{BALLOON}Balloon.png"); Balloon_Number_Roll = TxC($"{GAME}{BALLOON}Number_Roll.png"); Balloon_Number_Combo = TxC($"{GAME}{BALLOON}Number_Combo.png"); Balloon_Breaking = TxC(6, $"{GAME}{BALLOON}Breaking_{{0}}.png"); #endregion #region エフェクト Effects_Hit_Explosion = TxCAf($@"{GAME}{EFFECTS}Hit\Explosion.png"); if (Effects_Hit_Explosion != null) { Effects_Hit_Explosion.b加算合成 = TJAPlayer3.Skin.Game_Effect_HitExplosion_AddBlend; } Effects_Hit_Explosion_Big = TxC($@"{GAME}{EFFECTS}Hit\Explosion_Big.png"); if (Effects_Hit_Explosion_Big != null) { Effects_Hit_Explosion_Big.b加算合成 = TJAPlayer3.Skin.Game_Effect_HitExplosionBig_AddBlend; } Effects_Hit_FireWorks = TxC($@"{GAME}{EFFECTS}Hit\FireWorks.png"); if (Effects_Hit_FireWorks != null) { Effects_Hit_FireWorks.b加算合成 = TJAPlayer3.Skin.Game_Effect_FireWorks_AddBlend; } Effects_Fire = TxC($"{GAME}{EFFECTS}Fire.png"); if (Effects_Fire != null) { Effects_Fire.b加算合成 = TJAPlayer3.Skin.Game_Effect_Fire_AddBlend; } Effects_Rainbow = TxC($"{GAME}{EFFECTS}Rainbow.png"); Effects_GoGoSplash = TxC($"{GAME}{EFFECTS}GoGoSplash.png"); if (Effects_GoGoSplash != null) { Effects_GoGoSplash.b加算合成 = TJAPlayer3.Skin.Game_Effect_GoGoSplash_AddBlend; } Effects_Hit_Good = TxC(15, $@"{GAME}{EFFECTS}Hit\Good\{{0}}.png"); Effects_Hit_Good_Big = TxC(15, $@"{GAME}{EFFECTS}Hit\Good_Big\{{0}}.png"); Effects_Hit_Great = TxC(15, $@"{GAME}{EFFECTS}Hit\Great\{{0}}.png"); Effects_Hit_Great_Big = TxC(15, $@"{GAME}{EFFECTS}Hit\Great_Big\{{0}}.png"); (TJAPlayer3.Skin.Game_Effect_Roll_Ptn, Effects_Roll) = TxCFolder($@"{GAME}{EFFECTS}Roll\"); #endregion #region レーン var lanes = new[] { "Normal", "Expert", "Master" }; Lane_Base = TxC($"{GAME}{LANE}Base_{{0}}.png", lanes); Lane_Text = TxC($"{GAME}{LANE}Text_{{0}}.png", lanes); Lane_Red = TxC($"{GAME}{LANE}Red.png"); Lane_Blue = TxC($"{GAME}{LANE}Blue.png"); Lane_Yellow = TxC($"{GAME}{LANE}Yellow.png"); Lane_Background_Main = TxC($"{GAME}{LANE}Background_Main.png"); Lane_Background_Sub = TxC($"{GAME}{LANE}Background_Sub.png"); Lane_Background_GoGo = TxC($"{GAME}{LANE}Background_GoGo.png"); #endregion #region 終了演出 End_Clear_L = TxC(5, $"{GAME}{END}Clear_L_{{0}}.png"); End_Clear_R = TxC(5, $"{GAME}{END}Clear_R_{{0}}.png"); End_Clear_Text = TxC($"{GAME}{END}Clear_Text.png"); End_Clear_Text_Effect = TxC($"{GAME}{END}Clear_Text_Effect.png"); if (End_Clear_Text_Effect != null) { End_Clear_Text_Effect.b加算合成 = true; } #endregion #region ゲームモード GameMode_Timer_Tick = TxC($"{GAME}{GAMEMODE}Timer_Tick.png"); GameMode_Timer_Frame = TxC($"{GAME}{GAMEMODE}Timer_Frame.png"); #endregion #region ステージ失敗 Failed_Game = TxC($"{GAME}{FAILED}Game.png"); Failed_Stage = TxC($"{GAME}{FAILED}Stage.png"); #endregion #region ランナー Runner = TxC($"{GAME}{RUNNER}0.png"); #endregion #region DanC DanC_Background = TxC($"{GAME}{DANC}Background.png"); DanC_Gauge = TxC($"{GAME}{DANC}Gauge_{{0}}.png", "Normal", "Reach", "Clear", "Flush"); DanC_Base = TxC($"{GAME}{DANC}Base.png"); DanC_Failed = TxC($"{GAME}{DANC}Failed.png"); DanC_Number = TxC($"{GAME}{DANC}Number.png"); DanC_ExamType = TxC($"{GAME}{DANC}ExamType.png"); DanC_ExamRange = TxC($"{GAME}{DANC}ExamRange.png"); DanC_ExamUnit = TxC($"{GAME}{DANC}ExamUnit.png"); DanC_Screen = TxC($"{GAME}{DANC}Screen.png"); #endregion #region PuichiChara PuchiChara = TxC($"{GAME}{PUCHICHARA}0.png"); #endregion #endregion #region 6_結果発表 Result_Background = TxC($"{RESULT}Background.png"); Result_FadeIn = TxC($"{RESULT}FadeIn.png"); Result_Gauge = TxC($"{RESULT}Gauge.png"); Result_Gauge_Base = TxC($"{RESULT}Gauge_Base.png"); Result_Gauge_Hard = TxC($"{RESULT}Gauge_Hard.png"); Result_Gauge_ExHard = TxC($"{RESULT}Gauge_ExHard.png"); Result_Gauge_Base_Hard = TxC($"{RESULT}Gauge_Base_Hard.png"); Result_Gauge_Base_ExHard = TxC($"{RESULT}Gauge_Base_ExHard.png"); Result_Judge = TxC($"{RESULT}Judge.png"); Result_Header = TxC($"{RESULT}Header.png"); Result_Number = TxC($"{RESULT}Number.png"); Result_Panel = TxC($"{RESULT}Panel.png"); Result_Score_Text = TxC($"{RESULT}Score_Text.png"); Result_Score_Number = TxC($"{RESULT}Score_Number.png"); Result_Dan = TxC($"{RESULT}Dan.png"); #endregion #region 7_終了画面 Exit_Background = TxC($"{EXIT}Background.png"); #endregion }
private CTextureAf TxCAfUntracked(string path) { return(TJAPlayer3.tテクスチャの生成Af(CSkin.Path(BASE + path))); }
internal CTexture TxCUntracked(string path) { return(TJAPlayer3.tテクスチャの生成(CSkin.Path(BASE + path))); }