/// <summary>
 /// 移除该控件并发送消息
 /// </summary>
 /// <param name="cs"></param>
 /// <param name="ste">0初始化 1 未被敲击 2 被敲中</param>
 /// <param name="ht"></param>
 private void RemoveAndSendMsg(CadenceSign cs, byte ste, HitType ht)
 {
     LayoutRoot.Children.Remove(cs.currentSign);
     indexActual++;
     cs.state = ste;
     HitArgs ha = new HitArgs();
     ha.HitType = ht;
     OnHit(this, ha);
 }
        /// <summary>
        /// 判断按键是否符合游戏规则
        /// </summary>
        private bool KnockKeyIsCodex(CadenceSign cs, DrumType k)
        {
            bool isCodex = false;

            if (k == cs.drumType) isCodex = true;
            if (k == DrumType.LeftSide && cs.drumType == DrumType.RightSide) isCodex = true;
            if (k == DrumType.RightSide && cs.drumType == DrumType.LeftSide) isCodex = true;
            if (k == DrumType.LeftFace && cs.drumType == DrumType.RightFace) isCodex = true;
            if (k == DrumType.RightFace && cs.drumType == DrumType.LeftFace) isCodex = true;
            return isCodex;
        }
        /// <summary>
        /// 加载一个歌曲数据并解析
        /// </summary>
        /// <param name="sc"></param>
        private void Load(MusicInfo mi)
        {
            speed = mi.Speed;
            //计算到敲击点延迟
            CalcDelayOffset();
            //解析实体类
            string[] datas = mi.MusicData.Split(',');
            CadenceSigns = new CadenceSign[datas.Length];
            string temp = string.Empty;
            int delaytime = 0;
            int ttime = 0;
            int i = 0;
            foreach (string t in datas)
            {
                temp = t.Substring(0, 2);
                ttime = int.Parse(t.Substring(3, t.Length - 3));
                delaytime += ttime;
                CadenceSign cs = new CadenceSign();
                cs.drumType = CommHelper.DrumTypeToKeyCode(temp);
                cs.DelayTimeMill = delaytime;
                //图像
                Image img = new Image();
                if (cs.drumType == DrumType.FaceAll)
                {
                    img.Width = 45;
                    img.Height = 45;
                    img.Source = ResourceMgr.SignimgBgCache[1];
                }
                else if (cs.drumType == DrumType.SideAll)
                {
                    img.Width = 45;
                    img.Height = 45;
                    img.Source = ResourceMgr.SignimgBgCache[3];
                }
                else if (cs.drumType == DrumType.RightFace || cs.drumType == DrumType.LeftFace)
                {
                    img.Width = 35;
                    img.Height = 35;
                    img.Source = ResourceMgr.SignimgBgCache[0];
                }
                else
                {
                    img.Width = 35;
                    img.Height = 35;
                    img.Source = ResourceMgr.SignimgBgCache[2];
                }
                //img.Visibility = System.Windows.Visibility.Collapsed;
                //TranslateTransform ttf = new TranslateTransform();
                //ttf.X = 0; ttf.Y = 0;
                //img.RenderTransform = new TranslateTransform();
                img.RenderTransform = null;
                img.Effect = null;

                img.CacheMode = new BitmapCache();
                if (cs.drumType == DrumType.RightFace || cs.drumType == DrumType.LeftFace
                    || cs.drumType == DrumType.RightSide || cs.drumType == DrumType.LeftSide)
                {
                    Canvas.SetLeft(img, signLeftLocation);
                    Canvas.SetTop(img, 33);
                }
                else
                {
                    Canvas.SetLeft(img, signLeftLocation);
                    Canvas.SetTop(img, 28);
                }

                cs.currentSign = img;
                CadenceSigns[i] = cs;
                i++;
            }
            //添入显示控件

            foreach (CadenceSign cs in CadenceSigns)
            {
                LayoutRoot.Children.Add(cs.currentSign);
            }

            AddLastBecloud();
            firstlongTime = CadenceSigns[0].DelayTimeMill;
            signCount = CadenceSigns.Length;
        }
 private void DisplayDrumImg(CadenceSign cs, BitmapImage[] bi)
 {
     if (isStart && cs.currentSign != null)
     {
         if (cs.drumType == DrumType.FaceAll)
         {
             cs.currentSign.Dispatcher.BeginInvoke(delegate()
             {
                 cs.currentSign.Source = bi[1];
             });
         }
         else if (cs.drumType == DrumType.SideAll)
         {
             cs.currentSign.Dispatcher.BeginInvoke(delegate()
             {
                 cs.currentSign.Source = bi[3];
             });
         }
         else if (cs.drumType == DrumType.LeftFace || cs.drumType == DrumType.RightFace)
         {
             cs.currentSign.Dispatcher.BeginInvoke(delegate()
                {
                    cs.currentSign.Source = bi[0];
                });
         }
         else
         {
             cs.currentSign.Dispatcher.BeginInvoke(delegate()
                {
                    cs.currentSign.Source = bi[2];
                });
         }
     }
 }