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_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_Box = TxC(SONGSELECT + @"Frame_Box.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"); for (int i = 0; i < 9; i++) { SongSelect_Bar_Genre[i] = TxC(SONGSELECT + @"Bar_Genre_" + i.ToString() + ".png"); } for (int i = 0; i < 5; i++) { SongSelect_ScoreWindow[i] = TxC(SONGSELECT + @"ScoreWindow_" + i.ToString() + ".png"); } for (int i = 0; i < 9; i++) { SongSelect_GenreBack[i] = TxC(SONGSELECT + @"GenreBackground_" + i.ToString() + ".png"); } SongSelect_ScoreWindow_Text = TxC(SONGSELECT + @"ScoreWindow_Text.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 CDTXMania.Skin.Game_Chara_Ptn_Normal = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Normal\")); if (CDTXMania.Skin.Game_Chara_Ptn_Normal != 0) { Chara_Normal = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Normal]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Normal; i++) { Chara_Normal[i] = TxC(GAME + CHARA + @"Normal\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_Clear = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Clear\")); if (CDTXMania.Skin.Game_Chara_Ptn_Clear != 0) { Chara_Normal_Cleared = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Clear]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Clear; i++) { Chara_Normal_Cleared[i] = TxC(GAME + CHARA + @"Clear\" + i.ToString() + ".png"); } } if (CDTXMania.Skin.Game_Chara_Ptn_Clear != 0) { Chara_Normal_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Clear]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Clear; i++) { Chara_Normal_Maxed[i] = TxC(GAME + CHARA + @"Clear_Max\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_GoGo = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGo\")); if (CDTXMania.Skin.Game_Chara_Ptn_GoGo != 0) { Chara_GoGoTime = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGo]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGo; i++) { Chara_GoGoTime[i] = TxC(GAME + CHARA + @"GoGo\" + i.ToString() + ".png"); } } if (CDTXMania.Skin.Game_Chara_Ptn_GoGo != 0) { Chara_GoGoTime_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGo]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGo; i++) { Chara_GoGoTime_Maxed[i] = TxC(GAME + CHARA + @"GoGo_Max\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_10combo = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"10combo\")); if (CDTXMania.Skin.Game_Chara_Ptn_10combo != 0) { Chara_10Combo = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_10combo]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_10combo; i++) { Chara_10Combo[i] = TxC(GAME + CHARA + @"10combo\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_10combo_Max = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"10combo_Max\")); if (CDTXMania.Skin.Game_Chara_Ptn_10combo_Max != 0) { Chara_10Combo_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_10combo_Max]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_10combo_Max; i++) { Chara_10Combo_Maxed[i] = TxC(GAME + CHARA + @"10combo_Max\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_GoGoStart = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGoStart\")); if (CDTXMania.Skin.Game_Chara_Ptn_GoGoStart != 0) { Chara_GoGoStart = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGoStart]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGoStart; i++) { Chara_GoGoStart[i] = TxC(GAME + CHARA + @"GoGoStart\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGoStart_Max\")); if (CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max != 0) { Chara_GoGoStart_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max; i++) { Chara_GoGoStart_Maxed[i] = TxC(GAME + CHARA + @"GoGoStart_Max\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_ClearIn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"ClearIn\")); if (CDTXMania.Skin.Game_Chara_Ptn_ClearIn != 0) { Chara_Become_Cleared = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_ClearIn]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_ClearIn; i++) { Chara_Become_Cleared[i] = TxC(GAME + CHARA + @"ClearIn\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_SoulIn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"SoulIn\")); if (CDTXMania.Skin.Game_Chara_Ptn_SoulIn != 0) { Chara_Become_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_SoulIn]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_SoulIn; i++) { Chara_Become_Maxed[i] = TxC(GAME + CHARA + @"SoulIn\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Breaking\")); if (CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking != 0) { Chara_Balloon_Breaking = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking; i++) { Chara_Balloon_Breaking[i] = TxC(GAME + CHARA + @"Balloon_Breaking\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Broke\")); if (CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke != 0) { Chara_Balloon_Broke = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke; i++) { Chara_Balloon_Broke[i] = TxC(GAME + CHARA + @"Balloon_Broke\" + i.ToString() + ".png"); } } CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Miss\")); if (CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss != 0) { Chara_Balloon_Miss = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss]; for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss; i++) { Chara_Balloon_Miss[i] = TxC(GAME + CHARA + @"Balloon_Miss\" + i.ToString() + ".png"); } } #endregion #region り子 CDTXMania.Skin.Game_Dancer_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + DANCER + @"1\")); if (CDTXMania.Skin.Game_Dancer_Ptn != 0) { Dancer = new CTexture[5][]; for (int i = 0; i < 5; i++) { Dancer[i] = new CTexture[CDTXMania.Skin.Game_Dancer_Ptn]; for (int p = 0; p < CDTXMania.Skin.Game_Dancer_Ptn; p++) { Dancer[i][p] = TxC(GAME + DANCER + (i + 1) + @"\" + p.ToString() + ".png"); } } } #endregion #region モブ CDTXMania.Skin.Game_Mob_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + MOB)); Mob = new CTexture[CDTXMania.Skin.Game_Mob_Ptn]; for (int i = 0; i < CDTXMania.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 = new CTexture[2]; Background_Up[0] = TxC(GAME + BACKGROUND + @"0\" + @"1P_Up.png"); Background_Up[1] = TxC(GAME + BACKGROUND + @"0\" + @"2P_Up.png"); Background_Up_Clear = new CTexture[2]; Background_Up_Clear[0] = TxC(GAME + BACKGROUND + @"0\" + @"1P_Up_Clear.png"); Background_Up_Clear[1] = TxC(GAME + BACKGROUND + @"0\" + @"2P_Up_Clear.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[6]; string[] Couse_Symbols = new string[6] { "Easy", "Normal", "Hard", "Oni", "Edit", "Shin" }; for (int i = 0; i < 6; 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[2]; Taiko_Combo[0] = TxC(GAME + TAIKO + @"Combo.png"); Taiko_Combo[1] = TxC(GAME + TAIKO + @"Combo_Big.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"); CDTXMania.Skin.Game_Gauge_Rainbow_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + GAUGE + @"Rainbow\")); if (CDTXMania.Skin.Game_Gauge_Rainbow_Ptn != 0) { Gauge_Rainbow = new CTexture[CDTXMania.Skin.Game_Gauge_Rainbow_Ptn]; for (int i = 0; i < CDTXMania.Skin.Game_Gauge_Rainbow_Ptn; i++) { Gauge_Rainbow[i] = TxC(GAME + GAUGE + @"Rainbow\" + i.ToString() + ".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 = true; } Effects_Hit_Explosion_Big = TxC(GAME + EFFECTS + @"Hit\Explosion_Big.png"); if (Effects_Hit_Explosion_Big != null) { Effects_Hit_Explosion.b加算合成 = true; } Effects_Hit_FireWorks = new CTextureAf[2]; Effects_Hit_FireWorks[0] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_1P.png"); if (Effects_Hit_FireWorks[0] != null) { Effects_Hit_FireWorks[0].b加算合成 = true; } Effects_Hit_FireWorks[1] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_2P.png"); if (Effects_Hit_FireWorks[1] != null) { Effects_Hit_FireWorks[1].b加算合成 = true; } Effects_Fire = TxC(GAME + EFFECTS + @"Fire.png"); if (Effects_Fire != null) { Effects_Fire.b加算合成 = true; } Effects_Rainbow = TxC(GAME + EFFECTS + @"Rainbow.png"); Effects_Splash = new CTexture[30]; for (int i = 0; i < 30; i++) { Effects_Splash[i] = TxC(GAME + EFFECTS + @"Splash\" + i.ToString() + ".png"); if (Effects_Splash[i] != null) { Effects_Splash[i].b加算合成 = true; } } 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"); } CDTXMania.Skin.Game_Effect_Roll_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + EFFECTS + @"Roll\")); Effects_Roll = new CTexture[CDTXMania.Skin.Game_Effect_Roll_Ptn]; for (int i = 0; i < CDTXMania.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 #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_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"); #endregion #region 7_終了画面 Exit_Background = TxC(EXIT + @"Background.png"); #endregion }
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"); #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"); #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_GenreText = TxC(SONGSELECT + @"GenreText.png"); SongSelect_Cursor_Left = TxC(SONGSELECT + @"Cursor_Left.png"); SongSelect_Cursor_Right = TxC(SONGSELECT + @"Cursor_Right.png"); for (int i = 0; i < 9; i++) { SongSelect_Bar_Genre[i] = TxC(SONGSELECT + @"Bar_Genre_" + i.ToString() + ".png"); } for (int i = 0; i < 4; i++) { SongSelect_ScoreWindow[i] = TxC(SONGSELECT + @"ScoreWindow_" + i.ToString() + ".png"); } for (int i = 0; i < 9; i++) { SongSelect_GenreBack[i] = TxC(SONGSELECT + @"GenreBackground_" + i.ToString() + ".png"); } SongSelect_ScoreWindow_Text = TxC(SONGSELECT + @"ScoreWindow_Text.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"); SenNotes = TxC(GAME + @"SenNotes.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 if (CDTXMania.ConfigIni.nCharaMotionCount != 0) { Chara_Normal = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount; i++) { Chara_Normal[i] = TxC(GAME + CHARA + @"Normal\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaMotionCount_clear != 0) { Chara_Normal_Cleared = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_clear]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_clear; i++) { Chara_Normal_Cleared[i] = TxC(GAME + CHARA + @"Clear\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaMotionCount_max != 0) { Chara_Normal_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_max]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_max; i++) { Chara_Normal_Maxed[i] = TxC(GAME + CHARA + @"Clear_Max\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaMotionCount_gogo != 0) { Chara_GoGoTime = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_gogo]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_gogo; i++) { Chara_GoGoTime[i] = TxC(GAME + CHARA + @"GoGo\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaMotionCount_maxgogo != 0) { Chara_GoGoTime_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_maxgogo]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_maxgogo; i++) { Chara_GoGoTime_Maxed[i] = TxC(GAME + CHARA + @"GoGo_Max\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaAction_10combo != 0) { Chara_10Combo = new CTexture[CDTXMania.ConfigIni.nCharaAction_10combo]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_10combo; i++) { Chara_10Combo[i] = TxC(GAME + CHARA + @"10combo\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaAction_10combo_max != 0) { Chara_10Combo_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaAction_10combo_max]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_10combo_max; i++) { Chara_10Combo_Maxed[i] = TxC(GAME + CHARA + @"10combo_Max\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaAction_gogostart != 0) { Chara_GoGoStart = new CTexture[CDTXMania.ConfigIni.nCharaAction_gogostart]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_gogostart; i++) { Chara_GoGoStart[i] = TxC(GAME + CHARA + @"GoGoStart\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaAction_gogostart_max != 0) { Chara_GoGoStart_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaAction_gogostart_max]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_gogostart_max; i++) { Chara_GoGoStart_Maxed[i] = TxC(GAME + CHARA + @"GoGoStart_Max\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaAction_clearstart != 0) { Chara_Become_Cleared = new CTexture[CDTXMania.ConfigIni.nCharaAction_clearstart]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_clearstart; i++) { Chara_Become_Cleared[i] = TxC(GAME + CHARA + @"ClearStart\" + i.ToString() + ".png"); } } if (CDTXMania.ConfigIni.nCharaAction_fullgauge != 0) { Chara_Become_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaAction_fullgauge]; for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_fullgauge; i++) { Chara_Become_Maxed[i] = TxC(GAME + CHARA + @"FullGauge\" + i.ToString() + ".png"); } } Chara_Balloon_Breaking = TxC(GAME + CHARA + @"Breaking.png"); Chara_Balloon_Broken = TxC(GAME + CHARA + @"Broken.png"); #endregion #region り子 if (CDTXMania.ConfigIni.nDancerMotionCount != 0) { Dancer_1 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount]; Dancer_2 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount]; Dancer_3 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount]; Dancer_4 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount]; Dancer_5 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount]; for (int i = 0; i < CDTXMania.ConfigIni.nDancerMotionCount; i++) { Dancer_1[i] = TxC(GAME + DANCER + @"1\" + i.ToString() + ".png"); Dancer_2[i] = TxC(GAME + DANCER + @"2\" + i.ToString() + ".png"); Dancer_3[i] = TxC(GAME + DANCER + @"3\" + i.ToString() + ".png"); Dancer_4[i] = TxC(GAME + DANCER + @"4\" + i.ToString() + ".png"); Dancer_5[i] = TxC(GAME + DANCER + @"5\" + i.ToString() + ".png"); } } #endregion #region モブ Mob = new CTexture[30]; for (int i = 0; i < 30; 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_Up = TxC(GAME + BACKGROUND + @"0\" + @"Up.png"); Background_Up_Clear = TxC(GAME + BACKGROUND + @"0\" + @"Up_Clear.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[6]; string[] Couse_Symbols = new string[6] { "Easy", "Normal", "Hard", "Oni", "Edit", "Shin" }; for (int i = 0; i < 6; 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[2]; Taiko_Combo[0] = TxC(GAME + TAIKO + @"Combo.png"); Taiko_Combo[1] = TxC(GAME + TAIKO + @"Combo_Big.png"); Taiko_Combo_Effect = TxC(GAME + TAIKO + @"Combo_Effect.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"); Gauge_Rainbow = new CTexture[12]; for (int i = 0; i < 12; i++) { Gauge_Rainbow[i] = TxC(GAME + GAUGE + @"Rainbow\" + i.ToString() + ".png"); } Gauge_Soul = TxC(GAME + GAUGE + @"Soul.png"); Gauge_Soul_Fire = TxC(GAME + GAUGE + @"Fire.png"); Gauge_Soul_Explosion = TxC(GAME + GAUGE + @"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"); } //Balloon_Broken = TxC(GAME + BALLOON + @"Broken.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 = true; } Effects_Hit_Explosion_Big = TxC(GAME + EFFECTS + @"Hit\Explosion_Big.png"); if (Effects_Hit_Explosion_Big != null) { Effects_Hit_Explosion.b加算合成 = true; } Effects_Hit_FireWorks = new CTextureAf[2]; Effects_Hit_FireWorks[0] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_1P.png"); if (Effects_Hit_FireWorks[0] != null) { Effects_Hit_FireWorks[0].b加算合成 = true; } Effects_Hit_FireWorks[1] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_2P.png"); if (Effects_Hit_FireWorks[1] != null) { Effects_Hit_FireWorks[1].b加算合成 = true; } Effects_Fire = TxC(GAME + EFFECTS + @"Fire.png"); if (Effects_Fire != null) { Effects_Fire.b加算合成 = true; } Effects_Rainbow = TxC(GAME + EFFECTS + @"Rainbow.png"); Effects_Splash = new CTexture[30]; for (int i = 0; i < 30; i++) { Effects_Splash[i] = TxC(GAME + EFFECTS + @"Splash\" + i.ToString() + ".png"); if (Effects_Splash[i] != null) { Effects_Splash[i].b加算合成 = true; } } 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"); //Effects_Hit_Great[i].b加算合成 = true; //Effects_Hit_Great_Big[i].b加算合成 = true; //Effects_Hit_Good[i].b加算合成 = true; //Effects_Hit_Good_Big[i].b加算合成 = true; } Effects_Roll = new CTexture[4]; for (int i = 0; i < 4; 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 GameMode_Timer_Tick = TxC(GAME + GAMEMODE + @"Timer_Tick.png"); GameMode_Timer_Frame = TxC(GAME + GAMEMODE + @"Timer_Frame.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_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"); #endregion }