コード例 #1
0
        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
        }
コード例 #2
0
 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();
 }
コード例 #3
0
 internal CTexture TxCGen(string FileName)
 {
     return(TJAPlayer3.tテクスチャの生成(CSkin.Path(BASE + GAME + GENRE + FileName + ".png")));
 }
コード例 #4
0
        // 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();
            }
        }
コード例 #5
0
 internal CTextureAf TxCAf(string FileName)
 {
     return(TJAPlayer3.tテクスチャの生成Af(CSkin.Path(BASE + FileName)));
 }
コード例 #6
0
ファイル: TextureLoader.cs プロジェクト: 269Seahorse/TJAP4
 internal CTexture TxC(string FileName)
 {
     return(TJAPlayer4.tテクスチャの生成(CSkin.Path(BASE + FileName)));
 }
コード例 #7
0
        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();
        }
コード例 #8
0
ファイル: TextureLoader.cs プロジェクト: gonii521/GyuDon-New2
        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
        }
コード例 #9
0
ファイル: TextureLoader.cs プロジェクト: gonii521/GyuDon-New2
 private CTextureAf TxCAfUntracked(string path)
 {
     return(TJAPlayer3.tテクスチャの生成Af(CSkin.Path(BASE + path)));
 }
コード例 #10
0
ファイル: TextureLoader.cs プロジェクト: gonii521/GyuDon-New2
 internal CTexture TxCUntracked(string path)
 {
     return(TJAPlayer3.tテクスチャの生成(CSkin.Path(BASE + path)));
 }