public override void On活性化() { this.b演奏中 = false; // ふうせん系アニメーションの総再生時間は画像枚数 x Tick間隔なので、 // フェードアウトの開始タイミングは、総再生時間 - フェードアウト時間。 var balloonBrokePtn = TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Broke; var balloonMissPtn = TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Miss; CharaAction_Balloon_FadeOut = new Animations.FadeOut[2]; for (int nPlayer = 0; nPlayer < TJAPlayer4.ConfigIni.nPlayerCount; nPlayer++) { var tick = TJAPlayer4.Skin.Game_Chara_Balloon_Timer[nPlayer]; CharaAction_Balloon_FadeOut_StartMs[nPlayer] = new int[2]; CharaAction_Balloon_FadeOut[nPlayer] = new Animations.FadeOut(TJAPlayer4.Skin.Game_Chara_Balloon_FadeOut[nPlayer]); CharaAction_Balloon_FadeOut_StartMs[nPlayer][0] = (balloonBrokePtn[nPlayer] * tick) - TJAPlayer4.Skin.Game_Chara_Balloon_FadeOut[nPlayer]; CharaAction_Balloon_FadeOut_StartMs[nPlayer][1] = (balloonMissPtn[nPlayer] * tick) - TJAPlayer4.Skin.Game_Chara_Balloon_FadeOut[nPlayer]; if (balloonBrokePtn[nPlayer] > 1) { CharaAction_Balloon_FadeOut_StartMs[nPlayer][0] /= balloonBrokePtn[nPlayer] - 1; } if (balloonMissPtn[nPlayer] > 1) { CharaAction_Balloon_FadeOut_StartMs[nPlayer][1] /= balloonMissPtn[nPlayer] - 1; // - 1はタイマー用 } } base.On活性化(); }
public override void On活性化() { this.ct連打枠カウンター = new CCounter[4]; this.ct連打アニメ = new CCounter[4]; FadeOut = new Animations.FadeOut[4]; for (int i = 0; i < 4; i++) { this.ct連打枠カウンター[i] = new CCounter(); this.ct連打アニメ[i] = new CCounter(); // 後から変えれるようにする。大体10フレーム分。 FadeOut[i] = new Animations.FadeOut(167); } this.b表示 = new bool[] { false, false, false, false }; this.n連打数 = new int[4]; base.On活性化(); }