public override void tEnter押下Main(int nSortOrder) { switch (n現在の選択行) { case (int)EOrder.ScrollSpeed: TJAPlayer3.ConfigIni.n譜面スクロール速度[nCurrentTarget] = (int)GetObj現在値((int)EOrder.ScrollSpeed); break; case (int)EOrder.PlaySpeed: TJAPlayer3.ConfigIni.n演奏速度 = (int)GetObj現在値((int)EOrder.PlaySpeed); break; case (int)EOrder.Random: TJAPlayer3.ConfigIni.eRandom.Taiko = (Eランダムモード)GetIndex((int)EOrder.Random); break; case (int)EOrder.Stealth: TJAPlayer3.ConfigIni.eSTEALTH = (Eステルスモード)GetIndex((int)EOrder.Stealth); break; case (int)EOrder.GameMode: EGame game = EGame.OFF; switch ((int)GetIndex((int)EOrder.GameMode)) { case 0: game = EGame.OFF; break; case 1: game = EGame.完走叩ききりまショー; break; case 2: game = EGame.完走叩ききりまショー激辛; break; } TJAPlayer3.ConfigIni.eGameMode = game; break; case (int)EOrder.GaugeMode: EGaugeMode gauge = EGaugeMode.Normal; switch ((int)GetIndex((int)EOrder.GaugeMode)) { case 0: gauge = EGaugeMode.Normal; break; case 1: gauge = EGaugeMode.Groove; break; case 2: gauge = EGaugeMode.Hard; break; case 3: gauge = EGaugeMode.ExHard; break; } TJAPlayer3.ConfigIni.eGaugeMode = gauge; break; case (int)EOrder.ShinuchiMode: TJAPlayer3.ConfigIni.ShinuchiMode = !TJAPlayer3.ConfigIni.ShinuchiMode; break; case (int)EOrder.More: SetAutoParameters(); // 簡易CONFIGメニュー脱出に伴い、簡易CONFIG内のAUTOの設定をConfigIniクラスに反映する this.bGotoDetailConfig = true; this.tDeativatePopupMenu(); break; case (int)EOrder.Return: SetAutoParameters(); // 簡易CONFIGメニュー脱出に伴い、簡易CONFIG内のAUTOの設定をConfigIniクラスに反映する this.tDeativatePopupMenu(); break; default: break; } }
public override int On進行描画() { if (!base.b活性化してない) { //CDTXMania.act文字コンソール.tPrint( 20, 150, C文字コンソール.Eフォント種別.白, this.db現在のゲージ値.Taiko.ToString() ); #region [ 初めての進行描画 ] if (base.b初めての進行描画) { base.b初めての進行描画 = false; } #endregion int nRectX = (int)(this.db現在のゲージ値[0] / 2) * 14; int nRectX2P = (int)(this.db現在のゲージ値[1] / 2) * 14; int 虹ベース = ct虹アニメ.n現在の値 + 1; if (虹ベース == ct虹アニメ.n終了値 + 1) { 虹ベース = 0; } /* * * 新虹ゲージの仕様 2018/08/10 ろみゅ~? * * フェードで動く虹ゲージが、ある程度強化できたので放出。 * 透明度255の虹ベースを描画し、その上から透明度可変式の虹ゲージを描画する。 * ゲージのパターン枚数は、読み込み枚数によって決定する。 * ゲージ描画の切り替え速度は、タイマーの値をSkinConfigで指定して行う(初期値50,1にするとエラーを吐く模様)。進行速度は1ms、高フレームレートでの滑らかさを重視。 * 虹ゲージの透明度調整値は、「255/パターン数」で算出する。 * こんな簡単なことを考えるのに30分(60f/s換算で108000f)を費やす。 * */ //IIDXのグルーブゲージ・ハードゲージのようなものを実装してみる EGaugeMode ゲージモード = TJAPlayer3.ConfigIni.eGaugeMode; switch (ゲージモード) { case EGaugeMode.ExHard: #region ExHard #region ゲージベース if (TJAPlayer3.Tx.Gauge_Base_ExHard[0] != null) { TJAPlayer3.Tx.Gauge_Base_ExHard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, 700, 44)); } else if (TJAPlayer3.Tx.Gauge_Base_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Base_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, 700, 44)); } else if (TJAPlayer3.Tx.Gauge_Base[0] != null) { TJAPlayer3.Tx.Gauge_Base[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, 700, 44)); } if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay) { if (TJAPlayer3.Tx.Gauge_Base_ExHard[1] != null) { TJAPlayer3.Tx.Gauge_Base_ExHard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, 700, 44)); } else if (TJAPlayer3.Tx.Gauge_Base_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Base_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, 700, 44)); } else if (TJAPlayer3.Tx.Gauge_Base[1] != null) { TJAPlayer3.Tx.Gauge_Base[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, 700, 44)); } } #endregion #region ゲージ1P if (TJAPlayer3.Tx.Gauge_ExHard[0] != null) { TJAPlayer3.Tx.Gauge_ExHard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, 44)); if (TJAPlayer3.Tx.Gauge_Line_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Line_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } else if (TJAPlayer3.Tx.Gauge_Line[0] != null) { TJAPlayer3.Tx.Gauge_Line[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } } else if (TJAPlayer3.Tx.Gauge_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, 44)); if (TJAPlayer3.Tx.Gauge_Line_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Line_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } else if (TJAPlayer3.Tx.Gauge_Line[0] != null) { TJAPlayer3.Tx.Gauge_Line[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } } else if (TJAPlayer3.Tx.Gauge[0] != null) { TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, 44)); if (TJAPlayer3.Tx.Gauge_Line[0] != null) { TJAPlayer3.Tx.Gauge_Line[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } } #endregion #region ゲージ2P if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay) { if (TJAPlayer3.Tx.Gauge_ExHard[1] != null) { TJAPlayer3.Tx.Gauge_ExHard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, nRectX2P, 44)); if (TJAPlayer3.Tx.Gauge_Line_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Line_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } else if (TJAPlayer3.Tx.Gauge_Line[1] != null) { TJAPlayer3.Tx.Gauge_Line[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } } else if (TJAPlayer3.Tx.Gauge_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, nRectX2P, 44)); if (TJAPlayer3.Tx.Gauge_Line_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Line_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } else if (TJAPlayer3.Tx.Gauge_Line[1] != null) { TJAPlayer3.Tx.Gauge_Line[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } } else if (TJAPlayer3.Tx.Gauge[1] != null) { TJAPlayer3.Tx.Gauge[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, nRectX2P, 44)); if (TJAPlayer3.Tx.Gauge_Line[1] != null) { TJAPlayer3.Tx.Gauge_Line[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } } } #endregion break; #endregion case EGaugeMode.Hard: #region Hard #region ゲージベース if (TJAPlayer3.Tx.Gauge_Base_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Base_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, 700, 44)); } else if (TJAPlayer3.Tx.Gauge_Base[0] != null) { TJAPlayer3.Tx.Gauge_Base[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, 700, 44)); } if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay) { if (TJAPlayer3.Tx.Gauge_Base_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Base_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, 700, 44)); } else if (TJAPlayer3.Tx.Gauge_Base[1] != null) { TJAPlayer3.Tx.Gauge_Base[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, 700, 44)); } } #endregion #region ゲージ1P if (TJAPlayer3.Tx.Gauge_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, 44)); if (TJAPlayer3.Tx.Gauge_Line_Hard[0] != null) { TJAPlayer3.Tx.Gauge_Line_Hard[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } else if (TJAPlayer3.Tx.Gauge_Line[0] != null) { TJAPlayer3.Tx.Gauge_Line[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } } else if (TJAPlayer3.Tx.Gauge[0] != null) { TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, 44)); if (TJAPlayer3.Tx.Gauge_Line[0] != null) { TJAPlayer3.Tx.Gauge_Line[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } } #endregion #region ゲージ2P if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay) { if (TJAPlayer3.Tx.Gauge_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, nRectX2P, 44)); if (TJAPlayer3.Tx.Gauge_Line_Hard[1] != null) { TJAPlayer3.Tx.Gauge_Line_Hard[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } else if (TJAPlayer3.Tx.Gauge_Line[1] != null) { TJAPlayer3.Tx.Gauge_Line[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } } else if (TJAPlayer3.Tx.Gauge[1] != null) { TJAPlayer3.Tx.Gauge[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, nRectX2P, 44)); if (TJAPlayer3.Tx.Gauge_Line[1] != null) { TJAPlayer3.Tx.Gauge_Line[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } } } #endregion break; #endregion case EGaugeMode.Groove: case EGaugeMode.Normal: default: #region その他 #region ゲージベース if (TJAPlayer3.Tx.Gauge_Base[0] != null) { TJAPlayer3.Tx.Gauge_Base[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, 700, 44)); } if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay) { if (TJAPlayer3.Tx.Gauge_Base[1] != null) { TJAPlayer3.Tx.Gauge_Base[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, 700, 44)); } } #endregion #region ゲージ1P if (TJAPlayer3.Tx.Gauge[0] != null) { TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, 44)); if (TJAPlayer3.ConfigIni.eGaugeMode == EGaugeMode.Normal && this.db現在のゲージ値[0] >= 100.0) { this.ct虹アニメ.t進行Loop(); this.ct虹透明度.t進行Loop(); if (TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値] != null) { TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].Opacity = 255; TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].Opacity = (ct虹透明度.n現在の値 * 255 / ct虹透明度.n終了値) / 1; TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } //TJAPlayer3.Tx.Gauge_Line[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0]); } #region [ 「クリア」文字 ] //1038 - 492 = 546 if (this.db現在のゲージ値[0] >= 80.0) { TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, 546 + TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 44, 58, 24)); } else { TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, 546 + TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(58, 44, 58, 24)); } #endregion } #endregion #region ゲージ2P if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay) { if (TJAPlayer3.Tx.Gauge[1] != null) { TJAPlayer3.Tx.Gauge[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 0, nRectX2P, 44)); if (TJAPlayer3.Tx.Gauge[1] != null) { if (TJAPlayer3.ConfigIni.eGaugeMode == EGaugeMode.Normal && this.db現在のゲージ値[1] >= 100.0) { this.ct虹アニメ.t進行Loop(); this.ct虹透明度.t進行Loop(); if (TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値] != null) { TJAPlayer3.Tx.Gauge_Rainbow[ct虹アニメ.n現在の値].Opacity = 255; TJAPlayer3.Tx.Gauge_Rainbow[ct虹アニメ.n現在の値].t2D上下反転描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].Opacity = (ct虹透明度.n現在の値 * 255 / ct虹透明度.n終了値) / 1; TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].t2D上下反転描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } } TJAPlayer3.Tx.Gauge_Line[1].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1]); } #region [ 「クリア」文字 ] //1038 - 492 = 546 //554 - 532 = 12 if (this.db現在のゲージ値[1] >= 80.0) { TJAPlayer3.Tx.Gauge[1].t2D描画(TJAPlayer3.app.Device, 546 + TJAPlayer3.Skin.Game_Gauge_X[1], 12 + TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(0, 44, 58, 24)); } else { TJAPlayer3.Tx.Gauge[1].t2D描画(TJAPlayer3.app.Device, 546 + TJAPlayer3.Skin.Game_Gauge_X[1], 12 + TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle(58, 44, 58, 24)); } #endregion } } #endregion break; #endregion } if (TJAPlayer3.Tx.Gauge_Soul_Fire != null) { //仮置き int[] nSoulFire = new int[] { 52, 443, 0, 0 }; //1112 - 492 = 620 for (int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++) { if (this.db現在のゲージ値[i] >= 100.0) { this.ct炎.t進行Loop(); TJAPlayer3.Tx.Gauge_Soul_Fire.t2D描画(TJAPlayer3.app.Device, 620 + TJAPlayer3.Skin.Game_Gauge_X[i], TJAPlayer3.Skin.Game_Gauge_Y[i] - nDefaultGaugeY[i] + nSoulFire[i], new Rectangle(230 * (this.ct炎.n現在の値), 0, 230, 230)); } } } if (TJAPlayer3.Tx.Gauge_Soul != null) { //仮置き int[] nSoulY = new int[] { 125, 516, 0, 0 }; //1184 - 492 = 692 for (int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++) { if (((TJAPlayer3.ConfigIni.eGaugeMode == EGaugeMode.ExHard || TJAPlayer3.ConfigIni.eGaugeMode == EGaugeMode.Hard) && this.db現在のゲージ値[i] > 0) || (TJAPlayer3.ConfigIni.eGaugeMode != EGaugeMode.ExHard && TJAPlayer3.ConfigIni.eGaugeMode != EGaugeMode.Hard && this.db現在のゲージ値[i] >= 80.0)) { TJAPlayer3.Tx.Gauge_Soul.t2D描画(TJAPlayer3.app.Device, 692 + TJAPlayer3.Skin.Game_Gauge_X[i], TJAPlayer3.Skin.Game_Gauge_Y[i] - nDefaultGaugeY[i] + nSoulY[i], new Rectangle(0, 0, 80, 80)); } else { TJAPlayer3.Tx.Gauge_Soul.t2D描画(TJAPlayer3.app.Device, 692 + TJAPlayer3.Skin.Game_Gauge_X[i], TJAPlayer3.Skin.Game_Gauge_Y[i] - nDefaultGaugeY[i] + nSoulY[i], new Rectangle(0, 80, 80, 80)); } } } //仮置き int[] nSoulExplosion = new int[] { 73, 468, 0, 0 }; for (int d = 0; d < 32; d++) { if (this.st花火状態[d].b使用中) { this.st花火状態[d].ct進行.t進行(); if (this.st花火状態[d].ct進行.b終了値に達した) { this.st花火状態[d].ct進行.t停止(); this.st花火状態[d].b使用中 = false; } //if(CDTXMania.Tx.Gauge_Soul_Explosion != null ) //{ // CDTXMania.Tx.Gauge_Soul_Explosion.t2D描画( CDTXMania.app.Device, 1140, 73, new Rectangle( this.st花火状態[d].ct進行.n現在の値 * 140, 0, 140, 180 ) ); //} //if (CDTXMania.Tx.Notes != null) //{ //CDTXMania.Tx.Notes.t2D中心基準描画(CDTXMania.app.Device, 1224, 162, new Rectangle(this.st花火状態[d].nLane * 130, 0, 130, 130)); //this.tx音符.color4 = new Color4( 1.0f, 1.0f, 1.0f - (this.st花火状態[d].ct進行.n現在の値 / 10f) ); //CDTXMania.act文字コンソール.tPrint(60, 140, C文字コンソール.Eフォント種別.白, this.st花火状態[d].ct進行.n現在の値.ToString()); //CDTXMania.act文字コンソール.tPrint(60, 160, C文字コンソール.Eフォント種別.白, (this.st花火状態[d].ct進行.n現在の値 / 10f).ToString()); //} break; } } for (int d = 0; d < 32; d++) { if (this.st花火状態2P[d].b使用中) { this.st花火状態2P[d].ct進行.t進行(); if (this.st花火状態2P[d].ct進行.b終了値に達した) { this.st花火状態2P[d].ct進行.t停止(); this.st花火状態2P[d].b使用中 = false; } //if(CDTXMania.Tx.Gauge_Soul_Explosion != null ) //{ // CDTXMania.Tx.Gauge_Soul_Explosion.t2D描画( CDTXMania.app.Device, 1140, 468, new Rectangle( this.st花火状態2P[d].ct進行.n現在の値 * 140, 0, 140, 180 ) ); //} //if (CDTXMania.Tx.Notes != null) //{ // CDTXMania.Tx.Notes.t2D中心基準描画(CDTXMania.app.Device, 1224, 162, new Rectangle(this.st花火状態[d].nLane * 130, 0, 130, 130)); // //this.tx音符.color4 = new Color4( 1.0f, 1.0f, 1.0f - (this.st花火状態[d].ct進行.n現在の値 / 10f) ); // //CDTXMania.act文字コンソール.tPrint(60, 140, C文字コンソール.Eフォント種別.白, this.st花火状態[d].ct進行.n現在の値.ToString()); // //CDTXMania.act文字コンソール.tPrint(60, 160, C文字コンソール.Eフォント種別.白, (this.st花火状態[d].ct進行.n現在の値 / 10f).ToString()); //} break; } } } #if DEBUG TJAPlayer3.act文字コンソール.tPrint(900, 20, C文字コンソール.Eフォント種別.白, TJAPlayer3.DTX.nノーツ数_Branch[1].ToString()); TJAPlayer3.act文字コンソール.tPrint(900, 40, C文字コンソール.Eフォント種別.白, TJAPlayer3.DTX.nノーツ数_Branch[2].ToString()); TJAPlayer3.act文字コンソール.tPrint(900, 0, C文字コンソール.Eフォント種別.白, TJAPlayer3.DTX.nノーツ数_Branch[0].ToString()); #endif return(0); }