예제 #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_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_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 < SongSelect_Bar_Center.Length; i++)
            {
                SongSelect_Bar_Center[i] = TxC(SONGSELECT + @"Bar_Center_" + i.ToString() + ".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_GenreBack.Length; 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
            for (int nPlayer = 0; nPlayer < 2; nPlayer++)
            {
                string Player = (nPlayer + 1).ToString() + @"P\";
                TJAPlayer4.Skin.Game_Chara_Ptn_Normal[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"Normal\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_Normal[nPlayer] != 0)
                {
                    Chara_Normal[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_Normal[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_Normal[nPlayer]; i++)
                    {
                        Chara_Normal[nPlayer][i] = TxC(GAME + CHARA + Player + @"Normal\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"Clear\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer] != 0)
                {
                    Chara_Normal_Cleared[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer]; i++)
                    {
                        Chara_Normal_Cleared[nPlayer][i] = TxC(GAME + CHARA + Player + @"Clear\" + i.ToString() + ".png");
                    }
                }
                if (TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer] != 0)
                {
                    Chara_Normal_Maxed[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_Clear[nPlayer]; i++)
                    {
                        Chara_Normal_Maxed[nPlayer][i] = TxC(GAME + CHARA + Player + @"Clear_Max\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"GoGo\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer] != 0)
                {
                    Chara_GoGoTime[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer]; i++)
                    {
                        Chara_GoGoTime[nPlayer][i] = TxC(GAME + CHARA + Player + @"GoGo\" + i.ToString() + ".png");
                    }
                }
                if (TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer] != 0)
                {
                    Chara_GoGoTime_Maxed[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_GoGo[nPlayer]; i++)
                    {
                        Chara_GoGoTime_Maxed[nPlayer][i] = TxC(GAME + CHARA + Player + @"GoGo_Max\" + i.ToString() + ".png");
                    }
                }

                TJAPlayer4.Skin.Game_Chara_Ptn_10combo[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"10combo\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_10combo[nPlayer] != 0)
                {
                    Chara_10Combo[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_10combo[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_10combo[nPlayer]; i++)
                    {
                        Chara_10Combo[nPlayer][i] = TxC(GAME + CHARA + Player + @"10combo\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_10combo_Max[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"10combo_Max\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_10combo_Max[nPlayer] != 0)
                {
                    Chara_10Combo_Maxed[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_10combo_Max[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_10combo_Max[nPlayer]; i++)
                    {
                        Chara_10Combo_Maxed[nPlayer][i] = TxC(GAME + CHARA + Player + @"10combo_Max\" + i.ToString() + ".png");
                    }
                }

                TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"GoGoStart\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart[nPlayer] != 0)
                {
                    Chara_GoGoStart[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart[nPlayer]; i++)
                    {
                        Chara_GoGoStart[nPlayer][i] = TxC(GAME + CHARA + Player + @"GoGoStart\" + i.ToString() + ".png");
                    }
                }

                TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart_Max[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"GoGoStart_Max\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart_Max[nPlayer] != 0)
                {
                    Chara_GoGoStart_Maxed[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart_Max[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_GoGoStart_Max[nPlayer]; i++)
                    {
                        Chara_GoGoStart_Maxed[nPlayer][i] = TxC(GAME + CHARA + Player + @"GoGoStart_Max\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_ClearIn[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"ClearIn\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_ClearIn[nPlayer] != 0)
                {
                    Chara_Become_Cleared[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_ClearIn[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_ClearIn[nPlayer]; i++)
                    {
                        Chara_Become_Cleared[nPlayer][i] = TxC(GAME + CHARA + Player + @"ClearIn\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_SoulIn[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"SoulIn\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_SoulIn[nPlayer] != 0)
                {
                    Chara_Become_Maxed[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_SoulIn[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_SoulIn[nPlayer]; i++)
                    {
                        Chara_Become_Maxed[nPlayer][i] = TxC(GAME + CHARA + Player + @"SoulIn\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Breaking[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"Balloon_Breaking\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Breaking[nPlayer] != 0)
                {
                    Chara_Balloon_Breaking[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Breaking[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Breaking[nPlayer]; i++)
                    {
                        Chara_Balloon_Breaking[nPlayer][i] = TxC(GAME + CHARA + Player + @"Balloon_Breaking\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Broke[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"Balloon_Broke\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Broke[nPlayer] != 0)
                {
                    Chara_Balloon_Broke[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Broke[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Broke[nPlayer]; i++)
                    {
                        Chara_Balloon_Broke[nPlayer][i] = TxC(GAME + CHARA + Player + @"Balloon_Broke\" + i.ToString() + ".png");
                    }
                }
                TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Miss[nPlayer] = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + Player + @"Balloon_Miss\"));
                if (TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Miss[nPlayer] != 0)
                {
                    Chara_Balloon_Miss[nPlayer] = new CTexture[TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Miss[nPlayer]];
                    for (int i = 0; i < TJAPlayer4.Skin.Game_Chara_Ptn_Balloon_Miss[nPlayer]; i++)
                    {
                        Chara_Balloon_Miss[nPlayer][i] = TxC(GAME + CHARA + Player + @"Balloon_Miss\" + i.ToString() + ".png");
                    }
                }
            }
            #endregion
            #region  り子
            TJAPlayer4.Skin.Game_Dancer_Ptn = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + DANCER + @"1\"));
            if (TJAPlayer4.Skin.Game_Dancer_Ptn != 0)
            {
                Dancer = new CTexture[5][];
                for (int i = 0; i < 5; i++)
                {
                    Dancer[i] = new CTexture[TJAPlayer4.Skin.Game_Dancer_Ptn];
                    for (int p = 0; p < TJAPlayer4.Skin.Game_Dancer_Ptn; p++)
                    {
                        Dancer[i][p] = TxC(GAME + DANCER + (i + 1) + @"\" + p.ToString() + ".png");
                    }
                }
            }
            #endregion
            #region モブ
            TJAPlayer4.Skin.Game_Mob_Ptn = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + MOB));
            Mob = new CTexture[TJAPlayer4.Skin.Game_Mob_Ptn];
            for (int i = 0; i < TJAPlayer4.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          = TxC(GAME + COURSESYMBOL + "Difficulties.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");
            TJAPlayer4.Skin.Game_Gauge_Rainbow_Ptn = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + GAUGE + @"Rainbow\"));
            if (TJAPlayer4.Skin.Game_Gauge_Rainbow_Ptn != 0)
            {
                Gauge_Rainbow = new CTexture[TJAPlayer4.Skin.Game_Gauge_Rainbow_Ptn];
                for (int i = 0; i < TJAPlayer4.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    = new CTexture[2];
            Balloon_Number_Combo[0] = TxC(GAME + BALLOON + @"1P_Number_Combo.png");
            Balloon_Number_Combo[1] = TxC(GAME + BALLOON + @"2P_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 = TJAPlayer4.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 = TJAPlayer4.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 = TJAPlayer4.Skin.Game_Effect_FireWorks_AddBlend;
            }


            Effects_Fire = TxC(GAME + EFFECTS + @"Fire.png");
            if (Effects_Fire != null)
            {
                Effects_Fire.b加算合成 = TJAPlayer4.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 = TJAPlayer4.Skin.Game_Effect_GoGoSplash_AddBlend;
            }
            Effects_Hit_Great     = TxC(GAME + EFFECTS + @"Hit\" + "Great.png");
            Effects_Hit_Great_Big = TxC(GAME + EFFECTS + @"Hit\" + "Great_Big.png");
            Effects_Hit_Good      = TxC(GAME + EFFECTS + @"Hit\" + "Good.png");
            Effects_Hit_Good_Big  = TxC(GAME + EFFECTS + @"Hit\" + "Good_Big.png");
            TJAPlayer4.Skin.Game_Effect_Roll_Ptn = TJAPlayer4.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + EFFECTS + @"Roll\"));
            Effects_Roll = new CTexture[TJAPlayer4.Skin.Game_Effect_Roll_Ptn];
            for (int i = 0; i < TJAPlayer4.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_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_Judge        = TxC(RESULT + @"Judge.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");

            Result_Background[0] = TxC(RESULT + @"Background.png");
            Result_FadeIn[0]     = TxC(RESULT + @"FadeIn.png");
            Result_Header[0]     = TxC(RESULT + @"Header.png");
            Result_Background[1] = TxC(RESULT + @"Background_2P.png");
            Result_FadeIn[1]     = TxC(RESULT + @"FadeIn_2P.png");
            Result_Header[1]     = TxC(RESULT + @"Header_2P.png");
            for (int i = 0; i < 2; i++)
            {
                Result_Gauge[i]      = TxC(RESULT + @"Gauge_" + (i + 1).ToString() + "P.png");
                Result_Gauge_Base[i] = TxC(RESULT + @"Gauge_Base_" + (i + 1).ToString() + "P.png");
            }
            #endregion

            #region 7_終了画面
            Exit_Background = TxC(EXIT + @"Background.png");
            #endregion
        }