Пример #1
0
        // デフォルトの戦闘アニメデータを定義
        public void AddDefaultAnimation()
        {
            MessageData md;

            // アニメデータが用意されていない場合は Data\System\animation.txt を読み込む
            if (Count() == 0)
            {
                string argfname1 = SRC.AppPath + @"Data\System\animation.txt";
                if (GeneralLib.FileExists(ref argfname1))
                {
                    string argfname = SRC.AppPath + @"Data\System\animation.txt";
                    Load(ref argfname);
                }
            }

            object argIndex2 = "汎用";

            if (IsDefined(ref argIndex2))
            {
                object argIndex1 = "汎用";
                md = Item(ref argIndex1);
            }
            else
            {
                string argmname = "汎用";
                md = Add(ref argmname);
            }

            string arglname = "戦闘アニメ_回避発動";

            if (Event_Renamed.FindNormalLabel(ref arglname) > 0)
            {
                string argmsg_situation = "回避";
                Unit   argu             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation, u: ref argu)))
                {
                    string argsit = "回避";
                    string argmsg = "回避";
                    md.AddMessage(ref argsit, ref argmsg);
                }
            }

            string arglname1 = "戦闘アニメ_切り払い発動";

            if (Event_Renamed.FindNormalLabel(ref arglname1) > 0)
            {
                string argmsg_situation1 = "切り払い";
                Unit   argu1             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation1, u: ref argu1)))
                {
                    string argsit1 = "切り払い";
                    string argmsg1 = "切り払い";
                    md.AddMessage(ref argsit1, ref argmsg1);
                }
            }

            string arglname2 = "戦闘アニメ_迎撃発動";

            if (Event_Renamed.FindNormalLabel(ref arglname2) > 0)
            {
                string argmsg_situation2 = "迎撃";
                Unit   argu2             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation2, u: ref argu2)))
                {
                    string argsit2 = "迎撃";
                    string argmsg2 = "迎撃";
                    md.AddMessage(ref argsit2, ref argmsg2);
                }
            }

            string arglname3 = "戦闘アニメ_ダミー発動";

            if (Event_Renamed.FindNormalLabel(ref arglname3) > 0)
            {
                string argmsg_situation3 = "ダミー";
                Unit   argu3             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation3, u: ref argu3)))
                {
                    string argsit3 = "ダミー";
                    string argmsg3 = "ダミー";
                    md.AddMessage(ref argsit3, ref argmsg3);
                }
            }

            string arglname4 = "戦闘アニメ_修理装置発動";

            if (Event_Renamed.FindNormalLabel(ref arglname4) > 0)
            {
                string argmsg_situation4 = "修理";
                Unit   argu4             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation4, u: ref argu4)))
                {
                    string argsit4 = "修理";
                    string argmsg4 = "修理装置";
                    md.AddMessage(ref argsit4, ref argmsg4);
                }
            }

            string arglname5 = "戦闘アニメ_補給装置発動";

            if (Event_Renamed.FindNormalLabel(ref arglname5) > 0)
            {
                string argmsg_situation5 = "補給";
                Unit   argu5             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation5, u: ref argu5)))
                {
                    string argsit5 = "補給";
                    string argmsg5 = "補給装置";
                    md.AddMessage(ref argsit5, ref argmsg5);
                }
            }

            string arglname6 = "戦闘アニメ_終了発動";

            if (Event_Renamed.FindNormalLabel(ref arglname6) > 0)
            {
                string argmsg_situation6 = "終了";
                Unit   argu6             = null;
                if (string.IsNullOrEmpty(md.SelectMessage(ref argmsg_situation6, u: ref argu6)))
                {
                    string argsit6 = "終了";
                    string argmsg6 = "終了";
                    md.AddMessage(ref argsit6, ref argmsg6);
                }
            }
        }
Пример #2
0
        private void frmConfiguration_Load(object eventSender, EventArgs eventArgs)
        {
            // ダイアログを初期化

            // メッセージスピード
            cboMessageSpeed.Items.Add("手動送り");
            cboMessageSpeed.Items.Add("低速");
            cboMessageSpeed.Items.Add("普通");
            cboMessageSpeed.Items.Add("高速");
            cboMessageSpeed.Items.Add("超高速");
            cboMessageSpeed.Items.Add("神の領域");
            switch (GUI.MessageWait)
            {
            case 0:
            {
                cboMessageSpeed.Text = "神の領域";
                break;
            }

            case 200:
            {
                cboMessageSpeed.Text = "超高速";
                break;
            }

            case 400:
            {
                cboMessageSpeed.Text = "高速";
                break;
            }

            case 700:
            {
                cboMessageSpeed.Text = "普通";
                break;
            }

            case 1000:
            {
                cboMessageSpeed.Text = "低速";
                break;
            }

            case 10000000:
            {
                cboMessageSpeed.Text = "手動送り";
                break;
            }
            }

            // 戦闘アニメ表示
            if (SRC.BattleAnimation)
            {
                chkBattleAnimation.CheckState = CheckState.Checked;
            }
            else
            {
                chkBattleAnimation.CheckState = CheckState.Unchecked;
            }

            bool localFileExists()
            {
                string argfname = SRC.AppPath + @"Lib\汎用戦闘アニメ\include.eve"; var ret = GeneralLib.FileExists(ref argfname); return(ret);
            }

            if (!localFileExists())
            {
                chkBattleAnimation.CheckState = CheckState.Indeterminate; // 無効
            }

            // 拡張戦闘アニメ表示
            if (SRC.ExtendedAnimation)
            {
                chkExtendedAnimation.CheckState = CheckState.Checked;
            }
            else
            {
                chkExtendedAnimation.CheckState = CheckState.Unchecked;
            }

            if ((int)chkBattleAnimation.CheckState == 1)
            {
                chkExtendedAnimation.Enabled = true;
            }
            else
            {
                chkExtendedAnimation.Enabled = false;
            }

            // 武器準備アニメ表示
            if (SRC.WeaponAnimation)
            {
                chkWeaponAnimation.CheckState = CheckState.Checked;
            }
            else
            {
                chkWeaponAnimation.CheckState = CheckState.Unchecked;
            }

            if ((int)chkBattleAnimation.CheckState == 1)
            {
                chkWeaponAnimation.Enabled = true;
            }
            else
            {
                chkWeaponAnimation.Enabled = false;
            }

            // 移動アニメ表示
            if (SRC.MoveAnimation)
            {
                chkMoveAnimation.CheckState = CheckState.Checked;
            }
            else
            {
                chkMoveAnimation.CheckState = CheckState.Unchecked;
            }

            // スペシャルパワーアニメ表示
            if (SRC.SpecialPowerAnimation)
            {
                chkSpecialPowerAnimation.CheckState = CheckState.Checked;
            }
            else
            {
                chkSpecialPowerAnimation.CheckState = CheckState.Unchecked;
            }

            // マウスカーソルの自動移動
            if (SRC.AutoMoveCursor)
            {
                chkAutoMoveCursor.CheckState = CheckState.Checked;
            }
            else
            {
                chkAutoMoveCursor.CheckState = CheckState.Unchecked;
            }

            // マス目の表示
            if (SRC.ShowSquareLine)
            {
                chkShowSquareLine.CheckState = CheckState.Checked;
            }
            else
            {
                chkShowSquareLine.CheckState = CheckState.Unchecked;
            }

            // 味方フェイズ開始時のターン表示
            string argini_section = "Option";
            string argini_entry   = "Turn";

            if (Strings.LCase(GeneralLib.ReadIni(ref argini_section, ref argini_entry)) == "on")
            {
                chkShowTurn.CheckState = CheckState.Checked;
            }
            else
            {
                chkShowTurn.CheckState = CheckState.Unchecked;
            }

            // 敵フェイズ中にBGMを変更しない
            if (SRC.KeepEnemyBGM)
            {
                chkKeepEnemyBGM.CheckState = CheckState.Checked;
            }
            else
            {
                chkKeepEnemyBGM.CheckState = CheckState.Unchecked;
            }

            // MIDI演奏にDirectMusicを使用する
            string argini_section1 = "Option";
            string argini_entry1   = "UseDirectMusic";

            if (Strings.LCase(GeneralLib.ReadIni(ref argini_section1, ref argini_entry1)) == "on")
            {
                chkUseDirectMusic.CheckState = CheckState.Checked;
            }
            else
            {
                chkUseDirectMusic.CheckState = CheckState.Unchecked;
            }

            // MIDI音源リセットの種類
            cboMidiReset.Items.Add("None");
            cboMidiReset.Items.Add("GM");
            cboMidiReset.Items.Add("GS");
            cboMidiReset.Items.Add("XG");
            cboMidiReset.Text = SRC.MidiResetType;

            // MP3音量
            SavedMP3Volume    = Sound.MP3Volume;
            txtMP3Volume.Text = Microsoft.VisualBasic.Compatibility.VB6.Support.Format(Sound.MP3Volume);
        }