示例#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_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_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 < 9; i++)
            {
                SongSelect_Bar_Genre[i] = TxC(SONGSELECT + @"Bar_Genre_" + i.ToString() + ".png");
            }
            for (int i = 0; i < 5; i++)
            {
                SongSelect_ScoreWindow[i] = TxC(SONGSELECT + @"ScoreWindow_" + i.ToString() + ".png");
            }

            for (int i = 0; i < 9; 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
            CDTXMania.Skin.Game_Chara_Ptn_Normal = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Normal\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_Normal != 0)
            {
                Chara_Normal = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Normal];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Normal; i++)
                {
                    Chara_Normal[i] = TxC(GAME + CHARA + @"Normal\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_Clear = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Clear\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_Clear != 0)
            {
                Chara_Normal_Cleared = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Clear];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Clear; i++)
                {
                    Chara_Normal_Cleared[i] = TxC(GAME + CHARA + @"Clear\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.Skin.Game_Chara_Ptn_Clear != 0)
            {
                Chara_Normal_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Clear];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Clear; i++)
                {
                    Chara_Normal_Maxed[i] = TxC(GAME + CHARA + @"Clear_Max\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_GoGo = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGo\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_GoGo != 0)
            {
                Chara_GoGoTime = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGo];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGo; i++)
                {
                    Chara_GoGoTime[i] = TxC(GAME + CHARA + @"GoGo\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.Skin.Game_Chara_Ptn_GoGo != 0)
            {
                Chara_GoGoTime_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGo];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGo; i++)
                {
                    Chara_GoGoTime_Maxed[i] = TxC(GAME + CHARA + @"GoGo_Max\" + i.ToString() + ".png");
                }
            }

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

            CDTXMania.Skin.Game_Chara_Ptn_GoGoStart = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGoStart\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_GoGoStart != 0)
            {
                Chara_GoGoStart = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGoStart];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGoStart; i++)
                {
                    Chara_GoGoStart[i] = TxC(GAME + CHARA + @"GoGoStart\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"GoGoStart_Max\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max != 0)
            {
                Chara_GoGoStart_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_GoGoStart_Max; i++)
                {
                    Chara_GoGoStart_Maxed[i] = TxC(GAME + CHARA + @"GoGoStart_Max\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_ClearIn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"ClearIn\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_ClearIn != 0)
            {
                Chara_Become_Cleared = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_ClearIn];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_ClearIn; i++)
                {
                    Chara_Become_Cleared[i] = TxC(GAME + CHARA + @"ClearIn\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_SoulIn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"SoulIn\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_SoulIn != 0)
            {
                Chara_Become_Maxed = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_SoulIn];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_SoulIn; i++)
                {
                    Chara_Become_Maxed[i] = TxC(GAME + CHARA + @"SoulIn\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Breaking\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking != 0)
            {
                Chara_Balloon_Breaking = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Balloon_Breaking; i++)
                {
                    Chara_Balloon_Breaking[i] = TxC(GAME + CHARA + @"Balloon_Breaking\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Broke\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke != 0)
            {
                Chara_Balloon_Broke = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Balloon_Broke; i++)
                {
                    Chara_Balloon_Broke[i] = TxC(GAME + CHARA + @"Balloon_Broke\" + i.ToString() + ".png");
                }
            }
            CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + CHARA + @"Balloon_Miss\"));
            if (CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss != 0)
            {
                Chara_Balloon_Miss = new CTexture[CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss];
                for (int i = 0; i < CDTXMania.Skin.Game_Chara_Ptn_Balloon_Miss; i++)
                {
                    Chara_Balloon_Miss[i] = TxC(GAME + CHARA + @"Balloon_Miss\" + i.ToString() + ".png");
                }
            }
            #endregion
            #region  り子
            CDTXMania.Skin.Game_Dancer_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + DANCER + @"1\"));
            if (CDTXMania.Skin.Game_Dancer_Ptn != 0)
            {
                Dancer = new CTexture[5][];
                for (int i = 0; i < 5; i++)
                {
                    Dancer[i] = new CTexture[CDTXMania.Skin.Game_Dancer_Ptn];
                    for (int p = 0; p < CDTXMania.Skin.Game_Dancer_Ptn; p++)
                    {
                        Dancer[i][p] = TxC(GAME + DANCER + (i + 1) + @"\" + p.ToString() + ".png");
                    }
                }
            }
            #endregion
            #region モブ
            CDTXMania.Skin.Game_Mob_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + MOB));
            Mob = new CTexture[CDTXMania.Skin.Game_Mob_Ptn];
            for (int i = 0; i < CDTXMania.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          = new CTexture[6];
            string[] Couse_Symbols = new string[6] {
                "Easy", "Normal", "Hard", "Oni", "Edit", "Shin"
            };
            for (int i = 0; i < 6; 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[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");
            CDTXMania.Skin.Game_Gauge_Rainbow_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + GAUGE + @"Rainbow\"));
            if (CDTXMania.Skin.Game_Gauge_Rainbow_Ptn != 0)
            {
                Gauge_Rainbow = new CTexture[CDTXMania.Skin.Game_Gauge_Rainbow_Ptn];
                for (int i = 0; i < CDTXMania.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 = 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 = true;
            }
            Effects_Hit_Explosion_Big = TxC(GAME + EFFECTS + @"Hit\Explosion_Big.png");
            if (Effects_Hit_Explosion_Big != null)
            {
                Effects_Hit_Explosion.b加算合成 = true;
            }
            Effects_Hit_FireWorks    = new CTextureAf[2];
            Effects_Hit_FireWorks[0] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_1P.png");
            if (Effects_Hit_FireWorks[0] != null)
            {
                Effects_Hit_FireWorks[0].b加算合成 = true;
            }
            Effects_Hit_FireWorks[1] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_2P.png");
            if (Effects_Hit_FireWorks[1] != null)
            {
                Effects_Hit_FireWorks[1].b加算合成 = true;
            }


            Effects_Fire = TxC(GAME + EFFECTS + @"Fire.png");
            if (Effects_Fire != null)
            {
                Effects_Fire.b加算合成 = true;
            }

            Effects_Rainbow = TxC(GAME + EFFECTS + @"Rainbow.png");

            Effects_Splash = new CTexture[30];
            for (int i = 0; i < 30; i++)
            {
                Effects_Splash[i] = TxC(GAME + EFFECTS + @"Splash\" + i.ToString() + ".png");
                if (Effects_Splash[i] != null)
                {
                    Effects_Splash[i].b加算合成 = true;
                }
            }
            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");
            }
            CDTXMania.Skin.Game_Effect_Roll_Ptn = CDTXMania.t連番画像の枚数を数える(CSkin.Path(BASE + GAME + EFFECTS + @"Roll\"));
            Effects_Roll = new CTexture[CDTXMania.Skin.Game_Effect_Roll_Ptn];
            for (int i = 0; i < CDTXMania.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
            #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_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");
            #endregion

            #region 7_終了画面
            Exit_Background = TxC(EXIT + @"Background.png");
            #endregion
        }
示例#2
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");
            #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");
            #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_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 < 9; i++)
            {
                SongSelect_Bar_Genre[i] = TxC(SONGSELECT + @"Bar_Genre_" + i.ToString() + ".png");
            }
            for (int i = 0; i < 4; i++)
            {
                SongSelect_ScoreWindow[i] = TxC(SONGSELECT + @"ScoreWindow_" + i.ToString() + ".png");
            }

            for (int i = 0; i < 9; 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");
            SenNotes    = TxC(GAME + @"SenNotes.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
            if (CDTXMania.ConfigIni.nCharaMotionCount != 0)
            {
                Chara_Normal = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount; i++)
                {
                    Chara_Normal[i] = TxC(GAME + CHARA + @"Normal\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaMotionCount_clear != 0)
            {
                Chara_Normal_Cleared = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_clear];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_clear; i++)
                {
                    Chara_Normal_Cleared[i] = TxC(GAME + CHARA + @"Clear\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaMotionCount_max != 0)
            {
                Chara_Normal_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_max];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_max; i++)
                {
                    Chara_Normal_Maxed[i] = TxC(GAME + CHARA + @"Clear_Max\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaMotionCount_gogo != 0)
            {
                Chara_GoGoTime = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_gogo];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_gogo; i++)
                {
                    Chara_GoGoTime[i] = TxC(GAME + CHARA + @"GoGo\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaMotionCount_maxgogo != 0)
            {
                Chara_GoGoTime_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaMotionCount_maxgogo];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaMotionCount_maxgogo; i++)
                {
                    Chara_GoGoTime_Maxed[i] = TxC(GAME + CHARA + @"GoGo_Max\" + i.ToString() + ".png");
                }
            }

            if (CDTXMania.ConfigIni.nCharaAction_10combo != 0)
            {
                Chara_10Combo = new CTexture[CDTXMania.ConfigIni.nCharaAction_10combo];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_10combo; i++)
                {
                    Chara_10Combo[i] = TxC(GAME + CHARA + @"10combo\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaAction_10combo_max != 0)
            {
                Chara_10Combo_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaAction_10combo_max];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_10combo_max; i++)
                {
                    Chara_10Combo_Maxed[i] = TxC(GAME + CHARA + @"10combo_Max\" + i.ToString() + ".png");
                }
            }

            if (CDTXMania.ConfigIni.nCharaAction_gogostart != 0)
            {
                Chara_GoGoStart = new CTexture[CDTXMania.ConfigIni.nCharaAction_gogostart];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_gogostart; i++)
                {
                    Chara_GoGoStart[i] = TxC(GAME + CHARA + @"GoGoStart\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaAction_gogostart_max != 0)
            {
                Chara_GoGoStart_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaAction_gogostart_max];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_gogostart_max; i++)
                {
                    Chara_GoGoStart_Maxed[i] = TxC(GAME + CHARA + @"GoGoStart_Max\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaAction_clearstart != 0)
            {
                Chara_Become_Cleared = new CTexture[CDTXMania.ConfigIni.nCharaAction_clearstart];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_clearstart; i++)
                {
                    Chara_Become_Cleared[i] = TxC(GAME + CHARA + @"ClearStart\" + i.ToString() + ".png");
                }
            }
            if (CDTXMania.ConfigIni.nCharaAction_fullgauge != 0)
            {
                Chara_Become_Maxed = new CTexture[CDTXMania.ConfigIni.nCharaAction_fullgauge];
                for (int i = 0; i < CDTXMania.ConfigIni.nCharaAction_fullgauge; i++)
                {
                    Chara_Become_Maxed[i] = TxC(GAME + CHARA + @"FullGauge\" + i.ToString() + ".png");
                }
            }
            Chara_Balloon_Breaking = TxC(GAME + CHARA + @"Breaking.png");
            Chara_Balloon_Broken   = TxC(GAME + CHARA + @"Broken.png");
            #endregion
            #region  り子
            if (CDTXMania.ConfigIni.nDancerMotionCount != 0)
            {
                Dancer_1 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount];
                Dancer_2 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount];
                Dancer_3 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount];
                Dancer_4 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount];
                Dancer_5 = new CTexture[CDTXMania.ConfigIni.nDancerMotionCount];
                for (int i = 0; i < CDTXMania.ConfigIni.nDancerMotionCount; i++)
                {
                    Dancer_1[i] = TxC(GAME + DANCER + @"1\" + i.ToString() + ".png");
                    Dancer_2[i] = TxC(GAME + DANCER + @"2\" + i.ToString() + ".png");
                    Dancer_3[i] = TxC(GAME + DANCER + @"3\" + i.ToString() + ".png");
                    Dancer_4[i] = TxC(GAME + DANCER + @"4\" + i.ToString() + ".png");
                    Dancer_5[i] = TxC(GAME + DANCER + @"5\" + i.ToString() + ".png");
                }
            }
            #endregion
            #region モブ
            Mob = new CTexture[30];
            for (int i = 0; i < 30; 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_Up          = TxC(GAME + BACKGROUND + @"0\" + @"Up.png");
            Background_Up_Clear    = TxC(GAME + BACKGROUND + @"0\" + @"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          = new CTexture[6];
            string[] Couse_Symbols = new string[6] {
                "Easy", "Normal", "Hard", "Oni", "Edit", "Shin"
            };
            for (int i = 0; i < 6; 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[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");
            #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");
            Gauge_Rainbow = new CTexture[12];
            for (int i = 0; i < 12; 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 = TxC(GAME + GAUGE + @"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");
            }
            //Balloon_Broken = TxC(GAME + BALLOON + @"Broken.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 = true;
            }
            Effects_Hit_Explosion_Big = TxC(GAME + EFFECTS + @"Hit\Explosion_Big.png");
            if (Effects_Hit_Explosion_Big != null)
            {
                Effects_Hit_Explosion.b加算合成 = true;
            }
            Effects_Hit_FireWorks    = new CTextureAf[2];
            Effects_Hit_FireWorks[0] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_1P.png");
            if (Effects_Hit_FireWorks[0] != null)
            {
                Effects_Hit_FireWorks[0].b加算合成 = true;
            }
            Effects_Hit_FireWorks[1] = TxCAf(GAME + EFFECTS + @"Hit\FireWorks_2P.png");
            if (Effects_Hit_FireWorks[1] != null)
            {
                Effects_Hit_FireWorks[1].b加算合成 = true;
            }


            Effects_Fire = TxC(GAME + EFFECTS + @"Fire.png");
            if (Effects_Fire != null)
            {
                Effects_Fire.b加算合成 = true;
            }

            Effects_Rainbow = TxC(GAME + EFFECTS + @"Rainbow.png");

            Effects_Splash = new CTexture[30];
            for (int i = 0; i < 30; i++)
            {
                Effects_Splash[i] = TxC(GAME + EFFECTS + @"Splash\" + i.ToString() + ".png");
                if (Effects_Splash[i] != null)
                {
                    Effects_Splash[i].b加算合成 = true;
                }
            }
            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");
                //Effects_Hit_Great[i].b加算合成 = true;
                //Effects_Hit_Great_Big[i].b加算合成 = true;
                //Effects_Hit_Good[i].b加算合成 = true;
                //Effects_Hit_Good_Big[i].b加算合成 = true;
            }
            Effects_Roll = new CTexture[4];
            for (int i = 0; i < 4; 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
            GameMode_Timer_Tick  = TxC(GAME + GAMEMODE + @"Timer_Tick.png");
            GameMode_Timer_Frame = TxC(GAME + GAMEMODE + @"Timer_Frame.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_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");
            #endregion
        }