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#36043 CDTXMania 内の app 以外の static メンバをインスタンスメンバにし、appを介してアクセスするように変更。CChipのメンバの多くをpr...
[dtxmania/dtxmania.git] / DTXManiaプロジェクト / コード / ステージ / 07.演奏 / ドラム画面 / CAct演奏DrumsチップファイアD.cs
index a9df672..1416c57 100644 (file)
@@ -48,7 +48,7 @@ namespace DTXMania
                                                this.st火花[ j ].b使用中 = false;\r
                                        }\r
                                }\r
-                               float n回転初期値 = CDTXMania.Random.Next( 360 );\r
+                               float n回転初期値 = CDTXMania.app.Random.Next( 360 );\r
                                for ( int i = 0; i < 8; i++ )\r
                                {\r
                                        for( int j = 0; j < FIRE_MAX; j++ )\r
@@ -57,8 +57,8 @@ namespace DTXMania
                                                {\r
                                                        this.st火花[ j ].b使用中 = true;\r
                                                        this.st火花[ j ].nLane = (int) lane;\r
-//                                                     this.st火花[ j ].ct進行 = new CCounter( 0, 35, 6, CDTXMania.Timer );\r
-                                                       this.st火花[ j ].ct進行 = new CCounter( 0, 70, 3, CDTXMania.Timer );\r
+//                                                     this.st火花[ j ].ct進行 = new CCounter( 0, 35, 6, CDTXMania.app.Timer );\r
+                                                       this.st火花[ j ].ct進行 = new CCounter( 0, 70, 3, CDTXMania.app.Timer );\r
                                                        this.st火花[ j ].f回転単位 = C変換.DegreeToRadian( (float) ( n回転初期値 + ( i * 90f ) ) );\r
                                                        this.st火花[ j ].f回転方向 = ( i < 4 ) ? 1f : -2f;\r
                                                        this.st火花[ j ].fサイズ = ( i < 4 ) ? 1f : 0.5f;\r
@@ -76,21 +76,21 @@ namespace DTXMania
                                                if ( !this.st青い星[ j ].b使用中 )\r
                                                {\r
                                                        this.st青い星[ j ].b使用中 = true;\r
-                                                       int n回転初期値 = CDTXMania.Random.Next( 360 );\r
-                                                       double num7 = 0.9 + ( ( (double) CDTXMania.Random.Next( 40 ) ) / 100.0 );\r
+                                                       int n回転初期値 = CDTXMania.app.Random.Next( 360 );\r
+                                                       double num7 = 0.9 + ( ( (double) CDTXMania.app.Random.Next( 40 ) ) / 100.0 );\r
                                                        this.st青い星[ j ].nLane = (int) lane;\r
-                                                       this.st青い星[ j ].ct進行 = new CCounter( 0, 100, 7, CDTXMania.Timer );\r
+                                                       this.st青い星[ j ].ct進行 = new CCounter( 0, 100, 7, CDTXMania.app.Timer );\r
                                                        this.st青い星[ j ].fX =\r
-                                                               (int) ( this.nレーンの中央X座標[ (int) lane ] * ( CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ? 1.0 : 0.75 ) ) +\r
-                                                                                       ( ( CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ) ? (float) ( 54 * 3 ) : (float) ( 619 + 12 + 40 ) );\r
-                                                       this.st青い星[ j ].fY = CDTXMania.ConfigIni.bReverse.Drums ?\r
+                                                               (int) ( this.nレーンの中央X座標[ (int) lane ] * ( CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ? 1.0 : 0.75 ) ) +\r
+                                                                                       ( ( CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ) ? (float) ( 54 * 3 ) : (float) ( 619 + 12 + 40 ) );\r
+                                                       this.st青い星[ j ].fY = CDTXMania.app.ConfigIni.bReverse.Drums ?\r
                                                                (float) (119 + 4) - nJudgeLinePosY_delta_Drums : (float) (942 + 14) + nJudgeLinePosY_delta_Drums;\r
                                                        this.st青い星[ j ].f加速度X = (float) ( num7 * Math.Cos( ( Math.PI * 2 * n回転初期値 ) / 360.0 ) );\r
                                                        this.st青い星[ j ].f加速度Y = (float) ( num7 * ( Math.Sin( ( Math.PI * 2 * n回転初期値 ) / 360.0 ) - 0.2 ) );\r
                                                        this.st青い星[ j ].f加速度の加速度X = 0.995f;\r
                                                        this.st青い星[ j ].f加速度の加速度Y = 0.995f;\r
                                                        this.st青い星[ j ].f重力加速度 = 0.00355f;\r
-                                                       this.st青い星[ j ].f半径 = (float) ( 0.5 + ( ( (double) CDTXMania.Random.Next( 30 ) ) / 100.0 ) );\r
+                                                       this.st青い星[ j ].f半径 = (float) ( 0.5 + ( ( (double) CDTXMania.app.Random.Next( 30 ) ) / 100.0 ) );\r
                                                        break;\r
                                                }\r
                                        }\r
@@ -106,12 +106,12 @@ namespace DTXMania
                                                {\r
                                                        this.st大波[ j ].b使用中 = true;\r
                                                        this.st大波[ j ].nLane = (int) lane;\r
-                                                       this.st大波[ j ].f半径 = ( (float) ( ( 20 - CDTXMania.Random.Next( 40 ) ) + 100 ) ) / 100f;\r
+                                                       this.st大波[ j ].f半径 = ( (float) ( ( 20 - CDTXMania.app.Random.Next( 40 ) ) + 100 ) ) / 100f;\r
                                                        this.st大波[ j ].n進行速度ms = 10;\r
-                                                       this.st大波[ j ].ct進行 = new CCounter( 0, 100, this.st大波[ j ].n進行速度ms, CDTXMania.Timer );\r
+                                                       this.st大波[ j ].ct進行 = new CCounter( 0, 100, this.st大波[ j ].n進行速度ms, CDTXMania.app.Timer );\r
                                                        this.st大波[ j ].ct進行.n現在の値 = i * 10;\r
-                                                       this.st大波[ j ].f角度X = C変換.DegreeToRadian( (float) ( ( ( (double) ( CDTXMania.Random.Next( 100 ) * 50 ) ) / 100.0 ) + 30.0 ) );\r
-                                                       this.st大波[ j ].f角度Y = C変換.DegreeToRadian( this.b大波Balance ? ( this.fY波の最小仰角[ (int) lane ] + CDTXMania.Random.Next( 30 ) ) : ( this.fY波の最大仰角[ (int) lane ] - CDTXMania.Random.Next( 30 ) ) );\r
+                                                       this.st大波[ j ].f角度X = C変換.DegreeToRadian( (float) ( ( ( (double) ( CDTXMania.app.Random.Next( 100 ) * 50 ) ) / 100.0 ) + 30.0 ) );\r
+                                                       this.st大波[ j ].f角度Y = C変換.DegreeToRadian( this.b大波Balance ? ( this.fY波の最小仰角[ (int) lane ] + CDTXMania.app.Random.Next( 30 ) ) : ( this.fY波の最大仰角[ (int) lane ] - CDTXMania.app.Random.Next( 30 ) ) );\r
                                                        this.st大波[ j ].f回転単位 = C変換.DegreeToRadian( (float) 0f );\r
                                                        this.st大波[ j ].f回転方向 = 1f;\r
                                                        this.b大波Balance = !this.b大波Balance;\r
@@ -130,12 +130,12 @@ namespace DTXMania
                                                {\r
                                                        this.st細波[ j ].b使用中 = true;\r
                                                        this.st細波[ j ].nLane = (int) lane;\r
-                                                       this.st細波[ j ].f半径 = ( (float) ( ( 20 - CDTXMania.Random.Next( 40 ) ) + 100 ) ) / 100f;\r
+                                                       this.st細波[ j ].f半径 = ( (float) ( ( 20 - CDTXMania.app.Random.Next( 40 ) ) + 100 ) ) / 100f;\r
                                                        this.st細波[ j ].n進行速度ms = 8;\r
-                                                       this.st細波[ j ].ct進行 = new CCounter( 0, 100, this.st細波[ j ].n進行速度ms, CDTXMania.Timer );\r
+                                                       this.st細波[ j ].ct進行 = new CCounter( 0, 100, this.st細波[ j ].n進行速度ms, CDTXMania.app.Timer );\r
                                                        this.st細波[ j ].ct進行.n現在の値 = 0;\r
-                                                       this.st細波[ j ].f角度X = C変換.DegreeToRadian( (float) ( ( ( (double) ( CDTXMania.Random.Next( 100 ) * 50 ) ) / 100.0 ) + 30.0 ) );\r
-                                                       this.st細波[ j ].f角度Y = C変換.DegreeToRadian( this.b細波Balance ? ( this.fY波の最小仰角[ (int) lane ] + CDTXMania.Random.Next( 30 ) ) : ( this.fY波の最大仰角[ (int) lane ] - CDTXMania.Random.Next( 30 ) ) );\r
+                                                       this.st細波[ j ].f角度X = C変換.DegreeToRadian( (float) ( ( ( (double) ( CDTXMania.app.Random.Next( 100 ) * 50 ) ) / 100.0 ) + 30.0 ) );\r
+                                                       this.st細波[ j ].f角度Y = C変換.DegreeToRadian( this.b細波Balance ? ( this.fY波の最小仰角[ (int) lane ] + CDTXMania.app.Random.Next( 30 ) ) : ( this.fY波の最大仰角[ (int) lane ] - CDTXMania.app.Random.Next( 30 ) ) );\r
                                                        this.b細波Balance = !this.b細波Balance;\r
                                                        break;\r
                                                }\r
@@ -193,22 +193,22 @@ namespace DTXMania
                {\r
                        if( !base.b活性化してない )\r
                        {\r
-                               this.tx火花 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip fire.png" ) );\r
+                               this.tx火花 = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip fire.png" ) );\r
                                if( this.tx火花 != null )\r
                                {\r
                                        this.tx火花.b加算合成 = true;\r
                                }\r
-                               this.tx青い星 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip star.png" ) );\r
+                               this.tx青い星 = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip star.png" ) );\r
                                if( this.tx青い星 != null )\r
                                {\r
                                        this.tx青い星.b加算合成 = true;\r
                                }\r
-                               this.tx大波 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip wave.png" ) );\r
+                               this.tx大波 = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip wave.png" ) );\r
                                if( this.tx大波 != null )\r
                                {\r
                                        this.tx大波.b加算合成 = true;\r
                                }\r
-                               this.tx細波 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip wave2.png" ) );\r
+                               this.tx細波 = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayDrums chip wave2.png" ) );\r
                                if( this.tx細波 != null )\r
                                {\r
                                        this.tx細波.b加算合成 = true;\r
@@ -220,10 +220,10 @@ namespace DTXMania
                {\r
                        if( !base.b活性化してない )\r
                        {\r
-                               CDTXMania.tテクスチャの解放( ref this.tx火花 );\r
-                               CDTXMania.tテクスチャの解放( ref this.tx青い星 );\r
-                               CDTXMania.tテクスチャの解放( ref this.tx大波 );\r
-                               CDTXMania.tテクスチャの解放( ref this.tx細波 );\r
+                               TextureFactory.tテクスチャの解放( ref this.tx火花 );\r
+                               TextureFactory.tテクスチャの解放( ref this.tx青い星 );\r
+                               TextureFactory.tテクスチャの解放( ref this.tx大波 );\r
+                               TextureFactory.tテクスチャの解放( ref this.tx細波 );\r
                                base.OnManagedリソースの解放();\r
                        }\r
                }\r
@@ -251,11 +251,11 @@ namespace DTXMania
                                                identity *= Matrix.RotationZ( num3 + ( (float) Math.PI / 2 ) );\r
                                                float num5 = ( (float) ( 0.8 * Math.Sin( num2 * Math.PI / 2 ) ) ) * this.st火花[ i ].fサイズ;\r
                                                identity *= Matrix.Translation(\r
-                                                       ( (int)(this.nレーンの中央X座標[ this.st火花[ i ].nLane ] * ((CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left)? 1.0 : 0.75))\r
+                                                       ( (int)(this.nレーンの中央X座標[ this.st火花[ i ].nLane ] * ((CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left)? 1.0 : 0.75))\r
                                                        +\r
-                                                               ( (CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left)? (float)(54 * 3) : (float)(619 + 12 + 40) ) +\r
+                                                               ( (CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left)? (float)(54 * 3) : (float)(619 + 12 + 40) ) +\r
                                                                ( ( (float) Math.Cos( (double) num3 ) ) * num5 ) ) - SampleFramework.GameWindowSize.Width / 2,\r
-                                                       -( ( ( CDTXMania.ConfigIni.bReverse.Drums ?\r
+                                                       -( ( ( CDTXMania.app.ConfigIni.bReverse.Drums ?\r
                                                                ( 119 + 4 ) - nJudgeLinePosY_delta_Drums : ( 942 + 14 ) + nJudgeLinePosY_delta_Drums )\r
                                                        + ( ( (float) Math.Sin( (double) num3 ) ) * num5 ) ) - SampleFramework.GameWindowSize.Height / 2 ),\r
                                                        0f\r
@@ -341,10 +341,10 @@ namespace DTXMania
                                                        matrix3 *= Matrix.RotationX( this.st大波[ i ].f角度X );\r
                                                        matrix3 *= Matrix.RotationY( this.st大波[ i ].f角度Y );\r
                                                        matrix3 *= Matrix.Translation(\r
-                                                               (int)(this.nレーンの中央X座標[ this.st大波[ i ].nLane ] * ( CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left? 1.0 : 0.75)) +\r
-                                                                       ( ( CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ) ? (float) ( 54 * 3 ) : (float) ( 619 + 12 + 40 ) )\r
+                                                               (int)(this.nレーンの中央X座標[ this.st大波[ i ].nLane ] * ( CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left? 1.0 : 0.75)) +\r
+                                                                       ( ( CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ) ? (float) ( 54 * 3 ) : (float) ( 619 + 12 + 40 ) )\r
                                                                        - SampleFramework.GameWindowSize.Width / 2,\r
-                                                               -( ( CDTXMania.ConfigIni.bReverse.Drums ?\r
+                                                               -( ( CDTXMania.app.ConfigIni.bReverse.Drums ?\r
                                                                (119 + 4) - nJudgeLinePosY_delta_Drums : (942 + 14) + nJudgeLinePosY_delta_Drums )\r
                                                                - SampleFramework.GameWindowSize.Height / 2 ),\r
                                                                0f );\r
@@ -380,10 +380,10 @@ namespace DTXMania
                                                        matrix4 *= Matrix.RotationX( this.st細波[ i ].f角度X );\r
                                                        matrix4 *= Matrix.RotationY( this.st細波[ i ].f角度Y );\r
                                                        matrix4 *= Matrix.Translation(\r
-                                                               (int)( this.nレーンの中央X座標[ this.st細波[ i ].nLane ] * (CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left? 1.0 : 0.75 ) ) +\r
-                                                               ( ( CDTXMania.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ) ? (float) ( 54 * 3 ) : (float) ( 619 + 12 + 40 ) )\r
+                                                               (int)( this.nレーンの中央X座標[ this.st細波[ i ].nLane ] * (CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left? 1.0 : 0.75 ) ) +\r
+                                                               ( ( CDTXMania.app.ConfigIni.eドラムレーン表示位置 == Eドラムレーン表示位置.Left ) ? (float) ( 54 * 3 ) : (float) ( 619 + 12 + 40 ) )\r
                                                                        -SampleFramework.GameWindowSize.Width / 2,\r
-                                                               -( ( CDTXMania.ConfigIni.bReverse.Drums ?\r
+                                                               -( ( CDTXMania.app.ConfigIni.bReverse.Drums ?\r
                                                                (119 + 4) - nJudgeLinePosY_delta_Drums : (942 + 14) + nJudgeLinePosY_delta_Drums )\r
                                                                - SampleFramework.GameWindowSize.Height / 2 ),\r
                                                                0f\r