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#36043 rev.920 で手違いが起きたため、一度 rev.919 に戻し、ファイルを再修正。Ech定義の使用を CChip のプロパティを使うよう一部変更。
[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 ec3f2c0..5606d99 100644 (file)
@@ -15,127 +15,127 @@ namespace DTXMania
                {\r
                        base.b活性化してない = true;\r
                }\r
-\r
-\r
+               \r
+               \r
                // メソッド\r
 \r
-               public void Start(Eレーン lane)\r
+               public void Start( Eレーン lane )\r
                {\r
-                       this.Start(lane, false, false, false, 0);\r
+                       this.Start( lane, false, false, false, 0 );\r
                }\r
-               public void Start(Eレーン lane, bool bフィルイン)\r
+               public void Start( Eレーン lane, bool bフィルイン )\r
                {\r
-                       this.Start(lane, bフィルイン, false, false, 0);\r
+                       this.Start( lane, bフィルイン, false, false, 0 );\r
                }\r
-               public void Start(Eレーン lane, bool bフィルイン, bool b大波)\r
+               public void Start( Eレーン lane, bool bフィルイン, bool b大波 )\r
                {\r
-                       this.Start(lane, bフィルイン, b大波, false, 0);\r
+                       this.Start( lane, bフィルイン, b大波, false, 0 );\r
                }\r
-               public void Start(Eレーン lane, bool bフィルイン, bool b大波, bool b細波)\r
+               public void Start( Eレーン lane, bool bフィルイン, bool b大波, bool b細波 )\r
                {\r
-                       this.Start(lane, bフィルイン, b大波, b細波, 0);\r
+                       this.Start( lane, bフィルイン, b大波, b細波, 0 );\r
                }\r
-               public void Start(Eレーン lane, bool bフィルイン, bool b大波, bool b細波, int _nJudgeLinePosY_delta_Drums)\r
+               public void Start( Eレーン lane, bool bフィルイン, bool b大波, bool b細波, int _nJudgeLinePosY_delta_Drums )\r
                {\r
                        nJudgeLinePosY_delta_Drums = _nJudgeLinePosY_delta_Drums;\r
-                       if (this.tx火花 != null)\r
+                       if( this.tx火花 != null )\r
                        {\r
-                               for (int j = 0; j < FIRE_MAX; j++)\r
+                               for ( int j = 0; j < FIRE_MAX; j++ )\r
                                {\r
-                                       if (this.st火花[j].b使用中 && this.st火花[j].nLane == (int)lane)         // yyagi 負荷軽減のつもり・・・だが、あまり効果なさげ\r
+                                       if ( this.st火花[ j ].b使用中 && this.st火花[ j ].nLane == (int) lane )          // yyagi 負荷軽減のつもり・・・だが、あまり効果なさげ\r
                                        {\r
-                                               this.st火花[j].ct進行.t停止();\r
-                                               this.st火花[j].b使用中 = false;\r
+                                               this.st火花[ j ].ct進行.t停止();\r
+                                               this.st火花[ j ].b使用中 = false;\r
                                        }\r
                                }\r
-                               float n回転初期値 = CDTXMania.app.Random.Next(360);\r
-                               for (int i = 0; i < 8; i++)\r
+                               float n回転初期値 = CDTXMania.Instance.Random.Next( 360 );\r
+                               for ( int i = 0; i < 8; i++ )\r
                                {\r
-                                       for (int j = 0; j < FIRE_MAX; j++)\r
+                                       for( int j = 0; j < FIRE_MAX; j++ )\r
                                        {\r
-                                               if (!this.st火花[j].b使用中)\r
+                                               if( !this.st火花[ j ].b使用中 )\r
                                                {\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.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
+                                                       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.Instance.Timer );\r
+                                                       this.st火花[ j ].ct進行 = new CCounter( 0, 70, 3, CDTXMania.Instance.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
                                                        break;\r
                                                }\r
                                        }\r
                                }\r
                        }\r
-                       if (bフィルイン && (this.tx青い星 != null))\r
+                       if ( bフィルイン && ( this.tx青い星 != null ) )\r
                        {\r
-                               for (int i = 0; i < 0x10; i++)\r
+                               for ( int i = 0; i < 0x10; i++ )\r
                                {\r
-                                       for (int j = 0; j < STAR_MAX; j++)\r
+                                       for ( int j = 0; j < STAR_MAX; j++ )\r
                                        {\r
-                                               if (!this.st青い星[j].b使用中)\r
+                                               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.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.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.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.app.Random.Next(30)) / 100.0));\r
+                                                       this.st青い星[ j ].b使用中 = true;\r
+                                                       int n回転初期値 = CDTXMania.Instance.Random.Next( 360 );\r
+                                                       double num7 = 0.9 + ( ( (double) CDTXMania.Instance.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.Instance.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.Instance.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.Instance.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.Instance.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.Instance.Random.Next( 30 ) ) / 100.0 ) );\r
                                                        break;\r
                                                }\r
                                        }\r
                                }\r
                        }\r
-                       if (b大波 && (this.tx大波 != null))\r
+                       if( b大波 && ( this.tx大波 != null ) )\r
                        {\r
-                               for (int i = 0; i < 4; i++)\r
+                               for( int i = 0; i < 4; i++ )\r
                                {\r
-                                       for (int j = 0; j < BIGWAVE_MAX; j++)\r
+                                       for( int j = 0; j < BIGWAVE_MAX; j++ )\r
                                        {\r
-                                               if (!this.st大波[j].b使用中)\r
+                                               if( !this.st大波[ j ].b使用中 )\r
                                                {\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.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.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.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.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.Instance.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.Instance.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.Instance.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.Instance.Random.Next( 30 ) ) : ( this.fY波の最大仰角[ (int) lane ] - CDTXMania.Instance.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
                                                        break;\r
                                                }\r
                                        }\r
                                }\r
                        }\r
-                       if (b細波 && (this.tx細波 != null))\r
+                       if( b細波 && ( this.tx細波 != null ) )\r
                        {\r
-                               for (int i = 0; i < 1; i++)\r
+                               for( int i = 0; i < 1; i++ )\r
                                {\r
-                                       for (int j = 0; j < BIGWAVE_MAX; j++)\r
+                                       for( int j = 0; j < BIGWAVE_MAX; j++ )\r
                                        {\r
-                                               if (!this.st細波[j].b使用中)\r
+                                               if( !this.st細波[ j ].b使用中 )\r
                                                {\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.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.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.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.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.Instance.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.Instance.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.Instance.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.Instance.Random.Next( 30 ) ) : ( this.fY波の最大仰角[ (int) lane ] - CDTXMania.Instance.Random.Next( 30 ) ) );\r
                                                        this.b細波Balance = !this.b細波Balance;\r
                                                        break;\r
                                                }\r
@@ -149,67 +149,67 @@ namespace DTXMania
 \r
                public override void On活性化()\r
                {\r
-                       for (int i = 0; i < FIRE_MAX; i++)\r
+                       for( int i = 0; i < FIRE_MAX; i++ )\r
                        {\r
-                               this.st火花[i] = new ST火花();\r
-                               this.st火花[i].b使用中 = false;\r
-                               this.st火花[i].ct進行 = new CCounter();\r
+                               this.st火花[ i ] = new ST火花();\r
+                               this.st火花[ i ].b使用中 = false;\r
+                               this.st火花[ i ].ct進行 = new CCounter();\r
                        }\r
-                       for (int i = 0; i < STAR_MAX; i++)\r
+                       for( int i = 0; i < STAR_MAX; i++ )\r
                        {\r
-                               this.st青い星[i] = new ST青い星();\r
-                               this.st青い星[i].b使用中 = false;\r
-                               this.st青い星[i].ct進行 = new CCounter();\r
+                               this.st青い星[ i ] = new ST青い星();\r
+                               this.st青い星[ i ].b使用中 = false;\r
+                               this.st青い星[ i ].ct進行 = new CCounter();\r
                        }\r
-                       for (int i = 0; i < BIGWAVE_MAX; i++)\r
+                       for( int i = 0; i < BIGWAVE_MAX; i++ )\r
                        {\r
-                               this.st大波[i] = new ST大波();\r
-                               this.st大波[i].b使用中 = false;\r
-                               this.st大波[i].ct進行 = new CCounter();\r
-                               this.st細波[i] = new ST細波();\r
-                               this.st細波[i].b使用中 = false;\r
-                               this.st細波[i].ct進行 = new CCounter();\r
+                               this.st大波[ i ] = new ST大波();\r
+                               this.st大波[ i ].b使用中 = false;\r
+                               this.st大波[ i ].ct進行 = new CCounter();\r
+                               this.st細波[ i ] = new ST細波();\r
+                               this.st細波[ i ].b使用中 = false;\r
+                               this.st細波[ i ].ct進行 = new CCounter();\r
                        }\r
                        base.On活性化();\r
                }\r
                public override void On非活性化()\r
                {\r
-                       for (int i = 0; i < FIRE_MAX; i++)\r
+                       for( int i = 0; i <FIRE_MAX; i++ )\r
                        {\r
-                               this.st火花[i].ct進行 = null;\r
+                               this.st火花[ i ].ct進行 = null;\r
                        }\r
-                       for (int i = 0; i < STAR_MAX; i++)\r
+                       for( int i = 0; i < STAR_MAX; i++ )\r
                        {\r
-                               this.st青い星[i].ct進行 = null;\r
+                               this.st青い星[ i ].ct進行 = null;\r
                        }\r
-                       for (int i = 0; i < BIGWAVE_MAX; i++)\r
+                       for( int i = 0; i < BIGWAVE_MAX; i++ )\r
                        {\r
-                               this.st大波[i].ct進行 = null;\r
-                               this.st細波[i].ct進行 = null;\r
+                               this.st大波[ i ].ct進行 = null;\r
+                               this.st細波[ i ].ct進行 = null;\r
                        }\r
                        base.On非活性化();\r
                }\r
                public override void OnManagedリソースの作成()\r
                {\r
-                       if (!base.b活性化してない)\r
+                       if( !base.b活性化してない )\r
                        {\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
+                               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 = 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
+                               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 = 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
+                               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 = 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
+                               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
                                }\r
@@ -218,180 +218,180 @@ namespace DTXMania
                }\r
                public override void OnManagedリソースの解放()\r
                {\r
-                       if (!base.b活性化してない)\r
+                       if( !base.b活性化してない )\r
                        {\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
+                               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
                public override int On進行描画()\r
                {\r
-                       if (!base.b活性化してない)\r
+                       if( !base.b活性化してない )\r
                        {\r
-                               for (int i = 0; i < FIRE_MAX; i++)\r
+                               for( int i = 0; i < FIRE_MAX; i++ )\r
                                {\r
-                                       if (this.st火花[i].b使用中)\r
+                                       if( this.st火花[ i ].b使用中 )\r
                                        {\r
-                                               this.st火花[i].ct進行.t進行();\r
-                                               if (this.st火花[i].ct進行.b終了値に達した)\r
+                                               this.st火花[ i ].ct進行.t進行();\r
+                                               if( this.st火花[ i ].ct進行.b終了値に達した )\r
                                                {\r
-                                                       this.st火花[i].ct進行.t停止();\r
-                                                       this.st火花[i].b使用中 = false;\r
+                                                       this.st火花[ i ].ct進行.t停止();\r
+                                                       this.st火花[ i ].b使用中 = false;\r
                                                }\r
                                                Matrix identity = Matrix.Identity;\r
-                                               //                                              float num2 = ( (float) this.st火花[ i ].ct進行.n現在の値 * 2 ) / 70f;\r
-                                               float num2 = ((float)this.st火花[i].ct進行.n現在の値) / 70f;\r
-                                               float num3 = this.st火花[i].f回転単位 + (this.st火花[i].f回転方向 * C変換.DegreeToRadian((float)(60f * num2)));\r
-                                               //                                              float num4 = ( (float) ( 0.2 + ( 0.8 * Math.Cos( ( ( (double) this.st火花[ i ].ct進行.n現在の値 ) * 2 / 50.0 ) * Math.PI / 2 ) ) ) ) * this.st火花[ i ].fサイズ;\r
-                                               float num4 = ((float)(0.2 + (0.8 * Math.Cos((((double)this.st火花[i].ct進行.n現在の値) / 50.0) * Math.PI / 2)))) * this.st火花[i].fサイズ;\r
-                                               identity *= Matrix.Scaling(0.2f + num4, 0.2f + this.st火花[i].fサイズ, 1f);\r
-                                               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
+//                                             float num2 = ( (float) this.st火花[ i ].ct進行.n現在の値 * 2 ) / 70f;\r
+                                               float num2 = ( (float) this.st火花[ i ].ct進行.n現在の値 ) / 70f;\r
+                                               float num3 = this.st火花[ i ].f回転単位 + ( this.st火花[ i ].f回転方向 * C変換.DegreeToRadian( (float) ( 60f * num2 ) ) );\r
+//                                             float num4 = ( (float) ( 0.2 + ( 0.8 * Math.Cos( ( ( (double) this.st火花[ i ].ct進行.n現在の値 ) * 2 / 50.0 ) * Math.PI / 2 ) ) ) ) * this.st火花[ i ].fサイズ;\r
+                                               float num4 = ( (float) ( 0.2 + ( 0.8 * Math.Cos( ( ( (double) this.st火花[ i ].ct進行.n現在の値 ) / 50.0 ) * Math.PI / 2 ) ) ) ) * this.st火花[ i ].fサイズ;\r
+                                               identity *= Matrix.Scaling( 0.2f + num4, 0.2f + this.st火花[ i ].fサイズ, 1f );\r
+                                               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.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
+                                                       ( (int)(this.nレーンの中央X座標[ this.st火花[ i ].nLane ] * ((CDTXMania.Instance.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.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.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
+                                                               ( (CDTXMania.Instance.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.Instance.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
                                                );\r
-                                               if (this.tx火花 != null)\r
+                                               if( this.tx火花 != null )\r
                                                {\r
-                                                       this.tx火花.t3D描画(CDTXMania.app.Device, identity);\r
+                                                       this.tx火花.t3D描画( CDTXMania.Instance.Device, identity );\r
                                                }\r
                                        }\r
                                }\r
-                               for (int i = 0; i < STAR_MAX; i++)\r
+                               for ( int i = 0; i < STAR_MAX; i++ )\r
                                {\r
-                                       if (this.st青い星[i].b使用中)\r
+                                       if ( this.st青い星[ i ].b使用中 )\r
                                        {\r
-                                               this.st青い星[i].n前回のValue = this.st青い星[i].ct進行.n現在の値;\r
-                                               this.st青い星[i].ct進行.t進行();\r
-                                               if (this.st青い星[i].ct進行.b終了値に達した)\r
+                                               this.st青い星[ i ].n前回のValue = this.st青い星[ i ].ct進行.n現在の値;\r
+                                               this.st青い星[ i ].ct進行.t進行();\r
+                                               if ( this.st青い星[ i ].ct進行.b終了値に達した )\r
                                                {\r
-                                                       this.st青い星[i].ct進行.t停止();\r
-                                                       this.st青い星[i].b使用中 = false;\r
+                                                       this.st青い星[ i ].ct進行.t停止();\r
+                                                       this.st青い星[ i ].b使用中 = false;\r
                                                }\r
-                                               for (int n = this.st青い星[i].n前回のValue; n < this.st青い星[i].ct進行.n現在の値; n++)\r
+                                               for ( int n = this.st青い星[ i ].n前回のValue; n < this.st青い星[ i ].ct進行.n現在の値; n++ )\r
                                                {\r
-                                                       this.st青い星[i].fX += this.st青い星[i].f加速度X;\r
-                                                       this.st青い星[i].fY -= this.st青い星[i].f加速度Y;\r
-                                                       this.st青い星[i].f加速度X *= this.st青い星[i].f加速度の加速度X;\r
-                                                       this.st青い星[i].f加速度Y *= this.st青い星[i].f加速度の加速度Y;\r
-                                                       this.st青い星[i].f加速度Y -= this.st青い星[i].f重力加速度;\r
+                                                       this.st青い星[ i ].fX += this.st青い星[ i ].f加速度X;\r
+                                                       this.st青い星[ i ].fY -= this.st青い星[ i ].f加速度Y;\r
+                                                       this.st青い星[ i ].f加速度X *= this.st青い星[ i ].f加速度の加速度X;\r
+                                                       this.st青い星[ i ].f加速度Y *= this.st青い星[ i ].f加速度の加速度Y;\r
+                                                       this.st青い星[ i ].f加速度Y -= this.st青い星[ i ].f重力加速度;\r
                                                }\r
                                                Matrix mat = Matrix.Identity;\r
-                                               float x = (float)(this.st青い星[i].f半径 * Math.Cos((Math.PI / 2 * this.st青い星[i].ct進行.n現在の値) / 100.0));\r
-                                               mat *= Matrix.Scaling(x, x, 1f);\r
+                                               float x = (float) ( this.st青い星[ i ].f半径 * Math.Cos( ( Math.PI / 2 * this.st青い星[ i ].ct進行.n現在の値 ) / 100.0 ) );\r
+                                               mat *= Matrix.Scaling( x, x, 1f );\r
                                                mat *= Matrix.Translation(\r
-                                                       this.st青い星[i].fX - SampleFramework.GameWindowSize.Width / 2,\r
-                                                       -(this.st青い星[i].fY * Scale.Y - SampleFramework.GameWindowSize.Height / 2),\r
+                                                       this.st青い星[ i ].fX - SampleFramework.GameWindowSize.Width / 2,\r
+                                                       -( this.st青い星[ i ].fY * Scale.Y - SampleFramework.GameWindowSize.Height / 2 ),\r
                                                        0f\r
                                                );\r
-                                               if (this.tx青い星 != null)\r
+                                               if ( this.tx青い星 != null )\r
                                                {\r
-                                                       this.tx青い星.t3D描画(CDTXMania.app.Device, mat);\r
+                                                       this.tx青い星.t3D描画( CDTXMania.Instance.Device, mat );\r
                                                }\r
                                        }\r
                                }\r
-                               for (int i = 0; i < BIGWAVE_MAX; i++)\r
+                               for( int i = 0; i < BIGWAVE_MAX; i++ )\r
                                {\r
-                                       if (this.st大波[i].b使用中)\r
+                                       if( this.st大波[ i ].b使用中 )\r
                                        {\r
-                                               this.st大波[i].ct進行.t進行();\r
-                                               if (this.st大波[i].ct進行.b終了値に達した)\r
+                                               this.st大波[ i ].ct進行.t進行();\r
+                                               if( this.st大波[ i ].ct進行.b終了値に達した )\r
                                                {\r
-                                                       this.st大波[i].ct進行.t停止();\r
-                                                       this.st大波[i].b使用中 = false;\r
+                                                       this.st大波[ i ].ct進行.t停止();\r
+                                                       this.st大波[ i ].b使用中 = false;\r
                                                }\r
-                                               if (this.st大波[i].ct進行.n現在の値 >= 0)\r
+                                               if( this.st大波[ i ].ct進行.n現在の値 >= 0 )\r
                                                {\r
                                                        Matrix matrix3 = Matrix.Identity;\r
-                                                       float num10 = ((float)this.st大波[i].ct進行.n現在の値) / 100f;\r
-                                                       float angle = this.st大波[i].f回転単位 + (this.st大波[i].f回転方向 * C変換.DegreeToRadian((float)(60f * num10)));\r
+                                                       float num10 = ( (float) this.st大波[ i ].ct進行.n現在の値 ) / 100f;\r
+                                                       float angle = this.st大波[ i ].f回転単位 + ( this.st大波[ i ].f回転方向 * C変換.DegreeToRadian( (float) ( 60f * num10 ) ) );\r
                                                        float num12 = 1f;\r
-                                                       if (num10 < 0.4f)\r
+                                                       if( num10 < 0.4f )\r
                                                        {\r
                                                                num12 = 2.5f * num10;\r
                                                        }\r
-                                                       else if (num10 < 0.8f)\r
+                                                       else if( num10 < 0.8f )\r
                                                        {\r
-                                                               num12 = (float)(1.0 + (10.1 * (1.0 - Math.Cos((Math.PI / 2 * (num10 - 0.4)) * 2.5))));\r
+                                                               num12 = (float) ( 1.0 + ( 10.1 * ( 1.0 - Math.Cos( ( Math.PI / 2 * ( num10 - 0.4 ) ) * 2.5 ) ) ) );\r
                                                        }\r
                                                        else\r
                                                        {\r
-                                                               num12 = 11.1f + (12.5f * (num10 - 0.8f));\r
+                                                               num12 = 11.1f + ( 12.5f * ( num10 - 0.8f ) );\r
                                                        }\r
                                                        int num13 = 0xff;\r
-                                                       if (num10 < 0.75f)\r
+                                                       if( num10 < 0.75f )\r
                                                        {\r
                                                                num13 = 0x37;\r
                                                        }\r
                                                        else\r
                                                        {\r
-                                                               num13 = (int)((55f * (1f - num10)) / 0.25f);\r
+                                                               num13 = (int) ( ( 55f * ( 1f - num10 ) ) / 0.25f );\r
                                                        }\r
-                                                       matrix3 *= Matrix.Scaling(num12 * this.st大波[i].f半径, num12 * this.st大波[i].f半径, 1f);\r
-                                                       matrix3 *= Matrix.RotationZ(angle);\r
-                                                       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.Scaling( num12 * this.st大波[ i ].f半径, num12 * this.st大波[ i ].f半径, 1f );\r
+                                                       matrix3 *= Matrix.RotationZ( angle );\r
+                                                       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.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
+                                                               (int)(this.nレーンの中央X座標[ this.st大波[ i ].nLane ] * ( CDTXMania.Instance.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.Instance.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.app.ConfigIni.bReverse.Drums ?\r
-                                                               (119 + 4) - nJudgeLinePosY_delta_Drums : (942 + 14) + nJudgeLinePosY_delta_Drums)\r
-                                                               - SampleFramework.GameWindowSize.Height / 2),\r
-                                                               0f);\r
-                                                       if (this.tx大波 != null)\r
+                                                               -( ( CDTXMania.Instance.ConfigIni.bReverse.Drums ?\r
+                                                               (119 + 4) - nJudgeLinePosY_delta_Drums : (942 + 14) + nJudgeLinePosY_delta_Drums )\r
+                                                               - SampleFramework.GameWindowSize.Height / 2 ),\r
+                                                               0f );\r
+                                                       if( this.tx大波 != null )\r
                                                        {\r
                                                                this.tx大波.n透明度 = num13;\r
-                                                               this.tx大波.t3D描画(CDTXMania.app.Device, matrix3);\r
+                                                               this.tx大波.t3D描画( CDTXMania.Instance.Device, matrix3 );\r
                                                        }\r
                                                }\r
                                        }\r
                                }\r
-                               for (int i = 0; i < BIGWAVE_MAX; i++)\r
+                               for( int i = 0; i < BIGWAVE_MAX; i++ )\r
                                {\r
-                                       if (this.st細波[i].b使用中)\r
+                                       if( this.st細波[ i ].b使用中 )\r
                                        {\r
-                                               this.st細波[i].ct進行.t進行();\r
-                                               if (this.st細波[i].ct進行.b終了値に達した)\r
+                                               this.st細波[ i ].ct進行.t進行();\r
+                                               if( this.st細波[ i ].ct進行.b終了値に達した )\r
                                                {\r
-                                                       this.st細波[i].ct進行.t停止();\r
-                                                       this.st細波[i].b使用中 = false;\r
+                                                       this.st細波[ i ].ct進行.t停止();\r
+                                                       this.st細波[ i ].b使用中 = false;\r
                                                }\r
-                                               if (this.st細波[i].ct進行.n現在の値 >= 0)\r
+                                               if( this.st細波[ i ].ct進行.n現在の値 >= 0 )\r
                                                {\r
                                                        Matrix matrix4 = Matrix.Identity;\r
-                                                       float num15 = ((float)this.st細波[i].ct進行.n現在の値) / 100f;\r
+                                                       float num15 = ( (float) this.st細波[ i ].ct進行.n現在の値 ) / 100f;\r
                                                        float num16 = 14f * num15;\r
-                                                       int num17 = (num15 < 0.5f) ? 155 : ((int)((155f * (1f - num15)) / 1f));\r
+                                                       int num17 = ( num15 < 0.5f ) ? 155 : ( (int) ( ( 155f * ( 1f - num15 ) ) / 1f ) );\r
                                                        matrix4 *= Matrix.Scaling(\r
-                                                                                       num16 * this.st細波[i].f半径,\r
-                                                                                       num16 * this.st細波[i].f半径,\r
+                                                                                       num16 * this.st細波[ i ].f半径,\r
+                                                                                       num16 * this.st細波[ i ].f半径,\r
                                                                                        1f\r
                                                        );\r
-                                                       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.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.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.app.ConfigIni.bReverse.Drums ?\r
-                                                               (119 + 4) - nJudgeLinePosY_delta_Drums : (942 + 14) + nJudgeLinePosY_delta_Drums)\r
-                                                               - SampleFramework.GameWindowSize.Height / 2),\r
+                                                               (int)( this.nレーンの中央X座標[ this.st細波[ i ].nLane ] * (CDTXMania.Instance.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.Instance.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.Instance.ConfigIni.bReverse.Drums ?\r
+                                                               (119 + 4) - nJudgeLinePosY_delta_Drums : (942 + 14) + nJudgeLinePosY_delta_Drums )\r
+                                                               - SampleFramework.GameWindowSize.Height / 2 ),\r
                                                                0f\r
                                                        );\r
                                                        if (this.tx細波 != null)\r
                                                        {\r
                                                                this.tx細波.n透明度 = num17;\r
-                                                               this.tx細波.t3D描画(CDTXMania.app.Device, matrix4);\r
+                                                               this.tx細波.t3D描画( CDTXMania.Instance.Device, matrix4 );\r
                                                        }\r
                                                }\r
                                        }\r
@@ -399,13 +399,13 @@ namespace DTXMania
                        }\r
                        return 0;\r
                }\r
-\r
+               \r
 \r
                // その他\r
 \r
                #region [ private ]\r
                //-----------------\r
-               [StructLayout(LayoutKind.Sequential)]\r
+               [StructLayout( LayoutKind.Sequential )]\r
                private struct ST火花\r
                {\r
                        public int nLane;\r
@@ -415,7 +415,7 @@ namespace DTXMania
                        public float f回転方向;\r
                        public float fサイズ;\r
                }\r
-               [StructLayout(LayoutKind.Sequential)]\r
+               [StructLayout( LayoutKind.Sequential )]\r
                private struct ST細波\r
                {\r
                        public int nLane;\r
@@ -426,7 +426,7 @@ namespace DTXMania
                        public float f半径;\r
                        public int n進行速度ms;\r
                }\r
-               [StructLayout(LayoutKind.Sequential)]\r
+               [StructLayout( LayoutKind.Sequential )]\r
                private struct ST青い星\r
                {\r
                        public int nLane;\r
@@ -442,7 +442,7 @@ namespace DTXMania
                        public float f重力加速度;\r
                        public float f半径;\r
                }\r
-               [StructLayout(LayoutKind.Sequential)]\r
+               [StructLayout( LayoutKind.Sequential )]\r
                private struct ST大波\r
                {\r
                        public int nLane;\r
@@ -465,10 +465,10 @@ namespace DTXMania
                private readonly int[] nレーンの中央X座標 = new int[] { 54 * 3 - 54 * 3, 92 * 3 - 54 * 3, 126 * 3 - 54 * 3, 167 * 3 - 54 * 3,\r
                                                                                                                                208 * 3 - 54 * 3, 242 * 3 - 54 * 3, 276 * 3 - 54 * 3, 313 * 3 - 54 * 3 };\r
                private const int STAR_MAX = 0x100;\r
-               private ST火花[] st火花 = new ST火花[FIRE_MAX];\r
-               private ST大波[] st大波 = new ST大波[BIGWAVE_MAX];\r
-               private ST細波[] st細波 = new ST細波[BIGWAVE_MAX];\r
-               private ST青い星[] st青い星 = new ST青い星[STAR_MAX];\r
+               private ST火花[] st火花 = new ST火花[ FIRE_MAX ];\r
+               private ST大波[] st大波 = new ST大波[ BIGWAVE_MAX ];\r
+               private ST細波[] st細波 = new ST細波[ BIGWAVE_MAX ];\r
+               private ST青い星[] st青い星 = new ST青い星[ STAR_MAX ];\r
                private CTexture tx火花;\r
                private CTexture tx細波;\r
                private CTexture tx青い星;\r