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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 / CAct演奏チップファイアGB.cs
index 23cc673..2c84795 100644 (file)
@@ -19,103 +19,103 @@ namespace DTXMania
 \r
                // メソッド\r
 \r
-               public virtual void Start(int nLane, int n中央X, int n中央Y, C演奏判定ライン座標共通 演奏判定ライン座標)\r
+               public virtual void Start( int nLane, int n中央X, int n中央Y, C演奏判定ライン座標共通 演奏判定ライン座標 )\r
                {\r
-                       if ((nLane >= 0) || (nLane <= 5))\r
+                       if( ( nLane >= 0 ) || ( nLane <= 5 ) )\r
                        {\r
-                               this.pt中央位置[nLane].X = n中央X;\r
-                               this.pt中央位置[nLane].Y = n中央Y;\r
-                               this.ct進行[nLane].t開始(28, 56, 8, CDTXMania.app.Timer);           // #24736 2011.2.17 yyagi: (0, 0x38, 4,..) -> (24, 0x38, 8) に変更 ギターチップの光り始めを早くするため\r
+                               this.pt中央位置[ nLane ].X = n中央X;\r
+                               this.pt中央位置[ nLane ].Y = n中央Y;\r
+                               this.ct進行[ nLane ].t開始( 28, 56, 8, CDTXMania.Instance.Timer );          // #24736 2011.2.17 yyagi: (0, 0x38, 4,..) -> (24, 0x38, 8) に変更 ギターチップの光り始めを早くするため\r
                                //this.nJudgeLinePosY_delta = _nJudgeLinePosY_delta;                            // #31602 2013.6.24 yyagi\r
                                this._演奏判定ライン座標 = 演奏判定ライン座標;\r
-                               this.bReverse = CDTXMania.app.ConfigIni.bReverse;                                       //\r
+                               this.bReverse = CDTXMania.Instance.ConfigIni.bReverse;                                  //\r
                        }\r
                }\r
 \r
-               public abstract void Start(int nLane, C演奏判定ライン座標共通 演奏判定ライン座標);\r
-               //              public abstract void Start( int nLane );\r
+               public abstract void Start( int nLane, C演奏判定ライン座標共通 演奏判定ライン座標 );\r
+//             public abstract void Start( int nLane );\r
 \r
                // CActivity 実装\r
 \r
                public override void On活性化()\r
                {\r
-                       for (int i = 0; i < 6; i++)\r
+                       for( int i = 0; i < 6; i++ )\r
                        {\r
-                               this.pt中央位置[i] = new Point(0, 0);\r
-                               this.ct進行[i] = new CCounter();\r
+                               this.pt中央位置[ i ] = new Point( 0, 0 );\r
+                               this.ct進行[ i ] = 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 < 6; i++)\r
+                       for( int i = 0; i < 6; i++ )\r
                        {\r
-                               this.ct進行[i] = null;\r
+                               this.ct進行[ i ] = 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[0] = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenPlay chip fire red.png"));\r
-                               if (this.tx火花[0] != null)\r
+                               this.tx火花[ 0 ] = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay chip fire red.png" ) );\r
+                               if( this.tx火花[ 0 ] != null )\r
                                {\r
-                                       this.tx火花[0].b加算合成 = true;\r
+                                       this.tx火花[ 0 ].b加算合成 = true;\r
                                }\r
-                               this.tx火花[1] = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenPlay chip fire green.png"));\r
-                               if (this.tx火花[1] != null)\r
+                               this.tx火花[ 1 ] = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay chip fire green.png" ) );\r
+                               if( this.tx火花[ 1 ] != null )\r
                                {\r
-                                       this.tx火花[1].b加算合成 = true;\r
+                                       this.tx火花[ 1 ].b加算合成 = true;\r
                                }\r
-                               this.tx火花[2] = TextureFactory.tテクスチャの生成(CSkin.Path(@"Graphics\ScreenPlay chip fire blue.png"));\r
-                               if (this.tx火花[2] != null)\r
+                               this.tx火花[ 2 ] = TextureFactory.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay chip fire blue.png" ) );\r
+                               if( this.tx火花[ 2 ] != null )\r
                                {\r
-                                       this.tx火花[2].b加算合成 = true;\r
+                                       this.tx火花[ 2 ].b加算合成 = true;\r
                                }\r
                                base.OnManagedリソースの作成();\r
                        }\r
                }\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[0]);\r
-                               TextureFactory.tテクスチャの解放(ref this.tx火花[1]);\r
-                               TextureFactory.tテクスチャの解放(ref this.tx火花[2]);\r
+                               TextureFactory.tテクスチャの解放( ref this.tx火花[ 0 ] );\r
+                               TextureFactory.tテクスチャの解放( ref this.tx火花[ 1 ] );\r
+                               TextureFactory.tテクスチャの解放( ref this.tx火花[ 2 ] );\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 < 6; i++)\r
+                               for( int i = 0; i < 6; i++ )\r
                                {\r
-                                       this.ct進行[i].t進行();\r
-                                       if (this.ct進行[i].b終了値に達した)\r
+                                       this.ct進行[ i ].t進行();\r
+                                       if( this.ct進行[ i ].b終了値に達した )\r
                                        {\r
-                                               this.ct進行[i].t停止();\r
+                                               this.ct進行[ i ].t停止();\r
                                        }\r
                                }\r
-                               for (int j = 0; j < 6; j++)\r
+                               for( int j = 0; j < 6; j++ )\r
                                {\r
-                                       if ((this.ct進行[j].n現在の経過時間ms != -1) && (this.tx火花[j % 3] != null))\r
+                                       if( ( this.ct進行[ j ].n現在の経過時間ms != -1 ) && ( this.tx火花[ j % 3 ] != null ) )\r
                                        {\r
-                                               float scale = (float)(3.0 * Math.Cos((Math.PI * (90.0 - (90.0 * (((double)this.ct進行[j].n現在の値) / 56.0)))) / 180.0));\r
-                                               int x = (int)(this.pt中央位置[j].X) - ((int)((this.tx火花[j % 3].sz画像サイズ.Width * scale) / 2f));\r
-                                               int y = (int)(this.pt中央位置[j].Y) - ((int)((this.tx火花[j % 3].sz画像サイズ.Height * scale) / 2f));\r
-                                               this.tx火花[j % 3].n透明度 = (this.ct進行[j].n現在の値 < 0x1c) ? 0xff : (0xff - ((int)(255.0 * Math.Cos((Math.PI * (90.0 - (90.0 * (((double)(this.ct進行[j].n現在の値 - 0x1c)) / 28.0)))) / 180.0))));\r
-                                               this.tx火花[j % 3].vc拡大縮小倍率 = new Vector3(scale, scale, 1f);\r
+                                               float scale = (float) ( 3.0 * Math.Cos( ( Math.PI * ( 90.0 - ( 90.0 * ( ( (double) this.ct進行[ j ].n現在の値 ) / 56.0 ) ) ) ) / 180.0 ) );\r
+                                               int x = (int) ( this.pt中央位置[ j ].X ) - ( (int) ( ( this.tx火花[ j % 3 ].sz画像サイズ.Width * scale ) / 2f ) );\r
+                                               int y = (int) ( this.pt中央位置[ j ].Y ) - ( (int) ( ( this.tx火花[ j % 3 ].sz画像サイズ.Height * scale ) / 2f ) );\r
+                                               this.tx火花[ j % 3 ].n透明度 = ( this.ct進行[ j ].n現在の値 < 0x1c ) ? 0xff : ( 0xff - ( (int) ( 255.0 * Math.Cos( ( Math.PI * ( 90.0 - ( 90.0 * ( ( (double) ( this.ct進行[ j ].n現在の値 - 0x1c ) ) / 28.0 ) ) ) ) / 180.0 ) ) ) );\r
+                                               this.tx火花[ j % 3 ].vc拡大縮小倍率 = new Vector3( scale, scale, 1f );\r
 \r
-                                               E楽器パート e楽器パート = (j < 3) ? E楽器パート.GUITAR : E楽器パート.BASS;  // BEGIN #31602 2013.6.24 yyagi\r
-                                               int deltaY = _演奏判定ライン座標.nJudgeLinePosY_delta[(int)e楽器パート];\r
-                                               if (this.bReverse[(int)e楽器パート])\r
+                                               E楽器パート e楽器パート = ( j < 3 ) ? E楽器パート.GUITAR : E楽器パート.BASS;        // BEGIN #31602 2013.6.24 yyagi\r
+                                               int deltaY = _演奏判定ライン座標.nJudgeLinePosY_delta[ (int)e楽器パート ];\r
+                                               if ( this.bReverse[ (int)e楽器パート ] )\r
                                                {\r
                                                        deltaY = -deltaY;\r
                                                }                                                                                                                                                               // END   #31602\r
-\r
-                                               this.tx火花[j % 3].t2D描画(CDTXMania.app.Device, x, y - deltaY);\r
+                                               \r
+                                               this.tx火花[ j % 3 ].t2D描画( CDTXMania.Instance.Device, x, y - deltaY );\r
                                        }\r
                                }\r
                        }\r
@@ -127,9 +127,9 @@ namespace DTXMania
 \r
                #region [ private ]\r
                //-----------------\r
-               private CCounter[] ct進行 = new CCounter[6];\r
-               private Point[] pt中央位置 = new Point[6];\r
-               private CTexture[] tx火花 = new CTexture[3];\r
+               private CCounter[] ct進行 = new CCounter[ 6 ];\r
+               private Point[] pt中央位置 = new Point[ 6 ];\r
+               private CTexture[] tx火花 = new CTexture[ 3 ];\r
                //private STDGBVALUE<int> nJudgeLinePosY_delta = new STDGBVALUE<int>();\r
                C演奏判定ライン座標共通 _演奏判定ライン座標 = new C演奏判定ライン座標共通();\r
                private STDGBVALUE<bool> bReverse = new STDGBVALUE<bool>();\r