{\r
// プロパティ\r
\r
- protected CCounter[] ct進行 = new CCounter[6];\r
- protected CTextureAf[] txFlush = new CTextureAf[6];\r
+ protected CCounter[] ct進行 = new CCounter[ 6 ];\r
+ protected CTextureAf[] txFlush = new CTextureAf[ 6 ];\r
\r
\r
// コンストラクタ\r
\r
// メソッド\r
\r
- public void Start(int nLane)\r
+ public void Start( int nLane )\r
{\r
- if ((nLane < 0) || (nLane > 6))\r
+ if( ( nLane < 0 ) || ( nLane > 6 ) )\r
{\r
- throw new IndexOutOfRangeException("有効範囲は 0~6 です。");\r
+ throw new IndexOutOfRangeException( "有効範囲は 0~6 です。" );\r
}\r
- this.ct進行[nLane] = new CCounter(0, 100, 1, CDTXMania.app.Timer);\r
+ this.ct進行[ nLane ] = new CCounter( 0, 100, 1, CDTXMania.Instance.Timer );\r
}\r
\r
\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.ct進行[i] = new CCounter();\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.txFlush[0] = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlay lane flush red.png"));\r
- this.txFlush[1] = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlay lane flush green.png"));\r
- this.txFlush[2] = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlay lane flush blue.png"));\r
- this.txFlush[3] = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlay lane flush red reverse.png"));\r
- this.txFlush[4] = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlay lane flush green reverse.png"));\r
- this.txFlush[5] = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlay lane flush blue reverse.png"));\r
+ this.txFlush[ 0 ] = TextureFactory.tテクスチャの生成Af( CSkin.Path( @"Graphics\ScreenPlay lane flush red.png" ) );\r
+ this.txFlush[ 1 ] = TextureFactory.tテクスチャの生成Af( CSkin.Path( @"Graphics\ScreenPlay lane flush green.png" ) );\r
+ this.txFlush[ 2 ] = TextureFactory.tテクスチャの生成Af( CSkin.Path( @"Graphics\ScreenPlay lane flush blue.png" ) );\r
+ this.txFlush[ 3 ] = TextureFactory.tテクスチャの生成Af( CSkin.Path( @"Graphics\ScreenPlay lane flush red reverse.png" ) );\r
+ this.txFlush[ 4 ] = TextureFactory.tテクスチャの生成Af( CSkin.Path( @"Graphics\ScreenPlay lane flush green reverse.png" ) );\r
+ this.txFlush[ 5 ] = TextureFactory.tテクスチャの生成Af( CSkin.Path( @"Graphics\ScreenPlay lane flush blue reverse.png" ) );\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
- for (int i = 0; i < 6; i++)\r
+ for( int i = 0; i < 6; i++ )\r
{\r
- TextureFactory.tテクスチャの解放(ref this.txFlush[i]);\r
+ TextureFactory.tテクスチャの解放( ref this.txFlush[ i ] );\r
}\r
base.OnManagedリソースの解放();\r
}\r