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Merge branch 'feature/37178_プロジェクトとソリューションファイルの英語化' into develop
[dtxmania/dtxmania.git] / DTXManiaプロジェクト / コード / ステージ / 07.演奏 / CInvisibleChip.cs
diff --git a/DTXManiaプロジェクト/コード/ステージ/07.演奏/CInvisibleChip.cs b/DTXManiaプロジェクト/コード/ステージ/07.演奏/CInvisibleChip.cs
deleted file mode 100644 (file)
index e6f4e60..0000000
+++ /dev/null
@@ -1,187 +0,0 @@
-using System;\r
-using System.Collections.Generic;\r
-using System.Text;\r
-using System.Diagnostics;\r
-using FDK;\r
-\r
-namespace DTXMania\r
-{\r
-       public class CInvisibleChip : IDisposable\r
-       {\r
-               /// <summary>ミス後表示する時間(ms)</summary>\r
-               public int nDisplayTimeMs\r
-               {\r
-                       get;\r
-                       set;\r
-               }\r
-               /// <summary>表示期間終了後、フェードアウトする時間</summary>\r
-               public int nFadeoutTimeMs\r
-               {\r
-                       get;\r
-                       set;\r
-               }\r
-\r
-               #region [ コンストラクタ ]\r
-               public CInvisibleChip()\r
-               {\r
-                       Initialize(3000, 2000);\r
-               }\r
-               /// <summary>\r
-               /// コンストラクタ\r
-               /// </summary>\r
-               /// <param name="_dbDisplayTime">ミス時再表示する時間(秒)</param>\r
-               /// <param name="_dbFadeoutTime">再表示後フェードアウトする時間(秒)</param>\r
-               public CInvisibleChip(int _nDisplayTimeMs, int _nFadeoutTimeMs)\r
-               {\r
-                       Initialize(_nDisplayTimeMs, _nFadeoutTimeMs);\r
-               }\r
-               private void Initialize(int _nDisplayTimeMs, int _nFadeoutTimeMs)\r
-               {\r
-                       nDisplayTimeMs = _nDisplayTimeMs;\r
-                       nFadeoutTimeMs = _nFadeoutTimeMs;\r
-                       Reset();\r
-               }\r
-               #endregion\r
-\r
-               /// <summary>\r
-               /// 内部状態を初期化する\r
-               /// </summary>\r
-               public void Reset()\r
-               {\r
-                       for (EPart i = EPart.Drums; i <= EPart.Bass; i++)\r
-                       {\r
-                               ccounter[i] = new CCounter();\r
-                               b演奏チップが1つでもバーを通過した[i] = false;\r
-                       }\r
-               }\r
-\r
-               /// <summary>\r
-               /// まだSemi-Invisibleを開始していなければ、開始する\r
-               /// </summary>\r
-               /// <param name="eInst"></param>\r
-               public void StartSemiInvisible(EPart eInst)\r
-               {\r
-                       if (!b演奏チップが1つでもバーを通過した[eInst])\r
-                       {\r
-                               b演奏チップが1つでもバーを通過した[eInst] = true;\r
-                               if (CDTXMania.Instance.ConfigIni.eSudHidInv[eInst] == ESudHidInv.SemiInv)\r
-                               {\r
-                                       ShowChipTemporally(eInst);\r
-                                       ccounter[eInst].n現在の値 = nDisplayTimeMs;\r
-                               }\r
-                       }\r
-               }\r
-               /// <summary>\r
-               /// 一時的にチップを表示するモードを開始する\r
-               /// </summary>\r
-               /// <param name="eInst">楽器パート</param>\r
-               public void ShowChipTemporally(EPart eInst)\r
-               {\r
-                       ccounter[eInst].t開始(0, nDisplayTimeMs + nFadeoutTimeMs + 1, 1, CDTXMania.Instance.Timer);\r
-               }\r
-\r
-               /// <summary>\r
-               /// チップの表示/非表示の状態\r
-               /// </summary>\r
-               public enum EChipInvisibleState\r
-               {\r
-                       SHOW,     // Missなどしてチップを表示中\r
-                       FADEOUT,    // 表示期間終了後、フェードアウト中\r
-                       INVISIBLE   // 完全非表示\r
-               }\r
-\r
-               internal EChipInvisibleState SetInvisibleStatus(ref CChip cc)\r
-               {\r
-                       if (cc.e楽器パート == EPart.Unknown)\r
-                       {\r
-                               return EChipInvisibleState.SHOW;\r
-                       }\r
-                       EChipInvisibleState retcode = EChipInvisibleState.SHOW;\r
-\r
-                       ccounter[cc.e楽器パート].t進行();\r
-\r
-                       switch (CDTXMania.Instance.ConfigIni.eSudHidInv[cc.e楽器パート].Value)\r
-                       {\r
-                               case ESudHidInv.Off:\r
-                                       cc.b可視 = true;\r
-                                       retcode = EChipInvisibleState.SHOW;\r
-                                       break;\r
-\r
-                               case ESudHidInv.FullInv:\r
-                                       cc.b可視 = false;\r
-                                       retcode = EChipInvisibleState.INVISIBLE;\r
-                                       break;\r
-\r
-                               case ESudHidInv.SemiInv:\r
-                                       if (!b演奏チップが1つでもバーを通過した[cc.e楽器パート]) // まだ1つもチップがバーを通過していない時は、チップを表示する\r
-                                       {\r
-                                               cc.b可視 = true;\r
-                                               cc.n透明度 = 255;\r
-                                               return EChipInvisibleState.SHOW;\r
-                                       }\r
-\r
-                                       if (ccounter[cc.e楽器パート].n現在の値 <= 0 || ccounter[cc.e楽器パート].n現在の値 > nDisplayTimeMs + nFadeoutTimeMs)\r
-                                       // まだ一度もMissっていない or フェードアウトしきった後\r
-                                       {\r
-                                               cc.b可視 = false;\r
-                                               cc.n透明度 = 255;\r
-                                               retcode = EChipInvisibleState.INVISIBLE;\r
-                                       }\r
-                                       else if (ccounter[cc.e楽器パート].n現在の値 < nDisplayTimeMs)                // 表示期間\r
-                                       {\r
-                                               cc.b可視 = true;\r
-                                               cc.n透明度 = 255;\r
-                                               retcode = EChipInvisibleState.SHOW;\r
-                                       }\r
-                                       else if (ccounter[cc.e楽器パート].n現在の値 < nDisplayTimeMs + nFadeoutTimeMs)   // フェードアウト期間\r
-                                       {\r
-                                               cc.b可視 = true;\r
-                                               cc.n透明度 = 255 - (int)(Convert.ToDouble(ccounter[cc.e楽器パート].n現在の値 - nDisplayTimeMs) / nFadeoutTimeMs * 255.0);\r
-                                               retcode = EChipInvisibleState.FADEOUT;\r
-                                       }\r
-                                       break;\r
-                               default:\r
-                                       cc.b可視 = true;\r
-                                       cc.n透明度 = 255;\r
-                                       retcode = EChipInvisibleState.SHOW;\r
-                                       break;\r
-                       }\r
-                       return retcode;\r
-               }\r
-\r
-               public void Dispose()\r
-               {\r
-                       this.Dispose(true);\r
-                       GC.SuppressFinalize(this);\r
-               }\r
-\r
-               protected void Dispose(bool disposeManagedObjects)\r
-               {\r
-                       if (this.bDispose完了済み)\r
-                               return;\r
-\r
-                       if (disposeManagedObjects)\r
-                       {\r
-                               // (A) Managed リソースの解放\r
-                               for (EPart i = EPart.Drums; i <= EPart.Bass; i++)\r
-                               {\r
-                                       // ctInvisibleTimer[ i ].Dispose();\r
-                                       ccounter[i].t停止();\r
-                                       ccounter[i] = null;\r
-                               }\r
-                       }\r
-\r
-                       // (B) Unamanaged リソースの解放\r
-\r
-                       this.bDispose完了済み = true;\r
-               }\r
-               ~CInvisibleChip()\r
-               {\r
-                       this.Dispose(false);\r
-               }\r
-\r
-               private STDGBSValue<CCounter> ccounter;\r
-               private bool bDispose完了済み = false;\r
-               private STDGBSValue<bool> b演奏チップが1つでもバーを通過した;\r
-       }\r
-}\r