--- /dev/null
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.Drawing;
+using FDK;
+using SharpDX;
+
+using Color = System.Drawing.Color;
+
+namespace DTXMania
+{
+ internal class CAct演奏Danger共通 : CActivity
+ {
+ private CTextureAf txDANGER;
+ private CTexture txRedScreen;
+ private bool bDanger中;
+ // = { false, false, false };
+ private CCounter ct移動用;
+ private CCounter ct透明度用;
+ private const int n波長 = 40;
+ private const int n透明度MAX = 180;
+ private const int n透明度MIN = 20;
+
+ public override void On活性化()
+ {
+ if (b活性化してない)
+ {
+ bDanger中 = false;
+ ct移動用 = null;
+ ct透明度用 = null;
+ base.On活性化();
+ }
+ }
+
+ public override void On非活性化()
+ {
+ if (b活性化してる)
+ {
+ this.ct移動用 = null;
+ this.ct透明度用 = null;
+ base.On非活性化();
+ }
+ }
+
+ public override void OnManagedリソースの作成()
+ {
+ if (b活性化してる)
+ {
+ this.txDANGER = TextureFactory.tテクスチャの生成Af(CSkin.Path(@"Graphics\ScreenPlayDrums danger.png"), false);
+
+ using ( Bitmap bmp = new Bitmap( SampleFramework.GameWindowSize.Width, SampleFramework.GameWindowSize.Height ) )
+ {
+ using ( var g = Graphics.FromImage( bmp ) )
+ {
+ using ( var brush = new SolidBrush( Color.Red ) )
+ {
+ g.FillRectangle( brush, 0, 0, bmp.Width, bmp.Height );
+ }
+ }
+ this.txRedScreen = TextureFactory.tテクスチャの生成( bmp );
+ }
+
+
+ base.OnManagedリソースの作成();
+ }
+ }
+
+ public override void OnManagedリソースの解放()
+ {
+ if (b活性化してる)
+ {
+ TextureFactory.tテクスチャの解放(ref this.txRedScreen);
+ TextureFactory.tテクスチャの解放(ref this.txDANGER);
+ base.OnManagedリソースの解放();
+ }
+ }
+
+ /// <summary>
+ /// DANGER描画
+ /// </summary>
+ /// <param name="bIsDangerDrums">DrumsがDangerならtrue</param>
+ /// <param name="bIsDamgerGuitar">GuitarがDangerならtrue</param>
+ /// <param name="bIsDangerBass">BassがDangerならtrue</param>
+ /// <returns></returns>
+ public int t進行描画(bool isDanger)
+ {
+ if (b活性化してる)
+ {
+ if (!isDanger)
+ {
+ bDanger中 = false;
+ return 0;
+ }
+ if (!bDanger中)
+ {
+ this.ct移動用 = new CCounter(0, 0x7f, 7, CDTXMania.Instance.Timer);
+ this.ct透明度用 = new CCounter(0, 0x167, 4, CDTXMania.Instance.Timer);
+ }
+ bDanger中 = isDanger;
+ this.ct移動用.t進行Loop();
+ this.ct透明度用.t進行Loop();
+ if (!bDanger中)
+ {
+ return 0;
+ }
+ int num = this.ct透明度用.n現在の値;
+ if ( txRedScreen != null )
+ {
+ this.txRedScreen.n透明度 = ( ( ( num < 180 ) ? num : ( 360 - num ) ) * 256 / 180) / 3 ;
+ this.txRedScreen.t2D描画( CDTXMania.Instance.Device, 0, 0 );
+ }
+ if ( this.txDANGER != null )
+ {
+ this.txDANGER.n透明度 = 60 + ((num < 180) ? num : (360 - num));
+ }
+ num = this.ct移動用.n現在の値;
+ int num2 = CDTXMania.Instance.ConfigIni.bReverse.Drums ? (0x7f - num) : num;
+ for (int i = -1; i < 4; i++)
+ {
+ if (this.txDANGER != null)
+ {
+ //float d = (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) ? 1.0f : 0.75f;
+ //this.txDANGER.vc拡大縮小倍率 = new Vector3(d, d, d);
+ int y = (int)(((i * 0x80) + num2) * Scale.Y);
+ this.txDANGER.t2D描画(CDTXMania.Instance.Device,
+ CDTXMania.Instance.Coordinates.Danger.Min, y);
+ this.txDANGER.t2D描画(CDTXMania.Instance.Device,
+ CDTXMania.Instance.Coordinates.Danger.Max, y);
+ }
+ }
+ }
+ return 0;
+ }
+
+ }
+}