Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- local ret = ... or {};
- ret.RedirTable =
- {
- Up = "Down",
- Down = "Down",
- Left = "Down",
- Right = "Down",
- UpLeft = "Down",
- UpRight = "Down",
- };
- -- To have separate graphics for each hold part:
- local OldRedir = ret.Redir;
- ret.Redir = function(sButton, sElement)
- -- Redirect non-hold, non-roll parts.
- if string.find(sElement, "hold") then
- return sButton, sElement;
- end
- return OldRedir(sButton, sElement);
- end
- local OldFunc = ret.Load;
- function ret.Load()
- local t = OldFunc();
- -- The main "Explosion" part just loads other actors; don't rotate
- -- it. The "Hold Explosion" part should not be rotated.
- if Var "Element" == "Explosion" or
- Var "Element" == "Hold Explosion" then
- t.BaseRotationZ = nil;
- end
- return t;
- end
- ret.PartsToRotate =
- {
- ["Go Receptor"] = false,
- ["Ready Receptor"] = false,
- ["Tap Explosion Bright"] = false,
- ["Tap Explosion Dim"] = false,
- ["Tap Note"] = false,
- ["Hold Head Active"] = True,
- ["Hold Head Inactive"] = false,
- ["Roll Head Active"] = false,
- ["Roll Head Inactive"] = false,
- };
- ret.Rotate =
- {
- Up = 180,
- Down = 180,
- Left = 180,
- Right = 180,
- UpLeft = 180,
- UpRight = 180,
- };
- --
- -- If a derived skin wants to have separate UpLeft graphics,
- -- use this:
- --
- -- ret.RedirTable.UpLeft = "UpLeft";
- -- ret.RedirTable.UpRight = "UpLeft";
- -- ret.Rotate.UpLeft = 0;
- -- ret.Rotate.UpRight = 90;
- --
- ret.Blank =
- {
- ["Hold Tail Active"] = true,
- ["Hold Tail Inactive"] = true,
- ["Roll Tail Active"] = true,
- ["Roll Tail Inactive"] = true,
- };
- return ret;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement