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Jun 24th, 2017
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  1. local ret = ... or {};
  2.  
  3. ret.RedirTable =
  4. {
  5. Up = "Down",
  6. Down = "Down",
  7. Left = "Down",
  8. Right = "Down",
  9. UpLeft = "Down",
  10. UpRight = "Down",
  11. };
  12.  
  13.  
  14. -- To have separate graphics for each hold part:
  15.  
  16. local OldRedir = ret.Redir;
  17. ret.Redir = function(sButton, sElement)
  18. -- Redirect non-hold, non-roll parts.
  19. if string.find(sElement, "hold") then
  20. return sButton, sElement;
  21. end
  22. return OldRedir(sButton, sElement);
  23. end
  24.  
  25.  
  26. local OldFunc = ret.Load;
  27. function ret.Load()
  28. local t = OldFunc();
  29.  
  30. -- The main "Explosion" part just loads other actors; don't rotate
  31. -- it. The "Hold Explosion" part should not be rotated.
  32. if Var "Element" == "Explosion" or
  33. Var "Element" == "Hold Explosion" then
  34. t.BaseRotationZ = nil;
  35. end
  36. return t;
  37. end
  38.  
  39. ret.PartsToRotate =
  40. {
  41. ["Go Receptor"] = false,
  42. ["Ready Receptor"] = false,
  43. ["Tap Explosion Bright"] = false,
  44. ["Tap Explosion Dim"] = false,
  45. ["Tap Note"] = false,
  46. ["Hold Head Active"] = True,
  47. ["Hold Head Inactive"] = false,
  48. ["Roll Head Active"] = false,
  49. ["Roll Head Inactive"] = false,
  50. };
  51. ret.Rotate =
  52. {
  53. Up = 180,
  54. Down = 180,
  55. Left = 180,
  56. Right = 180,
  57. UpLeft = 180,
  58. UpRight = 180,
  59. };
  60.  
  61. --
  62. -- If a derived skin wants to have separate UpLeft graphics,
  63. -- use this:
  64. --
  65. -- ret.RedirTable.UpLeft = "UpLeft";
  66. -- ret.RedirTable.UpRight = "UpLeft";
  67. -- ret.Rotate.UpLeft = 0;
  68. -- ret.Rotate.UpRight = 90;
  69. --
  70. ret.Blank =
  71. {
  72. ["Hold Tail Active"] = true,
  73. ["Hold Tail Inactive"] = true,
  74. ["Roll Tail Active"] = true,
  75. ["Roll Tail Inactive"] = true,
  76. };
  77.  
  78. return ret;
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