separate Roll Explosion part

This commit is contained in:
Glenn Maynard
2007-05-13 16:36:25 +00:00
parent 5a72a67d86
commit 032ee0bf60
4 changed files with 9 additions and 0 deletions
@@ -4,6 +4,11 @@ local t = Def.ActorFrame {
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
};
NOTESKIN:LoadActor( Var "Button", "Roll Explosion" ) .. {
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
InitCommand=cmd(playcommand,"RollOff";finishtweening);
};
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command");
@@ -0,0 +1 @@
Fallback Hold Explosion
@@ -100,6 +100,8 @@ LiftCommand=
[HoldGhostArrow]
HoldingOnCommand=hidden,0
HoldingOffCommand=hidden,1
RollOnCommand=hidden,false
RollOffCommand=hidden,true
[Press]
ReverseOnCommand=vertalign,bottom
@@ -47,6 +47,7 @@ function ret.Load()
-- 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" == "Roll Explosion" or
Var "Element" == "Hold Explosion" then
t.BaseRotationZ = nil;
end