local c; local player = Var "Player"; local tTotalJudgments = {}; local JudgeCmds = { TapNoteScore_W1 = THEME:GetMetric( "Judgment", "JudgmentW1Command" ); TapNoteScore_W2 = THEME:GetMetric( "Judgment", "JudgmentW2Command" ); TapNoteScore_W3 = THEME:GetMetric( "Judgment", "JudgmentW3Command" ); TapNoteScore_W4 = THEME:GetMetric( "Judgment", "JudgmentW4Command" ); TapNoteScore_W5 = THEME:GetMetric( "Judgment", "JudgmentW5Command" ); TapNoteScore_Miss = THEME:GetMetric( "Judgment", "JudgmentMissCommand" ); }; local TNSFrames = { TapNoteScore_W1 = 0; TapNoteScore_W2 = 1; TapNoteScore_W3 = 2; TapNoteScore_W4 = 3; TapNoteScore_W5 = 4; TapNoteScore_Miss = 5; }; local frame = Def.ActorFrame { InitCommand = function(self) -- We'll have to deal with this later --if player_config:get_data(player).JudgmentUnderField then -- self:draworder(notefield_draw_order.under_field) --else -- self:draworder(notefield_draw_order.over_field) --end c = self:GetChildren(); end, LoadActor(THEME:GetPathG("Judgment","Normal")) .. { Name="Judgment"; InitCommand=cmd(pause;visible,false); OnCommand=THEME:GetMetric("Judgment","JudgmentOnCommand"); ResetCommand=cmd(finishtweening;stopeffect;visible,false); }; JudgmentMessageCommand=function(self, param) -- Fix Player Combo animating when player successfully avoids a mine. local msgParam = param; MESSAGEMAN:Broadcast("TestJudgment",msgParam); -- if param.Player ~= player then return end; if param.HoldNoteScore then return end; local iNumStates = c.Judgment:GetNumStates(); local iFrame = TNSFrames[param.TapNoteScore]; if not iFrame then return end if iNumStates == 12 then iFrame = iFrame * 2; if not param.Early then iFrame = iFrame + 1; end end local fTapNoteOffset = param.TapNoteOffset; if param.HoldNoteScore then fTapNoteOffset = 1; else fTapNoteOffset = param.TapNoteOffset; end if param.TapNoteScore == 'TapNoteScore_Miss' then fTapNoteOffset = 1; bUseNegative = true; else -- fTapNoteOffset = fTapNoteOffset; bUseNegative = false; end; if fTapNoteOffset ~= 1 then -- we're safe, you can push the values tTotalJudgments[#tTotalJudgments+1] = math.abs(fTapNoteOffset); --~ tTotalJudgments[#tTotalJudgments+1] = bUseNegative and fTapNoteOffset or math.abs( fTapNoteOffset ); end self:playcommand("Reset"); c.Judgment:visible( not bShowProtiming ); c.Judgment:setstate( iFrame ); JudgeCmds[param.TapNoteScore](c.Judgment); end; } return frame