- Damage -> Enemies now also show neutral creatures.
- Added support to dungeons, bosses and trash mobs are now recognized. - Added target information for each spell in Player Detail Window. - Added options for change the location of tooltips. - Added options for change the Overall Data functionality. - Added tooltips for lock and detach buttons. - Added new row texture: 'Details Vidro'. - Revamp on death log tooltips. - Improved the visual effect for the instance which current moving window can snap to. - Fixed issue where warlocks soul link was counting as damage done. - Fixed the attributes shown on Player Detail Window, now when showing Dps for example, all spells and targets also show Dps amount. - Fixed issue with Hotcorners where the quick click functionality wasn't changing on options panel. - Fixed a Hotcorner issue with window mode where the mouse goes outside the wow window. - Fixed bug where new rows created after resize the window was coming with borders. - Fixed bug where resize buttons was below the bars when setting the strata level to Dialog. - You are not prepared plugin had the time alert time increased to 30 seconds, up from 20.
This commit is contained in:
+28
-21
@@ -467,9 +467,7 @@
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end
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--> work around to solve the UI Frame Flashes
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local onFinish = function (self)
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if (self.showWhenDone) then
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self.frame:SetAlpha (1)
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@@ -477,57 +475,66 @@
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self.frame:SetAlpha (0)
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self.frame:Hide()
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end
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end
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local onLoop = function (self)
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if (self.finishAt < GetTime()) then
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self:Stop()
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if (frame.FlashAnimation.onFinishFunc) then
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frame.FlashAnimation:onFinishFunc (frame)
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end
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end
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local stop = function (self)
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local FlashAnimation = self.FlashAnimation
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FlashAnimation:Stop()
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end
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local flash = function (self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime)
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local flash = function (self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime, loopType)
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local FlashAnimation = self.FlashAnimation
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local fadeIn = FlashAnimation.fadeIn
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local fadeOut = FlashAnimation.fadeOut
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fadeIn:Stop()
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fadeOut:Stop()
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fadeIn:SetDuration (fadeInTime)
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fadeIn:SetDuration (fadeInTime or 1)
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fadeIn:SetEndDelay (flashInHoldTime or 0)
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fadeOut:SetDuration (fadeOutTime)
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fadeOut:SetDuration (fadeOutTime or 1)
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fadeOut:SetEndDelay (flashOutHoldTime or 0)
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fadeIn:SetOrder (1)
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fadeOut:SetOrder (2)
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fadeIn:SetChange (-1)
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fadeOut:SetChange (1)
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FlashAnimation.duration = flashDuration
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FlashAnimation.loopTime = FlashAnimation:GetDuration()
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FlashAnimation.finishAt = GetTime() + flashDuration
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FlashAnimation.showWhenDone = showWhenDone
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FlashAnimation:SetLooping ("REPEAT")
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FlashAnimation:SetLooping (loopType or "REPEAT")
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self:Show()
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self:SetAlpha (0)
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FlashAnimation:Play()
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end
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function gump:CreateFlashAnimation (frame)
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function gump:CreateFlashAnimation (frame, onFinishFunc, onLoopFunc)
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local FlashAnimation = frame:CreateAnimationGroup()
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FlashAnimation.fadeIn = FlashAnimation:CreateAnimation ("Alpha") --> fade in anime
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FlashAnimation.fadeOut = FlashAnimation:CreateAnimation ("Alpha") --> fade out anime
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FlashAnimation.fadeOut:SetOrder (1)
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FlashAnimation.fadeOut:SetChange (1)
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FlashAnimation.fadeIn = FlashAnimation:CreateAnimation ("Alpha") --> fade in anime
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FlashAnimation.fadeIn:SetOrder (2)
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FlashAnimation.fadeIn:SetChange (-1)
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frame.FlashAnimation = FlashAnimation
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FlashAnimation.frame = frame
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FlashAnimation.onFinishFunc = onFinishFunc
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FlashAnimation:SetScript ("OnLoop", onLoop)
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FlashAnimation:SetScript ("OnLoop", onLoopFunc)
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FlashAnimation:SetScript ("OnFinished", onFinish)
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frame.Flash = flash
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frame.Stop = stop
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end
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