- added support to combat concatenate: combat1 = combat1 + combat2.
- added trash mod knowledge which will concatenate trash segments. - added a new member on combat object: .is_trash - added _detalhes:GetInstanceTrashInfo (mapid) - added _detalhes member: .last_instance - added CreateFlashAnimation(frame) and frame.flash (UiFrameFlash params) - fixed issue were healing was not showing corrently on current segment. - fixed issue were misc wasn't showing on everything mode. - fixed talent and glyphs frame error. - fixed issue with options panel were some options reset when panel is open. - minor speedup on parser removing member last_event from shadows. - more functions clean up avoiding garbage creation.
This commit is contained in:
+67
-2
@@ -292,7 +292,7 @@
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end
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end
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function gump:GradientEffect ( Object, ObjectType, StartRed, StartGreen, StartBlue, StartAlpha, EndRed, EndGreen, EndBlue, EndAlpha, Duration, EndFunction)
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function gump:GradientEffect ( Object, ObjectType, StartRed, StartGreen, StartBlue, StartAlpha, EndRed, EndGreen, EndBlue, EndAlpha, Duration, EndFunction, FuncParam)
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if (type (StartRed) == "table" and type (StartGreen) == "table") then
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Duration, EndFunction = StartBlue, StartAlpha
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@@ -359,7 +359,8 @@
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Object = Object,
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ObjectType = string.lower (ObjectType),
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Colors = ColorStep,
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Func = EndFunction}
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Func = EndFunction,
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FuncParam = FuncParam}
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Object.HaveGradientEffect = true
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GradientFrameControl.HaveGradientEffect = true
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@@ -369,7 +370,71 @@
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end
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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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else
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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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end
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end
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local flash = function (self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime)
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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:SetDuration (fadeInTime)
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fadeIn:SetEndDelay (flashInHoldTime or 0)
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fadeOut:SetDuration (fadeOutTime)
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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:Play()
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end
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function gump:CreateFlashAnimation (frame)
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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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frame.FlashAnimation = FlashAnimation
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FlashAnimation.frame = frame
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FlashAnimation:SetScript ("OnLoop", onLoop)
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FlashAnimation:SetScript ("OnFinished", onFinish)
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frame.Flash = flash
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end
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--> todo: remove the function creation everytime this function run.
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function gump:Fade (frame, tipo, velocidade, parametros)
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if (_type (frame) == "table") then
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