General BugFixes and Changes
- Renamed damageActor.extra_bar to damageActor.total_extra - Added: Details:ShowExtraStatusbar(barLineObject, amount, amountPercent, extraAmount) - If any damage actor has 'total_extra' bigger than 0, the extra bar is shown. - List of spec names for spec tooltip detection now load at Startup not at lua compiling. - Fixes on Encounter Details plugin. - Fixed an issue of clicking in a plugin icon in the title bar of Details! but the plugin not open.
This commit is contained in:
@@ -55,6 +55,24 @@ function breakdownWindowFrame.ShowPluginOnBreakdown(pluginObject, button)
|
||||
thisPluginObject.Frame:Hide()
|
||||
end
|
||||
|
||||
--check if the breakdown window is closed
|
||||
if (not breakdownWindowFrame:IsShown()) then
|
||||
--as the breakdown require an actor and an instance, get a random one
|
||||
local currentCombat = Details:GetCurrentCombat()
|
||||
local damageContainer = currentCombat:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
|
||||
local actorObject = damageContainer._ActorTable[1]
|
||||
if (actorObject) then
|
||||
local instanceObject = Details:GetInstance(1)
|
||||
if (instanceObject) then
|
||||
Details:OpenBreakdownWindow(instanceObject, actorObject)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if (not breakdownWindowFrame:IsShown()) then
|
||||
return
|
||||
end
|
||||
|
||||
--reset the template on all plugin buttons
|
||||
for _, thisPluginButton in ipairs(breakdownWindowFrame.RegisteredPluginButtons) do
|
||||
---@cast thisPluginButton df_button
|
||||
|
||||
Reference in New Issue
Block a user