Several bug fixes, visual updates on m+ panel, fixed m+ chart again, more updates for Breakdown Wndow
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@@ -117,19 +117,22 @@ local onEnterSpellTarget = function(targetFrame)
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---@type number the top value of targets
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local topValue = math.max(targets[1] and targets[1][2] or 0, 0.001)
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local cooltip = GameCooltip
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cooltip:Preset(2)
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local gameCooltip = GameCooltip
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--cooltip:Preset(2)
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Details:FormatCooltipForSpells()
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gameCooltip:SetOption("FixedWidth", 260)
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gameCooltip:SetOption("YSpacingMod", -8)
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for targetIndex, targetTable in ipairs(targets) do
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local targetName = targetTable[1]
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local value = targetTable[2]
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cooltip:AddLine(targetIndex .. ". " .. targetName, Details:Format(value))
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GameCooltip:AddIcon(CONST_TARGET_TEXTURE, 1, 1, 14, 14)
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gameCooltip:AddLine(targetIndex .. ". " .. targetName, Details:Format(value))
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gameCooltip:AddIcon(CONST_TARGET_TEXTURE, 1, 1, 20, 20)
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Details:AddTooltipBackgroundStatusbar(false, value / topValue * 100)
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end
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cooltip:SetOwner(targetFrame)
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cooltip:Show()
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gameCooltip:SetOwner(targetFrame)
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gameCooltip:Show()
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end
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local onLeaveSpellTarget = function(self)
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@@ -1094,7 +1097,13 @@ local updateSpellBar = function(spellBar, index, actorName, combatObject, scroll
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textIndex = textIndex + 1
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elseif (header.name == "uptime") then --need to get the uptime of the spell with the biggest uptime
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text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%")
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local uptimePercent = uptime / combatTime * 100
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if (uptimePercent > 0) then
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text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%")
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else
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text:SetText("")
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end
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spellBar:AddFrameToHeaderAlignment(text)
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textIndex = textIndex + 1
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