init
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local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local UF = E:GetModule("UnitFrames")
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--Lua functions
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--WoW API / Variables
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local CombatTextures = {
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["COMBAT"] = E.Media.Textures.Combat,
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["DEFAULT"] = [[Interface\CharacterFrame\UI-StateIcon]],
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["ATTACK"] = [[Interface\CURSOR\Attack]],
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["ALERT"] = [[Interface\DialogFrame\UI-Dialog-Icon-AlertNew]],
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["ALERT2"] = [[Interface\OptionsFrame\UI-OptionsFrame-NewFeatureIcon]],
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["ARTHAS"] = [[Interface\LFGFRAME\UI-LFR-PORTRAIT]],
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["SKULL"] = [[Interface\LootFrame\LootPanel-Icon]],
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}
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function UF:Construct_CombatIndicator(frame)
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return frame.RaisedElementParent.TextureParent:CreateTexture(nil, "OVERLAY")
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end
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function UF:Configure_CombatIndicator(frame)
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if not frame.VARIABLES_SET then return end
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local Icon = frame.CombatIndicator
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local db = frame.db.CombatIcon
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Icon:ClearAllPoints()
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Icon:Point("CENTER", frame.Health, db.anchorPoint, db.xOffset, db.yOffset)
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Icon:Size(db.size)
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if db.defaultColor then
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Icon:SetVertexColor(1, 1, 1, 1)
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Icon:SetDesaturated(false)
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else
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Icon:SetVertexColor(db.color.r, db.color.g, db.color.b, db.color.a)
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Icon:SetDesaturated(true)
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end
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if db.texture == "CUSTOM" and db.customTexture then
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Icon:SetTexture(db.customTexture)
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Icon:SetTexCoord(0, 1, 0, 1)
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elseif db.texture ~= "DEFAULT" and CombatTextures[db.texture] then
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Icon:SetTexture(CombatTextures[db.texture])
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Icon:SetTexCoord(0, 1, 0, 1)
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else
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Icon:SetTexture(CombatTextures.DEFAULT)
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Icon:SetTexCoord(.5, 1, 0, .49)
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end
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if db.enable and not frame:IsElementEnabled("CombatIndicator") then
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frame:EnableElement("CombatIndicator")
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elseif not db.enable and frame:IsElementEnabled("CombatIndicator") then
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frame:DisableElement("CombatIndicator")
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end
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end
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