Nameplate Overhaul (#38)
* ElvUI/NamePlates: initial nameplate conversions * More nameplate work * Modules/Cooldowns: various CD fixes, nameplates cant show 'swipe' texture * ElvUI/NamePlates: final nameplate polish * Modules/Misc: add space before interrupted announcement
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local E, L, V, P, G = unpack(ElvUI)
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local NP = E:GetModule('NamePlates')
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local ElvUF = E.oUF
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local UnitHealth = UnitHealth
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local UnitIsUnit = UnitIsUnit
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local UnitHealthMax = UnitHealthMax
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--[[ Target Glow Style Option Variables
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style1:'Border',
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style2:'Background',
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style3:'Top Arrow Only',
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style4:'Side Arrows Only',
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style5:'Border + Top Arrow',
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style6:'Background + Top Arrow',
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style7:'Border + Side Arrows',
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style8:'Background + Side Arrows'
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]]
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local function HideIndicators(element)
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if element.TopIndicator then element.TopIndicator:Hide() end
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if element.LeftIndicator then element.LeftIndicator:Hide() end
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if element.RightIndicator then element.RightIndicator:Hide() end
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if element.Shadow then element.Shadow:Hide() end
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if element.Spark then element.Spark:Hide() end
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end
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local function ShowIndicators(element, isTarget, color)
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if isTarget then
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if element.TopIndicator and (element.style == 'style3' or element.style == 'style5' or element.style == 'style6') then
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element.TopIndicator:SetVertexColor(color.r, color.g, color.b)
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element.TopIndicator:SetTexture(element.arrow)
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element.TopIndicator:Show()
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end
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if element.LeftIndicator and element.RightIndicator and (element.style == 'style4' or element.style == 'style7' or element.style == 'style8') then
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element.LeftIndicator:SetVertexColor(color.r, color.g, color.b)
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element.RightIndicator:SetVertexColor(color.r, color.g, color.b)
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element.LeftIndicator:SetTexture(element.arrow)
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element.RightIndicator:SetTexture(element.arrow)
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element.RightIndicator:Show()
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element.LeftIndicator:Show()
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end
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end
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if element.Shadow and (element.style == 'style1' or element.style == 'style5' or element.style == 'style7') then
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element.Shadow:SetBackdropBorderColor(color.r, color.g, color.b)
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element.Shadow:Show()
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end
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if element.Spark and (element.style == 'style2' or element.style == 'style6' or element.style == 'style8') then
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element.Spark:SetVertexColor(color.r, color.g, color.b)
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element.Spark:Show()
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end
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end
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local function Update(self)
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local element = self.TargetIndicator
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if element.PreUpdate then
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element:PreUpdate()
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end
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HideIndicators(element)
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if element.style ~= 'none' then
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local isTarget = UnitIsUnit(self.unit, 'target')
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local lowHealth = element.lowHealthThreshold > 0
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if isTarget and (element.preferGlowColor or not lowHealth) then
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ShowIndicators(element, isTarget, NP.db.colors.glowColor)
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elseif lowHealth then
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local health, maxHealth = UnitHealth(self.unit), UnitHealthMax(self.unit)
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local perc = (maxHealth > 0 and health/maxHealth) or 0
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-- color tables are class updated in UpdateMedia
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if perc <= element.lowHealthThreshold * 0.5 then
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ShowIndicators(element, isTarget, NP.db.colors.lowHealthHalf)
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elseif perc <= element.lowHealthThreshold then
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ShowIndicators(element, isTarget, NP.db.colors.lowHealthColor)
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elseif isTarget then
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ShowIndicators(element, isTarget, NP.db.colors.glowColor)
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end
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end
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end
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if element.PostUpdate then
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return element:PostUpdate(self.unit)
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end
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end
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local function Path(self, ...)
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return (self.TargetIndicator.Override or Update) (self, ...)
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end
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local function ForceUpdate(element)
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return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local function Enable(self)
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local element = self.TargetIndicator
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if element then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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if not element.style then element.style = 'style1' end
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if not element.preferGlowColor then element.preferGlowColor = true end
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if not element.lowHealthThreshold then element.lowHealthThreshold = .4 end
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if element.Shadow and element.Shadow:IsObjectType('Frame') and not element.Shadow:GetBackdrop() then
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element.Shadow:SetBackdrop({edgeFile = E.Media.Textures.GlowTex, edgeSize = 5})
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end
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if element.Spark and element.Spark:IsObjectType('Texture') and not element.Spark:GetTexture() then
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element.Spark:SetTexture(E.Media.Textures.Spark)
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end
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if element.TopIndicator and element.TopIndicator:IsObjectType('Texture') and not element.TopIndicator:GetTexture() then
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element.TopIndicator:SetTexture(E.Media.Textures.ArrowUp)
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element.TopIndicator:SetTexCoord(1, 1, 1, 0, 0, 1, 0, 0) --Rotates texture 180 degress (Up arrow to face down)
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end
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if element.LeftIndicator and element.LeftIndicator:IsObjectType('Texture') and not element.LeftIndicator:GetTexture() then
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element.LeftIndicator:SetTexture(E.Media.Textures.ArrowUp)
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element.LeftIndicator:SetTexCoord(1, 0, 0, 0, 1, 1, 0, 1) --Rotates texture 90 degrees clockwise (Up arrow to face right)
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end
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if element.RightIndicator and element.RightIndicator:IsObjectType('Texture') and not element.RightIndicator:GetTexture() then
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element.RightIndicator:SetTexture(E.Media.Textures.ArrowUp)
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element.RightIndicator:SetTexCoord(1, 1, 0, 1, 1, 0, 0, 0) --Flips texture horizontally (Right facing arrow to face left)
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end
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self:RegisterEvent('UNIT_HEALTH', Path)
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self:RegisterEvent('UNIT_MAXHEALTH', Path)
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self:RegisterEvent('PLAYER_TARGET_CHANGED', Path, true)
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return true
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end
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end
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local function Disable(self)
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local element = self.TargetIndicator
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if element then
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HideIndicators(element)
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self:UnregisterEvent('UNIT_HEALTH', Path)
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self:UnregisterEvent('UNIT_MAXHEALTH', Path)
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self:UnregisterEvent('PLAYER_TARGET_CHANGED', Path)
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end
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end
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ElvUF:AddElement('TargetIndicator', Path, Enable, Disable)
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