local E, L, V, P, G = unpack(ElvUI) local NP = E:GetModule('NamePlates') local UF = E:GetModule('UnitFrames') local LSM = E.Libs.LSM local ElvUF = E.oUF local _G = _G local select, strsplit, tostring = select, strsplit, tostring local pairs, ipairs, wipe, tinsert = pairs, ipairs, wipe, tinsert local CreateFrame = CreateFrame local GetCVar = GetCVar local GetCVarDefault = GetCVarDefault local GetInstanceInfo = GetInstanceInfo local GetNumGroupMembers = GroupUtil.GetNumGroupMembers local GetNumSubgroupMembers = GetNumPartyMembers local GetPartyAssignment = GetPartyAssignment local InCombatLockdown = InCombatLockdown local IsInGroup, IsInRaid = GenerateClosure(C_Player.IsInGroup, C_Player), GenerateClosure(C_Player.IsInRaid, C_Player) local SetCVar = SetCVar local UnitClass = UnitClass local UnitClassification = UnitClassification local UnitCreatureType = UnitCreatureType local UnitExists = UnitExists local UnitFactionGroup = UnitFactionGroup local UnitGroupRolesAssigned = UnitGroupRolesAssigned local UnitGUID = UnitGUID local UnitIsEnemy = UnitIsEnemy local UnitIsFriend = UnitIsFriend local UnitIsPlayer = UnitIsPlayer local UnitIsPVPSanctuary = UnitIsPVPSanctuary local UnitIsUnit = UnitIsUnit local UnitName = UnitName local UnitReaction = UnitReaction local UnitThreatSituation = UnitThreatSituation local C_NamePlateManager_SetNamePlateSize if not C_NamePlateManager.GetNamePlateSize then -- if this function isnt set, we are on old version still C_NamePlateManager_SetNamePlateSize = function(width, height) C_NamePlateManager.SetNamePlateFriendlySize(width, height) C_NamePlateManager.SetNamePlateEnemySize(width, height) end else C_NamePlateManager_SetNamePlateSize = C_NamePlateManager.SetNamePlateSize end local hooksecurefunc = hooksecurefunc do -- credit: oUF/private.lua local selectionTypes = {[0]=0,[1]=1,[2]=2,[3]=3,[4]=4,[5]=5,[6]=6,[7]=7,[8]=8,[9]=9,[13]=13} -- 10 and 11 are unavailable to players, 12 is inconsistent due to bugs and its reliance on cvars function NP:UnitExists(unit) return unit and UnitExists(unit) end function NP:UnitSelectionType(unit, considerHostile) if considerHostile and UnitThreatSituation('player', unit) then return 0 end end end local Blacklist = { PLAYER = { enable = true, health = { enable = true, }, }, ENEMY_PLAYER = {}, FRIENDLY_PLAYER = {}, ENEMY_NPC = {}, FRIENDLY_NPC = {}, } function NP:ResetSettings(unit) E:CopyTable(NP.db.units[unit], P.nameplates.units[unit]) end function NP:CopySettings(from, to) if from == to then E:Print(L["You cannot copy settings from the same unit."]) return end E:CopyTable(NP.db.units[to], E:FilterTableFromBlacklist(NP.db.units[from], Blacklist[to])) end do local empty = {} function NP:PlateDB(nameplate) return (nameplate and NP.db.units[nameplate.frameType]) or empty end end function NP:SetCVar(cvar, value) if GetCVar(cvar) ~= tostring(value) then SetCVar(cvar, value) if cvar == "nameplateSmoothStacking" then C_NamePlateManager.CheckNamePlateMotion() StaticPopup_Show("RELOAD_UI_NEEDED") end end end function NP:CVarReset() -- NP:SetCVar('nameplateMinAlpha', 1) -- NP:SetCVar('nameplateMaxAlpha', 1) -- NP:SetCVar('nameplateClassResourceTopInset', GetCVarDefault('nameplateClassResourceTopInset')) -- NP:SetCVar('nameplateGlobalScale', 1) -- NP:SetCVar('NamePlateHorizontalScale', 1) -- NP:SetCVar('nameplateLargeBottomInset', GetCVarDefault('nameplateLargeBottomInset')) -- NP:SetCVar('nameplateLargerScale', 1) -- NP:SetCVar('nameplateLargeTopInset', GetCVarDefault('nameplateLargeTopInset')) -- NP:SetCVar('nameplateMaxAlphaDistance', GetCVarDefault('nameplateMaxAlphaDistance')) -- NP:SetCVar('nameplateMaxScale', 1) -- NP:SetCVar('nameplateMaxScaleDistance', 40) -- NP:SetCVar('nameplateMinAlphaDistance', GetCVarDefault('nameplateMinAlphaDistance')) -- NP:SetCVar('nameplateMinScale', 1) -- NP:SetCVar('nameplateMinScaleDistance', 0) -- NP:SetCVar('nameplateMotionSpeed', GetCVarDefault('nameplateMotionSpeed')) -- NP:SetCVar('nameplateOccludedAlphaMult', GetCVarDefault('nameplateOccludedAlphaMult')) -- NP:SetCVar('nameplateOtherAtBase', GetCVarDefault('nameplateOtherAtBase')) -- NP:SetCVar('nameplateResourceOnTarget', GetCVarDefault('nameplateResourceOnTarget')) -- NP:SetCVar('nameplateSelectedAlpha', 1) -- NP:SetCVar('nameplateSelectedScale', 1) -- NP:SetCVar('nameplateSelfAlpha', 1) -- NP:SetCVar('nameplateSelfBottomInset', GetCVarDefault('nameplateSelfBottomInset')) -- NP:SetCVar('nameplateSelfScale', 1) -- NP:SetCVar('nameplateSelfTopInset', GetCVarDefault('nameplateSelfTopInset')) -- NP:SetCVar('nameplateTargetBehindMaxDistance', 40) -- if not E.Retail then -- NP:SetCVar('nameplateNotSelectedAlpha', 1) -- end end function NP:SetCVars() NP:SetCVar('nameplateSmoothStacking', NP.db.motionType == 'STACKED' and 1 or 0) NP:SetCVar('nameplateDistance', NP.db.loadDistance) -- the order of these is important !! if not NP.db.visibility.friendly then NP.db.visibility.friendly = {} end NP:SetCVar('nameplateShowEnemyGuardians', NP.db.visibility.enemy.guardians and 1 or 0) NP:SetCVar('nameplateShowEnemyPets', NP.db.visibility.enemy.pets and 1 or 0) NP:SetCVar('nameplateShowEnemyTotems', NP.db.visibility.enemy.totems and 1 or 0) NP:SetCVar('nameplateShowFriendlyGuardians', NP.db.visibility.friendly.guardians and 1 or 0) NP:SetCVar('nameplateShowFriendlyTotems', NP.db.visibility.friendly.totems and 1 or 0) NP:SetCVar('nameplateShowFriendlyPets', NP.db.visibility.friendly.pets and 1 or 0) NP:SetCVar('showVKeyCastbar', 1) SetNamePlateCastBarMode(1) end function NP:PLAYER_REGEN_DISABLED() if NP.db.showFriendlyCombat == 'TOGGLE_ON' then NP:SetCVar('nameplateShowFriends', 1) elseif NP.db.showFriendlyCombat == 'TOGGLE_OFF' then NP:SetCVar('nameplateShowFriends', 0) end if NP.db.showEnemyCombat == 'TOGGLE_ON' then NP:SetCVar('nameplateShowEnemies', 1) elseif NP.db.showEnemyCombat == 'TOGGLE_OFF' then NP:SetCVar('nameplateShowEnemies', 0) end end function NP:PLAYER_REGEN_ENABLED() if NP.db.showFriendlyCombat == 'TOGGLE_ON' then NP:SetCVar('nameplateShowFriends', 0) elseif NP.db.showFriendlyCombat == 'TOGGLE_OFF' then NP:SetCVar('nameplateShowFriends', 1) end if NP.db.showEnemyCombat == 'TOGGLE_ON' then NP:SetCVar('nameplateShowEnemies', 0) elseif NP.db.showEnemyCombat == 'TOGGLE_OFF' then NP:SetCVar('nameplateShowEnemies', 1) end end function NP:Style(unit) if self:GetName() == 'ElvNP_TargetClassPower' then NP:StyleTargetPlate(self, unit) else NP:StylePlate(self, unit) end return self end function NP:Construct_RaisedELement(nameplate) local RaisedElement = CreateFrame('Frame', nameplate:GetName() .. 'RaisedElement', nameplate) RaisedElement:SetFrameLevel(nameplate:GetFrameLevel()+10) RaisedElement:SetAllPoints() RaisedElement:EnableMouse(false) return RaisedElement end function NP:Construct_ClassPowerTwo(nameplate) if E.myclass == 'DEATHKNIGHT' then nameplate.Runes = NP:Construct_Runes(nameplate) elseif E.myclass == 'MONK' then nameplate.Stagger = NP:Construct_Stagger(nameplate) end end function NP:Update_ClassPowerTwo(nameplate) if E.myclass == 'DEATHKNIGHT' then NP:Update_Runes(nameplate) elseif E.myclass == 'MONK' then NP:Update_Stagger(nameplate) end end function NP:StyleTargetPlate(nameplate) nameplate:SetScale(E.mult) nameplate:ClearAllPoints() nameplate:Point('CENTER') nameplate:Size(NP.db.plateSize.personalWidth or 150, NP.db.plateSize.personalHeight or 40) nameplate.RaisedElement = NP:Construct_RaisedELement(nameplate) nameplate.ClassPower = NP:Construct_ClassPower(nameplate) NP:Construct_ClassPowerTwo(nameplate) end function NP:UpdateTargetPlate(nameplate) NP:Update_ClassPower(nameplate) --NP:Update_ClassPowerTwo(nameplate) nameplate:UpdateAllElements('OnShow') end function NP:ScalePlate(nameplate, scale, targetPlate) if targetPlate and NP.targetPlate then NP.targetPlate:SetScale(E.mult) NP.targetPlate = nil end if not nameplate then return end nameplate:SetScale(scale * E.mult) if targetPlate then NP.targetPlate = nameplate end end function NP:PostUpdateAllElements(event) if event and (event == 'ForceUpdate' or not NP.StyleFilterEventFunctions[event]) then NP:StyleFilterUpdate(self, event) self.StyleFilterBaseAlreadyUpdated = nil -- keep after StyleFilterUpdate end if event == 'NAME_PLATE_UNIT_ADDED' and self.isTarget then NP:SetupTarget(self) end end function NP:StylePlate(nameplate) nameplate:SetScale(E.mult) nameplate.RaisedElement = NP:Construct_RaisedELement(nameplate) nameplate.Health = NP:Construct_Health(nameplate) nameplate.Health.Text = NP:Construct_TagText(nameplate.RaisedElement) nameplate.Health.Text.frequentUpdates = .1 nameplate.HealCommBar = NP:Construct_HealComm(nameplate) nameplate.Power = NP:Construct_Power(nameplate) nameplate.Power.Text = NP:Construct_TagText(nameplate.RaisedElement) nameplate.Name = NP:Construct_TagText(nameplate.RaisedElement) nameplate.Level = NP:Construct_TagText(nameplate.RaisedElement) nameplate.Title = NP:Construct_TagText(nameplate.RaisedElement) nameplate.ClassificationIndicator = NP:Construct_ClassificationIndicator(nameplate.RaisedElement) nameplate.Castbar = NP:Construct_Castbar(nameplate) nameplate.Portrait = NP:Construct_Portrait(nameplate.RaisedElement) nameplate.QuestIcons = NP:Construct_QuestIcons(nameplate.RaisedElement) nameplate.RaidTargetIndicator = NP:Construct_RaidTargetIndicator(nameplate.RaisedElement) nameplate.TargetIndicator = NP:Construct_TargetIndicator(nameplate) nameplate.ThreatIndicator = NP:Construct_ThreatIndicator(nameplate.RaisedElement) nameplate.Highlight = NP:Construct_Highlight(nameplate) nameplate.ClassPower = NP:Construct_ClassPower(nameplate) nameplate.PvPIndicator = NP:Construct_PvPIndicator(nameplate.RaisedElement) -- Horde / Alliance / HonorInfo nameplate.PvPClassificationIndicator = NP:Construct_PvPClassificationIndicator(nameplate.RaisedElement) -- Cart / Flag / Orb / Assassin Bounty nameplate.PVPRole = NP:Construct_PVPRole(nameplate.RaisedElement) nameplate.Cutaway = NP:Construct_Cutaway(nameplate) nameplate.BossMods = NP:Construct_BossMods(nameplate) NP:Construct_Auras(nameplate) NP:StyleFilterEvents(nameplate) -- prepare the watcher --NP:Construct_ClassPowerTwo(nameplate) NP.Plates[nameplate] = nameplate:GetName() hooksecurefunc(nameplate, 'UpdateAllElements', NP.PostUpdateAllElements) end function NP:UpdatePlate(nameplate, updateBase) NP:Update_RaidTargetIndicator(nameplate) NP:Update_PVPRole(nameplate) NP:Update_Portrait(nameplate) NP:Update_QuestIcons(nameplate) NP:Update_BossMods(nameplate) local db = NP:PlateDB(nameplate) if db.nameOnly or not db.enable then NP:DisablePlate(nameplate, db.enable and db.nameOnly) if not db.enable and nameplate.RaisedElement:IsShown() then nameplate.RaisedElement:Hide() end elseif updateBase then NP:Update_Tags(nameplate) NP:Update_Health(nameplate) NP:Update_HealComm(nameplate) NP:Update_Highlight(nameplate) --NP:Update_Power(nameplate) NP:Update_Castbar(nameplate) NP:Update_ClassPower(nameplate) NP:Update_Auras(nameplate) NP:Update_ClassificationIndicator(nameplate) NP:Update_PvPIndicator(nameplate) -- Horde / Alliance / HonorInfo NP:Update_PvPClassificationIndicator(nameplate) -- Cart / Flag / Orb / Assassin Bounty NP:Update_TargetIndicator(nameplate) NP:Update_ThreatIndicator(nameplate) NP:Update_Cutaway(nameplate) --NP:Update_ClassPowerTwo(nameplate) if nameplate == _G.ElvNP_Player then NP:Update_Fader(nameplate) end else NP:Update_Health(nameplate, true) -- this will only reset the ouf vars so it won't hold stale threat ones end end NP.DisableInNotNameOnly = { 'QuestIcons', 'Highlight', 'Portrait', 'PVPRole' } NP.DisableElements = { 'Health', 'HealCommBar', --'Power', 'ClassificationIndicator', 'Castbar', 'ThreatIndicator', 'TargetIndicator', --header'ClassPower', 'PvPIndicator', 'PvPClassificationIndicator', 'Auras' } if E.myclass == 'DEATHKNIGHT' then tinsert(NP.DisableElements, 'Runes') elseif E.myclass == 'MONK' then tinsert(NP.DisableElements, 'Stagger') end function NP:DisablePlate(nameplate, nameOnly, nameOnlySF) for _, element in ipairs(NP.DisableElements) do if nameplate:IsElementEnabled(element) then nameplate:DisableElement(element) end end if nameOnly then NP:Update_Tags(nameplate, nameOnlySF) NP:Update_Highlight(nameplate, nameOnlySF) NP:Update_TargetIndicator(nameplate, nameOnlySF) -- The position values here are forced on purpose. nameplate.Name:ClearAllPoints() nameplate.Name:Point('CENTER', nameplate, 'CENTER', 0, 0) nameplate.RaidTargetIndicator:ClearAllPoints() nameplate.RaidTargetIndicator:Point('BOTTOM', nameplate, 'TOP', 0, 0) nameplate.Portrait:ClearAllPoints() nameplate.Portrait:Point('RIGHT', nameplate.Name, 'LEFT', -6, 0) nameplate.PVPRole:ClearAllPoints() nameplate.PVPRole:Point('RIGHT', (nameplate.Portrait:IsShown() and nameplate.Portrait) or nameplate.Name, 'LEFT', -6, 0) nameplate.QuestIcons:ClearAllPoints() nameplate.QuestIcons:Point('LEFT', nameplate.Name, 'RIGHT', 6, 0) nameplate.Title:ClearAllPoints() nameplate.Title:Point('TOP', nameplate.Name, 'BOTTOM', 0, -2) if nameplate.isTarget then NP:SetupTarget(nameplate, true) end else for _, element in ipairs(NP.DisableInNotNameOnly) do if nameplate:IsElementEnabled(element) then nameplate:DisableElement(element) end end end end function NP:GetClassAnchor() local TCP = _G.ElvNP_TargetClassPower return TCP.realPlate or TCP end function NP:SetupTarget(nameplate, removed) if not (NP.db.units and NP.db.units.TARGET) then return end local TCP = _G.ElvNP_TargetClassPower local cp = NP.db.units.TARGET.classpower or {} if removed and nameplate then if NP.currentTarget == nameplate then NP.currentTarget = nil end elseif nameplate then NP.currentTarget = nameplate end if removed or not nameplate or not cp.enable then TCP.realPlate = nil else local db = NP:PlateDB(nameplate) TCP.realPlate = not db.nameOnly and nameplate or nil end local anchor = NP:GetClassAnchor() if TCP.ClassPower then TCP.ClassPower:SetParent(anchor) TCP.ClassPower:ClearAllPoints() TCP.ClassPower:Point('CENTER', anchor, 'CENTER', cp.xOffset, cp.yOffset) end if TCP.Runes then TCP.Runes:SetParent(anchor) TCP.Runes:ClearAllPoints() TCP.Runes:Point('CENTER', anchor, 'CENTER', cp.xOffset, cp.yOffset) elseif TCP.Stagger then TCP.Stagger:SetParent(anchor) TCP.Stagger:ClearAllPoints() TCP.Stagger:Point('CENTER', anchor, 'CENTER', cp.xOffset, cp.yOffset) end end function NP:Update_StatusBars() for bar in pairs(NP.StatusBars) do local sf = NP:StyleFilterChanges(bar:GetParent()) if not sf.HealthTexture then local texture = LSM:Fetch('statusbar', NP.db.statusbar) or E.media.normTex if bar.SetStatusBarTexture then bar:SetStatusBarTexture(texture) else bar:SetTexture(texture) end end end end function NP:PARTY_MEMBERS_CHANGED() return self:RAID_ROSTER_UPDATE() end function NP:RAID_ROSTER_UPDATE() local isInRaid = IsInRaid() NP.IsInGroup = isInRaid or IsInGroup() wipe(NP.GroupRoles) if NP.IsInGroup then local group = isInRaid and 'raid' or 'party' for i = 1, (isInRaid and GetNumGroupMembers()) or GetNumSubgroupMembers() do local unit = group .. i if UnitExists(unit) then NP.GroupRoles[UnitName(unit)] = (GetPartyAssignment('MAINTANK', unit) and 'TANK' or 'NONE') end end end end function NP:PLAYER_ENTERING_WORLD(_, initLogin, isReload) NP.InstanceType = select(2, GetInstanceInfo()) if not self.initLogin then self.initLogin = true NP:ConfigureAll(true) end end function NP:ConfigurePlates(init) NP.SkipFading = true if not init then -- these only need to happen when changing options for nameplate in pairs(NP.Plates) do nameplate:Size(NP.db.plateSize.width, NP.db.plateSize.height) nameplate.previousType = nil -- keep over the callback, we still need a full update NP:NamePlateCallBack(nameplate, 'NAME_PLATE_UNIT_ADDED') nameplate.StyleFilterBaseAlreadyUpdated = nil nameplate:UpdateAllElements('ForceUpdate') end end NP.SkipFading = nil end function NP:ConfigureAll(init) if not E.private.nameplates.enable then return end NP:StyleFilterConfigure() -- keep this at the top NP:SetNamePlateSizes() NP:PLAYER_REGEN_ENABLED() NP:UpdateTargetPlate(_G.ElvNP_TargetClassPower) NP:Update_StatusBars() NP:ConfigurePlates(init) -- keep before toggle static end function NP:PlateFade(nameplate, timeToFade, startAlpha, endAlpha) if not nameplate.nameplateAnchor:IsShown() then return end -- we need our own function because we want a smooth transition and dont want it to force update every pass. -- its controlled by fadeTimer which is reset when UIFrameFadeOut or UIFrameFadeIn code runs. if not nameplate.FadeObject then nameplate.FadeObject = {} end nameplate.FadeObject.timeToFade = (nameplate.isTarget and 0) or timeToFade nameplate.FadeObject.startAlpha = startAlpha nameplate.FadeObject.endAlpha = endAlpha nameplate.FadeObject.diffAlpha = endAlpha - startAlpha if nameplate.FadeObject.fadeTimer then nameplate.FadeObject.fadeTimer = 0 else E:UIFrameFade(nameplate, nameplate.FadeObject) end end function NP:UnitNPCID(unit) -- also used by Bags.lua local guid = UnitGUID(unit) return guid and GetCreatureIDFromGUID(guid), guid end function NP:UpdatePlateGUID(nameplate, guid) NP.PlateGUID[nameplate.unitGUID] = (guid and nameplate) or nil end function NP:UpdatePlateType(nameplate) if nameplate.isPVPSanctuary then nameplate.frameType = 'FRIENDLY_PLAYER' elseif not nameplate.isEnemy and (not nameplate.reaction or nameplate.reaction > 4) then -- keep as: not isEnemy, dont switch to isFriend nameplate.frameType = (nameplate.isPlayer and 'FRIENDLY_PLAYER') or 'FRIENDLY_NPC' else nameplate.frameType = (nameplate.isPlayer and 'ENEMY_PLAYER') or 'ENEMY_NPC' end end function NP:UpdatePlateSize(nameplate) nameplate.width, nameplate.height = NP.db.plateSize.width, NP.db.plateSize.height C_NamePlateManager_SetNamePlateSize(nameplate.width, nameplate.height) nameplate:Size(nameplate.width, nameplate.height) end function NP:UpdatePlateBase(nameplate) local update = nameplate.frameType ~= nameplate.previousType NP:UpdatePlate(nameplate, update) nameplate.StyleFilterBaseAlreadyUpdated = update nameplate.previousType = nameplate.frameType end function NP:NamePlateCallBack(nameplate, event, unit) if not nameplate then return end if event == 'UNIT_FACTION' or event == 'UNIT_FLAGS' then nameplate.reaction = UnitReaction('player', unit) -- Player Reaction nameplate.repReaction = UnitReaction(unit, 'player') -- Reaction to Player nameplate.isFriend = UnitIsFriend('player', unit) nameplate.isEnemy = UnitIsEnemy('player', unit) nameplate.faction = UnitFactionGroup(unit) nameplate.battleFaction = GetUnitBattlefieldFaction(unit) nameplate.classColor = (nameplate.isPlayer and RAID_CLASS_COLORS[nameplate.classFile]) or (nameplate.repReaction and NP.db.colors.reactions[nameplate.repReaction == 4 and 'neutral' or nameplate.repReaction <= 3 and 'bad' or 'good']) or nil NP:UpdatePlateType(nameplate) NP:UpdatePlateSize(nameplate) NP:UpdatePlateBase(nameplate) NP:StyleFilterUpdate(nameplate, event) -- keep this after UpdatePlateBase nameplate.StyleFilterBaseAlreadyUpdated = nil -- keep after StyleFilterUpdate elseif event == 'PLAYER_TARGET_CHANGED' then -- we need to check if nameplate exists in here NP:SetupTarget(nameplate) -- pass it, even as nil here elseif event == 'NAME_PLATE_UNIT_ADDED' then if not unit then unit = nameplate.unit end nameplate.classification = UnitClassification(unit) nameplate.creatureType = UnitCreatureType(unit) nameplate.isMe = UnitIsUnit(unit, 'player') nameplate.isPet = UnitIsUnit(unit, 'pet') nameplate.isFriend = UnitIsFriend('player', unit) nameplate.isEnemy = UnitIsEnemy('player', unit) nameplate.isPlayer = UnitIsPlayer(unit) nameplate.isPVPSanctuary = UnitIsPVPSanctuary(unit) nameplate.reaction = UnitReaction('player', unit) -- Player Reaction nameplate.repReaction = UnitReaction(unit, 'player') -- Reaction to Player nameplate.faction = UnitFactionGroup(unit) nameplate.battleFaction = GetUnitBattlefieldFaction(unit) nameplate.unitName, nameplate.unitRealm = UnitName(unit) nameplate.className, nameplate.classFile, nameplate.classID = UnitClass(unit) nameplate.npcID, nameplate.unitGUID = NP:UnitNPCID(unit) nameplate.classColor = (nameplate.isPlayer and RAID_CLASS_COLORS[nameplate.classFile]) or (nameplate.repReaction and NP.db.colors.reactions[nameplate.repReaction == 4 and 'neutral' or nameplate.repReaction <= 3 and 'bad' or 'good']) or nil if nameplate.unitGUID then NP:UpdatePlateGUID(nameplate, nameplate.unitGUID) end NP:UpdatePlateType(nameplate) NP:UpdatePlateSize(nameplate) if not nameplate.RaisedElement:IsShown() then nameplate.RaisedElement:Show() end NP:UpdatePlateBase(nameplate) NP:BossMods_UpdateIcon(nameplate) NP:StyleFilterEventWatch(nameplate) -- fire up the watcher NP:StyleFilterSetVariables(nameplate) -- sets: isTarget, isTargetingMe, isFocused elseif event == 'NAME_PLATE_UNIT_REMOVED' then if nameplate.isTarget then NP:ScalePlate(nameplate, 1, true) NP:SetupTarget(nameplate, true) end if nameplate.unitGUID then NP:UpdatePlateGUID(nameplate) end NP:BossMods_UpdateIcon(nameplate, true) NP:StyleFilterEventWatch(nameplate, true) -- shut down the watcher NP:StyleFilterClearVariables(nameplate) -- these can appear on SoftTarget nameplates and they aren't -- from NAME_PLATE_UNIT_ADDED which means, they will still be shown -- in some cases when the plate previously had the element if nameplate.QuestIcons then nameplate.QuestIcons:Hide() end -- vars that we need to keep in a nonstale state nameplate.Health.cur = nil -- cutaway --nameplate.Power.cur = nil -- cutaway nameplate.npcID = nil -- just cause end end local optionsTable = { 'EnemyMinus', 'EnemyMinions', 'FriendlyMinions', 'nameplateDistance', 'MotionDropDown', 'ShowAll' } function NP:HideInterfaceOptions() -- for _, x in pairs(optionsTable) do -- local o = _G['InterfaceOptionsNamesPanelUnitNameplates' .. x] -- if o then -- o:SetSize(0.00001, 0.00001) -- o:SetAlpha(0) -- o:Hide() -- end -- end end function NP:SetNamePlateSizes() --if InCombatLockdown() then return end C_NamePlateManager_SetNamePlateSize(NP.db.plateSize.width, NP.db.plateSize.height) end function NP:Initialize() NP.db = E.db.nameplates if not E.private.nameplates.enable then return end NP.Initialized = true NP.thinBorders = NP.db.thinBorders NP.SPACING = (NP.thinBorders or E.twoPixelsPlease) and 0 or 1 NP.BORDER = (NP.thinBorders and not E.twoPixelsPlease) and 1 or 2 ElvUF:RegisterStyle('ElvNP', NP.Style) ElvUF:SetActiveStyle('ElvNP') SetCVar('nameplateShowOnlyNames', NP.db.visibility.nameplateShowOnlyNames and '1' or '0') NP.Plates = {} NP.PlateGUID = {} NP.StatusBars = {} NP.GroupRoles = {} NP.multiplier = 0.35 ElvUF:Spawn('player', 'ElvNP_TargetClassPower') _G.ElvNP_TargetClassPower:Size(NP.db.plateSize.personalWidth or 150, NP.db.plateSize.personalHeight or 40) _G.ElvNP_TargetClassPower.frameType = 'TARGET' _G.ElvNP_TargetClassPower:SetAttribute('toggleForVehicle', true) _G.ElvNP_TargetClassPower:ClearAllPoints() _G.ElvNP_TargetClassPower:Point('TOP', E.UIParent, 'BOTTOM', 0, -500) ElvUF:SpawnNamePlates('ElvNP_', function(nameplate, event, unit) NP:NamePlateCallBack(nameplate, event, unit) end) NP:RegisterEvent('PLAYER_REGEN_ENABLED') NP:RegisterEvent('PLAYER_REGEN_DISABLED') NP:RegisterEvent('PLAYER_ENTERING_WORLD') NP:RegisterEvent('COMBAT_LOG_EVENT_UNFILTERED') NP:RegisterEvent('RAID_ROSTER_UPDATE') NP:RegisterEvent('PARTY_MEMBERS_CHANGED') NP:RegisterEvent('PLAYER_LOGOUT') NP:BossMods_RegisterCallbacks() NP:StyleFilterInitialize() NP:HideInterfaceOptions() NP:RAID_ROSTER_UPDATE() NP:PARTY_MEMBERS_CHANGED() NP:SetCVars() end local AuraUpdateEvents = { ["SPELL_AURA_APPLIED"] = true, ["SPELL_AURA_REMOVED"] = true, ["SPELL_AURA_REFRESH"] = true, ["SPELL_AURA_BROKEN"] = true, ["SPELL_AURA_BROKEN_SPELL"] = true, ["SPELL_AURA_APPLIED_DOSE"] = true, ["SPELL_AURA_REMOVED_DOSE"] = true, } function NP:COMBAT_LOG_EVENT_UNFILTERED(_, _, event, _, sourceGUID, sourceName, targetGUID) NP:CASTBAR_COMBAT_LOG_EVENT_UNFILTERED(event, sourceGUID, sourceName, targetGUID) local auraUpdate = AuraUpdateEvents[event] if not auraUpdate then return end if targetGUID and targetGUID ~= "" then local nameplate = NP.PlateGUID[targetGUID] if not nameplate then return end nameplate:UpdateElement('Auras') NP:StyleFilterUpdate(nameplate, 'UNIT_AURA') nameplate.StyleFilterBaseAlreadyUpdated = nil -- keep after StyleFilterUpdate end end E:RegisterModule(NP:GetName())