Files
coa-elvui/ElvUI/Modules/Nameplates/Elements/Threat.lua
T
Andrew 8edf2d7f8a 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
2023-05-22 19:18:59 -07:00

97 lines
3.2 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local NP = E:GetModule('NamePlates')
local UnitName = UnitName
local UnitExists = UnitExists
local UnitIsUnit = UnitIsUnit
NP.ThreatPets = {
}
function NP:ThreatIndicator_PreUpdate(unit, pass)
local nameplate, db, unitTarget, imTank = self.__owner, NP.db.threat, unit..'target', E.myrole == 'TANK' or NP.GroupRoles[E.myname] == 'TANK'
local unitRole = NP.IsInGroup and (UnitExists(unitTarget) and not UnitIsUnit(unitTarget, 'player')) and NP.GroupRoles[UnitName(unitTarget)] or 'NONE'
local unitTank = unitRole == 'TANK' or (db.beingTankedByPet and NP.ThreatPets[NP:UnitNPCID(unitTarget)])
local isTank, offTank, feedbackUnit = unitTank or imTank, db.beingTankedByTank and (unitTank and imTank) or false, (unitTank and unitTarget) or 'player'
nameplate.ThreatScale = nil
if pass then
return isTank, offTank, feedbackUnit
else
self.feedbackUnit = feedbackUnit
self.offTank = offTank
self.isTank = isTank
end
end
function NP:ThreatIndicator_PostUpdate(unit, status)
local nameplate, colors, db = self.__owner, NP.db.colors.threat, NP.db.threat
local sf = NP:StyleFilterChanges(nameplate)
if not status and not sf.Scale then
nameplate.ThreatScale = 1
NP:ScalePlate(nameplate, 1)
elseif status and db.enable and db.useThreatColor then
NP:Health_SetColors(nameplate, true)
nameplate.ThreatStatus = status
local Color, Scale
if status == 3 then -- securely tanking
Color = self.offTank and colors.offTankColor or self.isTank and colors.goodColor or colors.badColor
Scale = self.isTank and db.goodScale or db.badScale
elseif status == 2 then -- insecurely tanking
Color = self.offTank and colors.offTankColorBadTransition or self.isTank and colors.badTransition or colors.goodTransition
Scale = 1
elseif status == 1 then -- not tanking but threat higher than tank
Color = self.offTank and colors.offTankColorGoodTransition or self.isTank and colors.goodTransition or colors.badTransition
Scale = 1
else -- not tanking at all
Color = self.isTank and colors.badColor or colors.goodColor
Scale = self.isTank and db.badScale or db.goodScale
end
if sf.HealthColor then
self.r, self.g, self.b = Color.r, Color.g, Color.b
else
nameplate.Health:SetStatusBarColor(Color.r, Color.g, Color.b)
end
if Scale then
nameplate.ThreatScale = Scale
if not sf.Scale then
NP:ScalePlate(nameplate, Scale)
end
end
end
end
function NP:Construct_ThreatIndicator(nameplate)
local ThreatIndicator = nameplate:CreateTexture(nil, 'OVERLAY')
ThreatIndicator:Size(16, 16)
ThreatIndicator:Hide()
ThreatIndicator:Point('CENTER', nameplate, 'TOPRIGHT')
ThreatIndicator.PreUpdate = NP.ThreatIndicator_PreUpdate
ThreatIndicator.PostUpdate = NP.ThreatIndicator_PostUpdate
return ThreatIndicator
end
function NP:Update_ThreatIndicator(nameplate)
local db = NP.db.threat
if nameplate.frameType == 'ENEMY_NPC' and db.enable then
if not nameplate:IsElementEnabled('ThreatIndicator') then
nameplate:EnableElement('ThreatIndicator')
end
if db.indicator then
nameplate.ThreatIndicator:SetAlpha(1)
else
nameplate.ThreatIndicator:SetAlpha(0)
end
elseif nameplate:IsElementEnabled('ThreatIndicator') then
nameplate:DisableElement('ThreatIndicator')
end
end