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local Druid = {}
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ShadowUF:RegisterModule(Druid, "druidBar", ShadowUF.L["Druid mana bar"], true, "DRUID")
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function Druid:OnEnable(frame)
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frame.druidBar = frame.druidBar or ShadowUF.Units:CreateBar(frame)
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frame:RegisterUnitEvent("UNIT_MAXMANA", self, "Update")
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frame:RegisterUnitEvent("UNIT_MANA", self, "Update")
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frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", self, "PowerChanged")
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frame:RegisterUpdateFunc(self, "PowerChanged")
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frame:RegisterUpdateFunc(self, "Update")
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end
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function Druid:OnDisable(frame)
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frame:UnregisterAll(self)
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end
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function Druid:OnLayoutApplied(frame)
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if( frame.visibility.druidBar ) then
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local color = ShadowUF.db.profile.powerColors.MANA
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if( not ShadowUF.db.profile.units[frame.unitType].druidBar.invert ) then
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frame.druidBar:SetStatusBarColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
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if( not frame.druidBar.background.overrideColor ) then
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frame.druidBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
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end
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else
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frame.druidBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
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color = frame.druidBar.background.overrideColor or color
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frame.druidBar:SetStatusBarColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
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end
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end
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end
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-- While power type is mana, show the bar once it is mana hide it.
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function Druid:PowerChanged(frame)
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local powerType = UnitPowerType(frame.unit)
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ShadowUF.Layout:SetBarVisibility(frame, "druidBar", powerType == 1 or powerType == 3)
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end
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function Druid:Update(frame)
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frame.druidBar:SetMinMaxValues(0, UnitPowerMax(frame.unit, 0))
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frame.druidBar:SetValue(UnitIsDeadOrGhost(frame.unit) and 0 or not UnitIsConnected(frame.unit) and 0 or UnitPower(frame.unit, 0))
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end
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