missing files

This commit is contained in:
andrew6180
2024-12-23 06:56:21 -07:00
parent d40388b8b7
commit 3dada108b9
20 changed files with 6576 additions and 0 deletions
+181
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local Health = {}
ShadowUF:RegisterModule(Health, "healthBar", ShadowUF.L["Health bar"], true)
local function getGradientColor(unit)
local percent = UnitHealth(unit) / UnitHealthMax(unit)
if( percent >= 1 ) then return ShadowUF.db.profile.healthColors.green.r, ShadowUF.db.profile.healthColors.green.g, ShadowUF.db.profile.healthColors.green.b end
if( percent == 0 ) then return ShadowUF.db.profile.healthColors.red.r, ShadowUF.db.profile.healthColors.red.g, ShadowUF.db.profile.healthColors.red.b end
local sR, sG, sB, eR, eG, eB = 0, 0, 0, 0, 0, 0
local modifier, inverseModifier = percent * 2, 0
if( percent > 0.50 ) then
sR, sG, sB = ShadowUF.db.profile.healthColors.green.r, ShadowUF.db.profile.healthColors.green.g, ShadowUF.db.profile.healthColors.green.b
eR, eG, eB = ShadowUF.db.profile.healthColors.yellow.r, ShadowUF.db.profile.healthColors.yellow.g, ShadowUF.db.profile.healthColors.yellow.b
modifier = modifier - 1
else
sR, sG, sB = ShadowUF.db.profile.healthColors.yellow.r, ShadowUF.db.profile.healthColors.yellow.g, ShadowUF.db.profile.healthColors.yellow.b
eR, eG, eB = ShadowUF.db.profile.healthColors.red.r, ShadowUF.db.profile.healthColors.red.g, ShadowUF.db.profile.healthColors.red.b
end
inverseModifier = 1 - modifier
return eR * inverseModifier + sR * modifier, eG * inverseModifier + sG * modifier, eB * inverseModifier + sB * modifier
end
Health.getGradientColor = getGradientColor
-- Not doing full health update, because other checks can lag behind without much issue
local function updateTimer(self)
local currentHealth = UnitHealth(self.parent.unit)
if( currentHealth == self.currentHealth ) then return end
self.currentHealth = currentHealth
self:SetValue(currentHealth)
-- As much as I would rather not have to do this in an OnUpdate, I don't have much choice large health changes in a single update will make them very clearly be lagging behind
for _, fontString in pairs(self.parent.fontStrings) do
if( fontString.fastHealth ) then
fontString:UpdateTags()
end
end
-- Update incoming heal number
if( self.parent.incHeal and self.parent.incHeal.healed ) then
self.parent.incHeal:SetValue(currentHealth + self.parent.incHeal.healed)
end
-- The target is not offline, and we have a health percentage so update the gradient
if( not self.parent.healthBar.wasOffline and self.parent.healthBar.hasPercent ) then
Health:SetBarColor(self.parent.healthBar, ShadowUF.db.profile.units[self.parent.unitType].healthBar.invert, getGradientColor(self.parent.unit))
end
end
function Health:OnEnable(frame)
if( not frame.healthBar ) then
frame.healthBar = ShadowUF.Units:CreateBar(frame)
end
frame:RegisterUnitEvent("UNIT_HEALTH", self, "Update")
frame:RegisterUnitEvent("UNIT_MAXHEALTH", self, "Update")
frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdateColor")
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", self, "UpdateColor")
if( frame.unit == "pet" ) then
frame:RegisterUnitEvent("UNIT_HAPPINESS", self, "UpdateColor")
end
frame:RegisterUpdateFunc(self, "UpdateColor")
frame:RegisterUpdateFunc(self, "Update")
end
function Health:OnLayoutApplied(frame)
if( not frame.visibility.healthBar ) then return end
if( ShadowUF.db.profile.units[frame.unitType].healthBar.predicted ) then
frame.healthBar:SetScript("OnUpdate", updateTimer)
frame.healthBar.parent = frame
else
frame.healthBar:SetScript("OnUpdate", nil)
end
end
function Health:OnDisable(frame)
frame:UnregisterAll(self)
end
function Health:SetBarColor(bar, invert, r, g, b)
if( not invert ) then
bar:SetStatusBarColor(r, g, b, ShadowUF.db.profile.bars.alpha)
if( not bar.background.overrideColor ) then
bar.background:SetVertexColor(r, g, b, ShadowUF.db.profile.bars.backgroundAlpha)
end
else
bar.background:SetVertexColor(r, g, b, ShadowUF.db.profile.bars.alpha)
if( not bar.background.overrideColor ) then
bar:SetStatusBarColor(0, 0, 0, 1 - ShadowUF.db.profile.bars.backgroundAlpha)
else
bar:SetStatusBarColor(bar.background.overrideColor.r, bar.background.overrideColor.g, bar.background.overrideColor.b, 1 - ShadowUF.db.profile.bars.backgroundAlpha)
end
end
end
function Health:UpdateColor(frame)
frame.healthBar.hasReaction = nil
frame.healthBar.hasPercent = nil
frame.healthBar.wasOffline = nil
local color
local unit = frame.unit
local reactionType = ShadowUF.db.profile.units[frame.unitType].healthBar.reactionType
if( not UnitIsConnected(unit) ) then
frame.healthBar.wasOffline = true
self:SetBarColor(frame.healthBar, ShadowUF.db.profile.units[frame.unitType].healthBar.invert, ShadowUF.db.profile.healthColors.offline.r, ShadowUF.db.profile.healthColors.offline.g, ShadowUF.db.profile.healthColors.offline.b)
return
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorAggro and UnitThreatSituation(frame.unit) == 3 ) then
self:SetBarColor(frame.healthBar, ShadowUF.db.profile.units[frame.unitType].healthBar.invert, ShadowUF.db.profile.healthColors.hostile.r, ShadowUF.db.profile.healthColors.hostile.g, ShadowUF.db.profile.healthColors.hostile.b)
return
elseif( frame.inVehicle ) then
color = ShadowUF.db.profile.classColors.VEHICLE
elseif( not UnitIsTappedByPlayer(unit) and UnitIsTapped(unit) and UnitCanAttack("player", unit) ) then
color = ShadowUF.db.profile.healthColors.tapped
elseif( unit == "pet" and reactionType == "happiness" and GetPetHappiness() ) then
local happiness = GetPetHappiness()
if( happiness == 3 ) then
color = ShadowUF.db.profile.healthColors.friendly
elseif( happiness == 2 ) then
color = ShadowUF.db.profile.healthColors.neutral
elseif( happiness == 1 ) then
color = ShadowUF.db.profile.healthColors.hostile
end
elseif( not UnitPlayerOrPetInRaid(unit) and not UnitPlayerOrPetInParty(unit) and ( ( ( reactionType == "player" or reactionType == "both" ) and UnitIsPlayer(unit) and not UnitIsFriend(unit, "player") ) or ( ( reactionType == "npc" or reactionType == "both" ) and not UnitIsPlayer(unit) ) ) ) then
if( not UnitIsFriend(unit, "player") and UnitPlayerControlled(unit) ) then
if( UnitCanAttack("player", unit) ) then
color = ShadowUF.db.profile.healthColors.hostile
else
color = ShadowUF.db.profile.healthColors.enemyUnattack
end
elseif( UnitReaction(unit, "player") ) then
local reaction = UnitReaction(unit, "player")
if( reaction > 4 ) then
color = ShadowUF.db.profile.healthColors.friendly
elseif( reaction == 4 ) then
color = ShadowUF.db.profile.healthColors.neutral
elseif( reaction < 4 ) then
color = ShadowUF.db.profile.healthColors.hostile
end
end
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "class" and ( UnitIsPlayer(unit) or UnitCreatureFamily(unit) ) ) then
local class = UnitCreatureFamily(frame.unit) or select(2, UnitClass(frame.unit))
color = class and ShadowUF.db.profile.classColors[class]
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "static" ) then
color = ShadowUF.db.profile.healthColors.static
end
if( color ) then
self:SetBarColor(frame.healthBar, ShadowUF.db.profile.units[frame.unitType].healthBar.invert, color.r, color.g, color.b)
else
frame.healthBar.hasPercent = true
self:SetBarColor(frame.healthBar, ShadowUF.db.profile.units[frame.unitType].healthBar.invert, getGradientColor(unit))
end
end
function Health:Update(frame)
local isOffline = not UnitIsConnected(frame.unit)
frame.isDead = UnitIsDeadOrGhost(frame.unit)
frame.healthBar.currentHealth = UnitHealth(frame.unit)
frame.healthBar:SetMinMaxValues(0, UnitHealthMax(frame.unit))
frame.healthBar:SetValue(isOffline and UnitHealthMax(frame.unit) or frame.isDead and 0 or frame.healthBar.currentHealth)
-- Unit is offline, fill bar up + grey it
if( isOffline ) then
frame.healthBar.wasOffline = true
frame.unitIsOnline = nil
self:SetBarColor(frame.healthBar, ShadowUF.db.profile.units[frame.unitType].healthBar.invert, ShadowUF.db.profile.healthColors.offline.r, ShadowUF.db.profile.healthColors.offline.g, ShadowUF.db.profile.healthColors.offline.b)
-- The unit was offline, but they no longer are so we need to do a forced color update
elseif( frame.healthBar.wasOffline ) then
frame.healthBar.wasOffline = nil
self:UpdateColor(frame)
-- Color health by percentage
elseif( frame.healthBar.hasPercent ) then
self:SetBarColor(frame.healthBar, ShadowUF.db.profile.units[frame.unitType].healthBar.invert, getGradientColor(frame.unit))
end
end