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