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:SetFrameStrata("LOW") 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