60 lines
2.5 KiB
Lua
60 lines
2.5 KiB
Lua
local Empty = {}
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local fallbackColor
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ShadowUF:RegisterModule(Empty, "emptyBar", ShadowUF.L["Empty bar"], true)
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function Empty:OnEnable(frame)
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frame.emptyBar = frame.emptyBar or ShadowUF.Units:CreateBar(frame)
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frame.emptyBar:SetMinMaxValues(0, 1)
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frame.emptyBar:SetValue(0)
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fallbackColor = fallbackColor or {r = 0, g = 0, b = 0}
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end
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function Empty:OnDisable(frame)
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frame:UnregisterAll(self)
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end
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function Empty:OnLayoutApplied(frame)
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if( frame.visibility.emptyBar ) then
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local color = frame.emptyBar.background.overrideColor or fallbackColor
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frame.emptyBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
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if( ShadowUF.db.profile.units[frame.unitType].emptyBar.reaction or ShadowUF.db.profile.units[frame.unitType].emptyBar.class ) then
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frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdateColor")
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frame:RegisterUpdateFunc(self, "UpdateColor")
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else
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self:OnDisable(frame)
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end
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end
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end
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function Empty:UpdateColor(frame)
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local color
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local reactionType = ShadowUF.db.profile.units[frame.unitType].emptyBar.reactionType
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if( not UnitPlayerOrPetInRaid(frame.unit) and not UnitPlayerOrPetInParty(frame.unit) and ( ( ( reactionType == "player" or reactionType == "both" ) and UnitIsPlayer(frame.unit) and not UnitIsFriend(frame.unit, "player") ) or ( ( reactionType == "npc" or reactionType == "both" ) and not UnitIsPlayer(frame.unit) ) ) ) then
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if( not UnitIsFriend(frame.unit, "player") and UnitPlayerControlled(frame.unit) ) then
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if( UnitCanAttack("player", frame.unit) ) then
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color = ShadowUF.db.profile.healthColors.hostile
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else
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color = ShadowUF.db.profile.healthColors.enemyUnattack
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end
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elseif( UnitReaction(frame.unit, "player") ) then
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local reaction = UnitReaction(frame.unit, "player")
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if( reaction > 4 ) then
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color = ShadowUF.db.profile.healthColors.friendly
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elseif( reaction == 4 ) then
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color = ShadowUF.db.profile.healthColors.neutral
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elseif( reaction < 4 ) then
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color = ShadowUF.db.profile.healthColors.hostile
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end
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end
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elseif( ShadowUF.db.profile.units[frame.unitType].emptyBar.class and ( UnitIsPlayer(frame.unit) or UnitCreatureFamily(frame.unit) ) ) then
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local class = UnitCreatureFamily(frame.unit) or select(2, UnitClass(frame.unit))
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color = class and ShadowUF.db.profile.classColors[class]
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end
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color = color or frame.emptyBar.background.overrideColor or fallbackColor
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frame.emptyBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
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end
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