5.19.3
Add methods to the states/allstates table that helps with creating,
updating or remove states in an optimized way
## Advantage of using this function instead of doing a states[key] = {
... }
- If already created, update existing state, and return true if any
value was changed, this can help reduce amount of resources an aura use
- Automatically `return true` when using these functions and any change
was made
## Examples
```Lua
function(states, event, ...)
if event == "PLAYER_TARGET_CHANGED" then
if UnitExists("target") then
-- if state exists it's updated, not replaced
-- show & changed fields can be skipped
states:Update("", {
name = UnitName("target"),
duration = 5,
expirationTime = GetTime() + 5,
progressType = "timed",
autoHide = true
})
else
-- wipe
states:RemoveAll()
end
end
-- no need to return true
end
```
with clones
```Lua
function(states, event, ...)
local currentEssence = UnitPower("player", Enum.PowerType.Essence)
local maxEssence = UnitPowerMax("player", Enum.PowerType.Essence)
for i = 1, 6 do
if i > maxEssence then
states:Remove(i) -- wipe allstates[6]
else
local value = currentEssence >= i and 1 or 0
local newState = {
progressType = "static",
value = value,
total = 1
}
states:Update(i, newState)
end
end
-- no need to return true
end
```
This commit is contained in:
@@ -262,7 +262,7 @@ local function UpdatePosition(self)
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local yOffset = self.yOffset + (self.yOffsetAnim or 0) + (self.yOffsetRelative or 0)
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self:RealClearAllPoints();
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local ok, ret = pcall(self.SetPoint, self, self.anchorPoint, self.relativeTo, self.relativePoint, xOffset, yOffset);
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local ok = pcall(self.SetPoint, self, self.anchorPoint, self.relativeTo, self.relativePoint, xOffset, yOffset);
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if not ok then
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Private.GetErrorHandlerId(self.id, L["Update Position"])
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end
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