remove temp folder structure

This commit is contained in:
Crum
2018-02-19 21:03:21 -06:00
parent 85a2a5bcf7
commit 611f11aff9
408 changed files with 0 additions and 0 deletions
@@ -0,0 +1,180 @@
local E, L, V, P, G = unpack(ElvUI)
local mod = E:GetModule("NamePlates")
local LSM = LibStub("LibSharedMedia-3.0")
--local LMH = LibStub("LibMobHealth-4.0")
local tonumber = tonumber
local GetInstanceDifficulty = GetInstanceDifficulty
local UnitLevel = UnitLevel
function mod:UpdateElement_HealthOnValueChanged()
local frame = this:GetParent().UnitFrame
if not frame.UnitType then return end -- Bugs
mod:UpdateElement_Health(frame)
mod:UpdateElement_HealthColor(frame)
mod:UpdateElement_Glow(frame)
end
function mod:UpdateElement_HealthColor(frame)
if(not frame.HealthBar:IsShown()) then return end
local r, g, b
local scale = 1
local class = frame.UnitClass
local classColor = CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[class] or RAID_CLASS_COLORS[class]
local useClassColor = mod.db.units[frame.UnitType].healthbar.useClassColor
if classColor and ((frame.UnitType == "FRIENDLY_PLAYER" and useClassColor and E.private.general.classCache) or (frame.UnitType == "ENEMY_PLAYER" and useClassColor and E.private.general.classCache)) then
r, g, b = classColor.r, classColor.g, classColor.b
elseif frame.UnitReaction == 1 then
r, g, b = mod.db.reactions.tapped.r, mod.db.reactions.tapped.g, mod.db.reactions.tapped.b
else
local status = mod:UnitDetailedThreatSituation(frame)
if status then
if status == 3 then
if E.Role == "Tank" then
r, g, b = mod.db.threat.goodColor.r, mod.db.threat.goodColor.g, mod.db.threat.goodColor.b
scale = mod.db.threat.goodScale
else
r, g, b = mod.db.threat.badColor.r, mod.db.threat.badColor.g, mod.db.threat.badColor.b
scale = mod.db.threat.badScale
end
elseif status == 2 then
if E.Role == "Tank" then
r, g, b = mod.db.threat.badTransition.r, mod.db.threat.badTransition.g, mod.db.threat.badTransition.b
else
r, g, b = mod.db.threat.goodTransition.r, mod.db.threat.goodTransition.g, mod.db.threat.goodTransition.b
end
scale = 1
elseif status == 1 then
if E.Role == "Tank" then
r, g, b = mod.db.threat.goodTransition.r, mod.db.threat.goodTransition.g, mod.db.threat.goodTransition.b
else
r, g, b = mod.db.threat.badTransition.r, mod.db.threat.badTransition.g, mod.db.threat.badTransition.b
end
scale = 1
else
if E.Role == "Tank" then
r, g, b = mod.db.threat.badColor.r, mod.db.threat.badColor.g, mod.db.threat.badColor.b
scale = mod.db.threat.badScale
else
r, g, b = mod.db.threat.goodColor.r, mod.db.threat.goodColor.g, mod.db.threat.goodColor.b
scale = mod.db.threat.goodScale
end
end
end
if (not status) or (status and not mod.db.threat.useThreatColor) then
local reactionType = frame.UnitReaction
if reactionType == 4 then
r, g, b = mod.db.reactions.neutral.r, mod.db.reactions.neutral.g, mod.db.reactions.neutral.b
elseif reactionType > 4 then
if frame.UnitType == "FRIENDLY_PLAYER" then
r, g, b = mod.db.reactions.friendlyPlayer.r, mod.db.reactions.friendlyPlayer.g, mod.db.reactions.friendlyPlayer.b
else
r, g, b = mod.db.reactions.good.r, mod.db.reactions.good.g, mod.db.reactions.good.b
end
else
r, g, b = mod.db.reactions.bad.r, mod.db.reactions.bad.g, mod.db.reactions.bad.b
end
end
end
if r ~= frame.HealthBar.r or g ~= frame.HealthBar.g or b ~= frame.HealthBar.b then
if not frame.CustomColor then
frame.HealthBar:SetStatusBarColor(r, g, b)
frame.HealthBar.r, frame.HealthBar.g, frame.HealthBar.b = r, g, b
else
local CustomColor = frame.CustomColor
frame.HealthBar:SetStatusBarColor(CustomColor.r, CustomColor.g, CustomColor.b)
frame.HealthBar.r, frame.HealthBar.g, frame.HealthBar.b = CustomColor.r, CustomColor.g, CustomColor.b
end
end
if (not frame.isTarget or not mod.db.useTargetScale) and not frame.CustomScale then
frame.ThreatScale = scale
mod:SetFrameScale(frame, scale)
end
end
function mod:UpdateElement_Health(frame)
local health = frame.oldHealthBar:GetValue()
local _, maxHealth = frame.oldHealthBar:GetMinMaxValues()
frame.HealthBar:SetMinMaxValues(0, maxHealth)
frame.HealthBar:SetValue(health)
if self.db.units[frame.UnitType].healthbar.text.enable then
if maxHealth ~= 100 then
frame.HealthBar.text:SetText(E:GetFormattedText(self.db.units[frame.UnitType].healthbar.text.format, health, maxHealth))
else
local newMaxHealth
if frame.unit == "target" then
--health, maxHealth = LMH:GetUnitHealth("target")
else
local level = self:UnitLevel(frame)
if level == "??" then
level = UnitLevel("player") + 3
end
if frame.UnitType == "FRIENDLY_PLAYER" or frame.UnitType == "ENEMY_PLAYER" then
-- newMaxHealth = LMH:GetMaxHP(frame.UnitName, tonumber(level), "pc")
elseif frame.UnitType == "FRIENDLY_NPC" or frame.UnitType == "ENEMY_NPC" then
-- newMaxHealth = LMH:GetMaxHP(frame.UnitName, tonumber(level), "npc", GetInstanceDifficulty())
else
-- newMaxHealth = LMH:GetMaxHP(frame.UnitName, tonumber(level))
end
if newMaxHealth then
health = newMaxHealth / 100 * health
maxHealth = newMaxHealth
end
end
frame.HealthBar.text:SetText(E:GetFormattedText(self.db.units[frame.UnitType].healthbar.text.format, health, maxHealth))
end
else
frame.HealthBar.text:SetText("")
end
end
function mod:ConfigureElement_HealthBar(frame, configuring)
local healthBar = frame.HealthBar
healthBar:SetPoint("TOP", frame, "CENTER", 0, self.db.units[frame.UnitType].castbar.height + 3)
if frame.isTarget and self.db.useTargetScale then
healthBar:SetHeight(self.db.units[frame.UnitType].healthbar.height * ((frame.CustomScale and frame.CustomScale * self.db.targetScale) or self.db.targetScale))
healthBar:SetWidth(self.db.units[frame.UnitType].healthbar.width * ((frame.CustomScale and frame.CustomScale * self.db.targetScale) or self.db.targetScale))
else
healthBar:SetHeight((frame.CustomScale and frame.CustomScale * self.db.units[frame.UnitType].healthbar.height) or self.db.units[frame.UnitType].healthbar.height)
healthBar:SetWidth((frame.CustomScale and frame.CustomScale * self.db.units[frame.UnitType].healthbar.width) or self.db.units[frame.UnitType].healthbar.width)
end
healthBar:SetStatusBarTexture(LSM:Fetch("statusbar", self.db.statusbar), "BORDER")
if(not configuring) and (self.db.units[frame.UnitType].healthbar.enable or frame.isTarget) then
healthBar:Show()
end
healthBar.text:SetAllPoints(healthBar)
healthBar.text:SetFont(LSM:Fetch("font", self.db.font), self.db.fontSize, self.db.fontOutline)
end
function mod:ConstructElement_HealthBar(parent)
local frame = CreateFrame("StatusBar", nil, parent)
self:StyleFrame(frame)
frame:SetFrameLevel(parent:GetFrameLevel())
frame.text = frame:CreateFontString(nil, "OVERLAY")
frame.scale = CreateAnimationGroup(frame)
frame.scale.width = frame.scale:CreateAnimation("Width")
frame.scale.width:SetDuration(0.2)
frame.scale.height = frame.scale:CreateAnimation("Height")
frame.scale.height:SetDuration(0.2)
frame:Hide()
return frame
end