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unitframes: rework hide mechanics
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+21
-11
@@ -541,14 +541,6 @@ function pfUI.uf:RefreshUnit(unit, component)
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-- break early on misconfigured UF's
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if not unit.label then return end
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-- hide self in group
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if unit.fname == "Group0" or unit.fname == "PartyPet0" or unit.fname == "Party0Target" then
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if GetNumPartyMembers() <= 0 then
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unit:Hide()
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return
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end
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end
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if unit.label == "target" or unit.label == "targettarget" then
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if pfScanActive == true then return end
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end
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@@ -565,17 +557,35 @@ function pfUI.uf:RefreshUnit(unit, component)
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unit.lastUnit = UnitName(unit.label .. unit.id)
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end
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-- hide and return early on unused frames
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if not ( pfUI.unlock and pfUI.unlock:IsShown() ) then
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if UnitName(unit.label .. unit.id) or unit.unitname then
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-- check existing units or focus frames
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if unit.unitname then
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unit:Show()
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elseif UnitName(unit.label .. unit.id) then
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-- hide group while in raid and option is set
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if pfUI_config["unitframes"]["group"]["hide_in_raid"] == "1" and strsub(unit.label,0,5) == "party" and UnitInRaid("player") then
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unit:Hide()
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return
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-- hide existing but too far away pet
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elseif strsub(unit.label,0,8) == "partypet" and not UnitIsVisible(unit.label .. unit.id) then
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unit:Hide()
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else
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unit:Show()
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return
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-- hide self in group if solo or hide in raid is set
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elseif unit.fname == "Group0" or unit.fname == "PartyPet0" or unit.fname == "Party0Target" then
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if ( GetNumPartyMembers() <= 0 ) or ( pfUI_config["unitframes"]["group"]["hide_in_raid"] == "1" and UnitInRaid("player") ) then
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unit:Hide()
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return
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end
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end
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unit:Show()
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else
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-- hide unused frame
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unit:Hide()
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return
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end
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end
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