mirror of
https://github.com/brues-code/pfUI.git
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unitframes: include aggro and combat glow
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@@ -12,25 +12,6 @@ pfUI:RegisterModule("infight", function ()
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insets = {left = 0, right = 0, top = 0, bottom = 0},
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}
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pfUI.infight.backdrop_outline = {
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edgeFile = "Interface\\AddOns\\pfUI\\img\\glow2", edgeSize = 8,
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insets = {left = 0, right = 0, top = 0, bottom = 0},
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}
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pfUI.infight.elements = {}
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function pfUI.infight:CreateGlow(unit, frame)
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local anchor = pfUI.uf[unit]
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if not pfUI.uf[unit] then anchor = frame end
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pfUI.infight[unit] = CreateFrame("Frame", "pfUICombat" .. unit, anchor)
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pfUI.infight[unit]:SetFrameStrata("BACKGROUND")
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pfUI.infight[unit]:SetBackdrop(pfUI.infight.backdrop_outline)
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pfUI.infight[unit]:SetPoint("TOPLEFT", anchor, "TOPLEFT", -7 - default_border,7 + default_border)
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pfUI.infight[unit]:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 7 + default_border,-7 - default_border)
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pfUI.infight[unit]:Hide()
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table.insert(pfUI.infight.elements, unit)
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end
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pfUI.infight:SetScript("OnUpdate",function(s,e)
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if not pfUI.infight.clock then pfUI.infight.clock = GetTime() -0.1 end
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if GetTime() >= pfUI.infight.clock + 0.1 then
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@@ -45,15 +26,6 @@ pfUI:RegisterModule("infight", function ()
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end
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pfUI.infight.fadeValue = pfUI.infight.fadeValue + pfUI.infight.fadeModifier
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for _,unit in pairs (pfUI.infight.elements) do
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if UnitAffectingCombat(unit) then
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pfUI.infight[unit]:Show()
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pfUI.infight[unit]:SetBackdropBorderColor(1,0.2+pfUI.infight.fadeValue, pfUI.infight.fadeValue, 1-pfUI.infight.fadeValue);
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else
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pfUI.infight[unit]:Hide()
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end
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end
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if C.appearance.infight.screen == "1" and pfUI.infight.screen then
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if UnitAffectingCombat("player") then
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pfUI.infight.screen:Show()
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@@ -72,28 +44,4 @@ pfUI:RegisterModule("infight", function ()
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pfUI.infight.screen:SetAllPoints(WorldFrame)
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pfUI.infight.screen:Hide()
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end
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if C.appearance.infight.common == "1" then
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if pfUI.uf.player and pfUI.uf.player:IsShown() then
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pfUI.infight:CreateGlow("player")
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end
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if pfUI.uf.target and pfUI.uf.target:IsShown() then
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pfUI.infight:CreateGlow("target")
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end
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if pfUI.uf.targettarget and pfUI.uf.targettarget:IsShown() then
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pfUI.infight:CreateGlow("targettarget")
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end
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if pfUI.uf.pet and pfUI.uf.pet:IsShown() then
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pfUI.infight:CreateGlow("pet")
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end
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end
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if C.appearance.infight.group == "1" then
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for i=1,4 do
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pfUI.infight:CreateGlow("party" .. i, _G["pfGroup" .. i])
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end
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end
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end)
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