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https://github.com/brues-code/pfUI.git
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Pulse the screen edge glow smoothly and drive it from events
The glow stepped its color ten times a second and re-checked combat, health and death on every step. An animation group now shifts the color along an IN_OUT curve and pauses while the glow is hidden. Combat, health and death update from their events. Aggro has no event, so a ticker polls it every .3s, matching UnitHasAggro's cache, and only while that glow is enabled.
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+48
-35
@@ -1,51 +1,64 @@
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pfUI:RegisterModule("infight", function ()
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local function OnUpdate()
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if not this.infight and not this.aggro and not this.health then return end
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if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
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pfUI.infight = CreateFrame("Frame", "pfUICombatScreen", WorldFrame)
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pfUI.infight:SetAllPoints(WorldFrame)
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pfUI.infight:EnableMouse(false)
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pfUI.infight:Hide()
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if not this.fadeValue then this.fadeValue = 1 end
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if this.fadeValue >= 0.3 then
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this.fadeModifier = -0.1
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end
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if this.fadeValue <= 0 then
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this.fadeModifier = 0.1
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end
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this.fadeValue = this.fadeValue + this.fadeModifier
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-- Shift the glow between red and a paler orange for good. The group only
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-- advances while the glow is shown, so a hidden glow costs nothing.
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local pulse = pfUI.infight:CreateAnimationGroup()
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pulse:SetLooping("BOUNCE")
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local shift = pulse:CreateAnimation()
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shift:SetDuration(.3)
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shift:SetSmoothing("IN_OUT")
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shift:SetScript("OnUpdate", function(self)
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local fade = self:GetSmoothProgress() * .3
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pfUI.infight:SetBackdropBorderColor(1, .2 + fade, fade, 1 - fade)
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end)
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pulse:Play()
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local visible = nil
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if this.infight and UnitAffectingCombat("player") then visible = true end
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if this.aggro and UnitHasAggro("player") > 0 then visible = true end
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if this.health and UnitHealth("player")/UnitHealthMax("player")*100 <= 25 then visible = true end
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if UnitIsDeadOrGhost("player") then visible = nil end
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-- Combat, health and death come from events. Aggro has no event, so a
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-- ticker polls it while that glow is enabled.
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local combat, health, dead, aggro, poll
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if visible then
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this.screen:Show()
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this.screen:SetBackdropBorderColor(1,0.2+this.fadeValue, this.fadeValue, 1-this.fadeValue)
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else
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this.screen:Hide()
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end
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local function Refresh()
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pfUI.infight:SetShown((combat or health or aggro) and not dead)
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end
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pfUI.infight = CreateFrame("Frame", "pfUICombat", UIParent)
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pfUI.infight:SetScript("OnUpdate", OnUpdate)
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local function UpdatePlayer()
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combat = C.appearance.infight.screen == "1" and UnitAffectingCombat("player")
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health = C.appearance.infight.health == "1" and UnitHealth("player") / UnitHealthMax("player") <= .25
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dead = UnitIsDeadOrGhost("player")
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Refresh()
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end
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pfUI.infight.screen = CreateFrame("Frame", "pfUICombatScreen", WorldFrame)
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pfUI.infight.screen:SetAllPoints(WorldFrame)
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pfUI.infight.screen:EnableMouse(false)
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pfUI.infight.screen:Hide()
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local function UpdateAggro()
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aggro = UnitHasAggro("player") > 0
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Refresh()
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end
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pfUI.infight:RegisterEvent("PLAYER_ENTERING_WORLD")
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pfUI.infight:RegisterEvent("PLAYER_REGEN_DISABLED")
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pfUI.infight:RegisterEvent("PLAYER_REGEN_ENABLED")
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pfUI.infight:RegisterEvent("PLAYER_DEAD")
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pfUI.infight:RegisterEvent("PLAYER_ALIVE")
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pfUI.infight:RegisterEvent("PLAYER_UNGHOST")
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pfUI.infight:RegisterUnitEvent("UNIT_HEALTH", "player")
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pfUI.infight:RegisterUnitEvent("UNIT_MAXHEALTH", "player")
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pfUI.infight:SetScript("OnEvent", UpdatePlayer)
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pfUI.infight.UpdateConfig = function(self)
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pfUI.infight.infight = C.appearance.infight.screen == "1" and true or nil
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pfUI.infight.aggro = C.appearance.infight.aggro == "1" and true or nil
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pfUI.infight.health = C.appearance.infight.health == "1" and true or nil
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pfUI.infight.screen:SetBackdrop({
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pfUI.infight:SetBackdrop({
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edgeFile = pfUI.media["img:glow"], edgeSize = tonumber(C.appearance.infight.intensity),
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insets = {left = 0, right = 0, top = 0, bottom = 0},
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})
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pfUI.infight.screen:Hide()
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if poll then poll:Cancel() end
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poll = C.appearance.infight.aggro == "1" and C_Timer.NewTicker(.3, UpdateAggro)
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aggro = nil
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UpdatePlayer()
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end
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pfUI.infight.UpdateConfig()
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pfUI.infight:UpdateConfig()
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end)
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