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https://github.com/brues-code/pfUI.git
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Animations: absolute alpha and setToFinalAlpha, combat feedback text fades on an animation group
Combat feedback text fades in, holds and fades out on an animation group on the font string instead of an OnUpdate helper frame. Autohide and the XP/rep bars keep the faded-out alpha with SetToFinalAlpha instead of an OnFinished that sets it. Pulses, the mail blink, the holiday dusk and the candle flicker give their alphas with SetFromAlpha / SetToAlpha.
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+1
-1
@@ -1404,10 +1404,10 @@ function pfUI.api.EnableAutohide(frame, timeout, combat)
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if not frame.hover.fade then
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frame.hover.fade = frame:CreateAnimationGroup()
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frame.hover.fade:SetToFinalAlpha(true)
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local fade = frame.hover.fade:CreateAnimation("Alpha")
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fade:SetChange(-1)
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fade:SetDuration(1)
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frame.hover.fade:SetScript("OnFinished", function() frame:SetAlpha(0) end)
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end
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if combat then
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+21
-27
@@ -781,7 +781,6 @@ function pfUI.uf:UpdateConfig()
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if f.config.hitindicator == "1" then
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f.feedbackText:SetFont(pfUI.media[f.config.hitindicatorfont], f.config.hitindicatorsize, "OUTLINE")
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f.feedbackFontHeight = f.config.hitindicatorsize
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f.feedbackStartTime = GetTime()
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if f.config.portrait == "bar" or f.config.portrait == "off" then
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f.feedbackText:SetParent(f.texts)
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f.feedbackText:ClearAllPoints()
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@@ -793,8 +792,8 @@ function pfUI.uf:UpdateConfig()
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end
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f.combatfeedback = true
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else
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f.feedback:Stop()
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f.feedbackText:Hide()
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f.feedback:Hide()
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f.combatfeedback = nil
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end
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@@ -1177,8 +1176,10 @@ function pfUI.uf.OnEvent()
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elseif event == "UNIT_CONNECTION" then
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pfUI.uf:QueueUpdate(this, "full")
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elseif event == "UNIT_COMBAT" then
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-- every hit starts the fade over
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this.feedback:Stop()
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CombatFeedback_OnCombatEvent(arg2, arg3, arg4, arg5)
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this.feedback:Show()
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this.feedback:Play()
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elseif event == "INCOMING_RESURRECT_CHANGED" then
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pfUI.uf:QueueUpdate(this, "indicators")
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else
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@@ -1317,25 +1318,6 @@ C_Timer.NewTicker(.5, function()
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end
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end)
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-- Fade the combat feedback text in, hold it, and fade it out -- the timing of
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-- CombatFeedback_OnUpdate. Runs on a child frame shown only while the text is.
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local function FeedbackOnUpdate()
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local frame = this:GetParent()
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local text = frame.feedbackText
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local elapsed = GetTime() - frame.feedbackStartTime
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local fadein, hold = COMBATFEEDBACK_FADEINTIME, COMBATFEEDBACK_HOLDTIME
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if elapsed < fadein then
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text:SetAlpha(elapsed / fadein)
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elseif elapsed < fadein + hold then
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text:SetAlpha(1)
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elseif elapsed < fadein + hold + COMBATFEEDBACK_FADEOUTTIME then
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text:SetAlpha(1 - (elapsed - hold - fadein) / COMBATFEEDBACK_FADEOUTTIME)
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else
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text:Hide()
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this:Hide()
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end
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end
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-- The unit events whose arg1 is the frame's OWN unit -- everything the OnEvent
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-- routes through its "UNIT_XXX Events" branch. These are not registered here:
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-- UpdateVisibility owns them, because it owns the frame's unit (below).
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@@ -1592,11 +1574,11 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
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f.glow = CreateFrame("Frame", nil, f)
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-- Pulse between .8 and .4 for good. The group only advances while the glow
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-- is shown, so a hidden glow costs nothing.
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f.glow:SetAlpha(.8)
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f.glow.pulse = f.glow:CreateAnimationGroup()
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f.glow.pulse:SetLooping("BOUNCE")
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local fade = f.glow.pulse:CreateAnimation("Alpha")
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fade:SetChange(-.4)
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fade:SetFromAlpha(.8)
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fade:SetToAlpha(.4)
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fade:SetDuration(1.3)
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fade:SetSmoothing("IN_OUT")
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f.glow.pulse:Play()
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@@ -1654,9 +1636,21 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
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f.portrait.model = CreateFrame("PlayerModel", "pfPortraitModel" .. f.label .. f.id, f.portrait)
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f.portrait.model.next = CreateFrame("PlayerModel", nil, nil)
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f.feedbackText = f:CreateFontString("pfHitIndicator" .. f.label .. f.id, "OVERLAY", "NumberFontNormalHuge")
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f.feedback = CreateFrame("Frame", nil, f)
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f.feedback:Hide()
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f.feedback:SetScript("OnUpdate", FeedbackOnUpdate)
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-- Fade the combat feedback text in, hold it, and fade it out -- the timing
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-- of CombatFeedback_OnUpdate -- then hide it.
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f.feedback = f.feedbackText:CreateAnimationGroup()
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local fadein = f.feedback:CreateAnimation("Alpha")
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fadein:SetOrder(1)
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fadein:SetDuration(COMBATFEEDBACK_FADEINTIME)
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fadein:SetToAlpha(1)
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local fadeout = f.feedback:CreateAnimation("Alpha")
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fadeout:SetOrder(2)
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fadeout:SetStartDelay(COMBATFEEDBACK_HOLDTIME)
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fadeout:SetDuration(COMBATFEEDBACK_FADEOUTTIME)
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fadeout:SetFromAlpha(1)
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fadeout:SetToAlpha(0)
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f.feedback:SetScript("OnFinished", function() f.feedbackText:Hide() end)
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if f.label == "raid" and mod(f.id, 5) == 1 then
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local group = math.ceil(f.id/5)
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+12
-9
@@ -30,15 +30,15 @@ pfUI:RegisterModule("easteregg", function ()
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scene.dtext:SetPoint("TOP", 0, -430)
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scene.dtext:SetText(info and info .. "\n\n" .. exit or exit)
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-- Fade the night in by playing a fade-out backwards. The scene keeps an
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-- alpha of 1, which comes back when the fade ends.
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-- Fade the night in. The scene keeps an alpha of 1, which comes back
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-- when the fade ends.
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scene.dusk = scene:CreateAnimationGroup()
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local fade = scene.dusk:CreateAnimation("Alpha")
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fade:SetChange(-1)
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fade:SetToAlpha(1)
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fade:SetDuration(.8)
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scene:SetScript("OnShow", function()
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this.dusk:Play(true)
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this.dusk:Play()
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end)
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-- start over on the next AFK
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@@ -159,7 +159,7 @@ pfUI:RegisterModule("easteregg", function ()
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halloween.text:SetTextColor(1, .5, 0)
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-- Candlelight glows in from the screen edges. It flickers in uneven
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-- steps of { duration, change } that end where they began, so the loop
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-- steps of { duration, alpha } that end where they began, so the loop
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-- never jumps.
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local candle = CreateFrame("Frame", nil, halloween)
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candle:SetAllPoints()
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@@ -169,16 +169,19 @@ pfUI:RegisterModule("easteregg", function ()
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candle.flicker = candle:CreateAnimationGroup()
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candle.flicker:SetLooping("REPEAT")
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local steps = {
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{ .18, -.25 }, { .09, .1 }, { .22, -.2 }, { .14, .3 }, { .3, -.1 },
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{ .11, -.15 }, { .2, .2 }, { .16, -.3 }, { .26, .25 }, { .12, .15 },
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{ .18, .75 }, { .09, .85 }, { .22, .65 }, { .14, .95 }, { .3, .85 },
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{ .11, .7 }, { .2, .9 }, { .16, .6 }, { .26, .85 }, { .12, 1 },
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}
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local from = 1
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for order, step in ipairs(steps) do
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local duration, change = unpack(step)
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local duration, alpha = unpack(step)
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local fade = candle.flicker:CreateAnimation("Alpha")
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fade:SetOrder(order)
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fade:SetDuration(duration)
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fade:SetChange(change)
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fade:SetFromAlpha(from)
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fade:SetToAlpha(alpha)
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fade:SetSmoothing("IN_OUT")
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from = alpha
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end
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-- Once the night has fallen, undead rise along the bottom one after
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+4
-3
@@ -111,15 +111,16 @@ pfUI:RegisterModule("minimap", function ()
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-- Blink ten times between .9 and .1, then hide
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local highlight = this.highlight
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highlight:SetAlpha(.9)
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highlight.blink = highlight:CreateAnimationGroup()
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for i = 1, 10 do
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local down = highlight.blink:CreateAnimation("Alpha")
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down:SetChange(-.8)
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down:SetFromAlpha(.9)
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down:SetToAlpha(.1)
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down:SetDuration(.3)
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down:SetOrder(i * 2 - 1)
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local up = highlight.blink:CreateAnimation("Alpha")
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up:SetChange(.8)
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up:SetFromAlpha(.1)
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up:SetToAlpha(.9)
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up:SetDuration(.3)
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up:SetOrder(i * 2)
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end
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@@ -38,7 +38,8 @@ pfUI:RegisterModule("tracking", function ()
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pfUI.tracking.pulse = pfUI.tracking.icon:CreateAnimationGroup()
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pfUI.tracking.pulse:SetLooping("BOUNCE")
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local fade = pfUI.tracking.pulse:CreateAnimation("Alpha")
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fade:SetChange(-.5)
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fade:SetFromAlpha(1)
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fade:SetToAlpha(.5)
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fade:SetDuration(.5)
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fade:SetSmoothing("IN_OUT")
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+1
-1
@@ -381,10 +381,10 @@ end
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if not b.fade then
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b.fade = b:CreateAnimationGroup()
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b.fade:SetToFinalAlpha(true)
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local fade = b.fade:CreateAnimation("Alpha")
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fade:SetChange(-1)
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fade:SetDuration(.3)
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b.fade:SetScript("OnFinished", function() b:SetAlpha(0) end)
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end
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b:RegisterEvent("FACTION_STANDING_CHANGED")
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