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Used an undocumented cooldown function to make the cooldown wipe on Death Knight runes match the shape of the rune (circular).
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@ -369,7 +369,8 @@ function Runes.prototype:CreateRune(i, type, name)
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self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
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self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
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end
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end
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self.frame.graphical[i].rune:SetTexture(self:GetRuneTexture(name))
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local runeTex = self:GetRuneTexture(name)
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self.frame.graphical[i].rune:SetTexture(runeTex)
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self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
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self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
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self.frame.graphical[i]:Show()
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self.frame.graphical[i]:Show()
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@ -377,6 +378,8 @@ function Runes.prototype:CreateRune(i, type, name)
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self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
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self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
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self.frame.graphical[i].cd:ClearAllPoints()
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self.frame.graphical[i].cd:ClearAllPoints()
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self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].cd:SetSwipeTexture(runeTex)
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self.frame.graphical[i].cd:SetDrawEdge(false)
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self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
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self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
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self.frame.graphical[i].shine:SetBlendMode("ADD")
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self.frame.graphical[i].shine:SetBlendMode("ADD")
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