- set runes back to coloring themselves instead of having a gray border and maybe fixed the issue where the wrong texture could get applied to death runes

This commit is contained in:
Parnic
2010-11-10 03:02:45 +00:00
parent 32f58e18d6
commit 2f56914194

View File

@ -274,7 +274,7 @@ function Runes.prototype:UpdateRuneType(event, rune)
local thisRuneName = self.runeNames[GetRuneType(rune)]
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(thisRuneName))
--self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
end
function Runes.prototype:GetRuneTexture(runeName)
@ -342,8 +342,6 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i])
self.frame.graphical[i].cd = CreateFrame("Cooldown", nil, self.frame.graphical[i], "CooldownFrameTemplate")
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
self.frame.graphical[i].rune:SetTexture(self:GetRuneTexture(name))
end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
@ -365,7 +363,8 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
end
--self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
self.frame.graphical[i].rune:SetTexture(self:GetRuneTexture(name))
self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
self.frame.graphical[i]:Show()
self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")