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https://github.com/parnic/ice-hud.git
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- 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
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@ -274,7 +274,7 @@ function Runes.prototype:UpdateRuneType(event, rune)
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local thisRuneName = self.runeNames[GetRuneType(rune)]
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self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(thisRuneName))
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--self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
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self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
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end
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function Runes.prototype:GetRuneTexture(runeName)
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@ -342,8 +342,6 @@ function Runes.prototype:CreateRune(i, type, name)
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self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].cd = CreateFrame("Cooldown", nil, self.frame.graphical[i], "CooldownFrameTemplate")
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self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
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self.frame.graphical[i].rune:SetTexture(self:GetRuneTexture(name))
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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@ -365,7 +363,8 @@ 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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end
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--self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
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self.frame.graphical[i].rune:SetTexture(self:GetRuneTexture(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].cd:SetFrameStrata("BACKGROUND")
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