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5 Commits
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59f2792ce8
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a80daface7
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f6db2f3b7c
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5d09cad6cb
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8fc2e326aa
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@ -278,14 +278,14 @@ function IceUnitBar.prototype:Update()
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-- This looks slightly quirky. Basically the easiest way for me to achieve this is to have lowThresholdColor override
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-- the scaled color. You'll need to switch them both on to get things to work.
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if( self.moduleSettings.lowThresholdColor ) then
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if( self.healthPercentage < self.moduleSettings.lowThreshold ) then
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if( self.healthPercentage <= self.moduleSettings.lowThreshold ) then
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self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MinHealthColor" ]
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else
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elseif not self.moduleSettings.scaleHealthColor then
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self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MaxHealthColor" ]
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end
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if( self.manaPercentage < self.moduleSettings.lowThreshold ) then
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if( self.manaPercentage <= self.moduleSettings.lowThreshold ) then
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self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MinManaColor" ]
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else
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elseif not self.moduleSettings.scaleManaColor then
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self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MaxManaColor" ]
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end
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end
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@ -1,5 +1,14 @@
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# Changelog
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v1.14.8:
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- Fix Color By Health % to work with Low Threshold Color option. Previously, if Low Threshold was set, the color was always either MaxHealth/MaxMana or MinHealth/MinMana, it would never be colored by health %. Now if both are set, it will scale by health % until it reaches the low threshold, at which point it will switch to the Min color.
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- Fix Low Threshold color and flashing to work at the same percentage. Previously these were slightly different such that it would start flashing at 40% but not turn to the Min color until 39.9999%, for example.
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v1.14.7:
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- Add option to scale absorb bar by the unit's maximum health.
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v1.14.6:
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- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
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@ -1,3 +1,4 @@
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local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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IceTargetAbsorb = IceCore_CreateClass(IceUnitBar)
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IceTargetAbsorb.prototype.highestAbsorbSinceLastZero = 0
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@ -29,6 +30,28 @@ function IceTargetAbsorb.prototype:GetDefaultSettings()
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return settings
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end
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function IceTargetAbsorb.prototype:GetOptions()
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local opts = IceTargetAbsorb.super.prototype.GetOptions(self)
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opts["scaleToUnitHealth"] = {
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type = 'toggle',
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name = L["Scale to health"],
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desc = L["Whether the bar's maximum value should be set to the unit's maximum health or not. If set, any absorb above that amount will not be shown."],
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get = function()
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return self.moduleSettings.scaleToUnitHealth
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end,
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set = function(info, v)
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self.moduleSettings.scaleToUnitHealth = v
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self:Update()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end
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}
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return opts
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end
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function IceTargetAbsorb.prototype:Enable(core)
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IceTargetAbsorb.super.prototype.Enable(self, core)
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@ -47,6 +70,7 @@ function IceTargetAbsorb.prototype:MyUnregisterCustomEvents()
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end
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function IceTargetAbsorb.prototype:Update()
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IceTargetAbsorb.super.prototype.Update(self)
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self:UpdateAbsorbAmount()
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end
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@ -63,13 +87,17 @@ function IceTargetAbsorb.prototype:UpdateAbsorbAmount(event, unit)
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self.highestAbsorbSinceLastZero = absorbAmount
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end
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self.absorbPercent = self.highestAbsorbSinceLastZero ~= 0 and absorbAmount / self.highestAbsorbSinceLastZero or 0
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local maxAbsorb = self.highestAbsorbSinceLastZero
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if self.moduleSettings.scaleToUnitHealth then
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maxAbsorb = self.maxHealth
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end
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self.absorbPercent = maxAbsorb ~= 0 and IceHUD:Clamp(absorbAmount / maxAbsorb, 0, 1) or 0
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if absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then
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if absorbAmount <= 0 or maxAbsorb <= 0 then
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self:Show(false)
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else
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self:Show(true)
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self:UpdateBar(absorbAmount / self.highestAbsorbSinceLastZero, self.ColorName)
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self:UpdateBar(self.absorbPercent, self.ColorName)
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end
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if not IceHUD.IceCore:ShouldUseDogTags() and self.frame:IsVisible() then
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@ -1,5 +1,14 @@
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# Changelog
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v1.14.8:
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- Fix Color By Health % to work with Low Threshold Color option. Previously, if Low Threshold was set, the color was always either MaxHealth/MaxMana or MinHealth/MinMana, it would never be colored by health %. Now if both are set, it will scale by health % until it reaches the low threshold, at which point it will switch to the Min color.
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- Fix Low Threshold color and flashing to work at the same percentage. Previously these were slightly different such that it would start flashing at 40% but not turn to the Min color until 39.9999%, for example.
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v1.14.7:
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- Add option to scale absorb bar by the unit's maximum health.
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v1.14.6:
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- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
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