local AceOO = AceLibrary("AceOO-2.0") IceUnitBar = AceOO.Class(IceBarElement) IceUnitBar.virtual = true IceUnitBar.prototype.unit = nil IceUnitBar.prototype.alive = nil IceUnitBar.prototype.tapped = nil IceUnitBar.prototype.health = nil IceUnitBar.prototype.maxHealth = nil IceUnitBar.prototype.healthPercentage = nil IceUnitBar.prototype.mana = nil IceUnitBar.prototype.maxMana = nil IceUnitBar.prototype.manaPercentage = nil IceUnitBar.prototype.unitClass = nil IceUnitBar.prototype.hasPet = nil IceUnitBar.prototype.noFlash = nil -- Constructor -- function IceUnitBar.prototype:init(name, unit) IceUnitBar.super.prototype.init(self, name) assert(unit, "IceUnitBar 'unit' is nil") self.unit = unit _, self.unitClass = UnitClass(self.unit) self.noFlash = false self:SetDefaultColor("Dead", 0.5, 0.5, 0.5) self:SetDefaultColor("Tapped", 0.8, 0.8, 0.8) end -- OVERRIDE function IceUnitBar.prototype:GetDefaultSettings() local settings = IceUnitBar.super.prototype.GetDefaultSettings(self) settings["lowThreshold"] = 0 return settings end -- OVERRIDE function IceUnitBar.prototype:GetOptions() local opts = IceUnitBar.super.prototype.GetOptions(self) opts["lowThreshold"] = { type = 'range', name = '|cff22bb22Low Threshold|r', desc = 'Threshold of pulsing the bar (0 means never) (for player applies only to mana, not rage/energy)', get = function() return self.moduleSettings.lowThreshold end, set = function(value) self.moduleSettings.lowThreshold = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, min = 0, max = 1, step = 0.05, isPercent = true, order = 37 } return opts end -- 'Public' methods ----------------------------------------------------------- function IceUnitBar.prototype:Enable() IceUnitBar.super.prototype.Enable(self) self:RegisterEvent("PLAYER_UNGHOST", "Alive") self:RegisterEvent("PLAYER_ALIVE", "Alive") self:RegisterEvent("PLAYER_DEAD", "Dead") self.alive = not UnitIsDeadOrGhost(self.unit) self.combat = UnitAffectingCombat(self.unit) end -- OVERRIDE function IceUnitBar.prototype:Redraw() IceUnitBar.super.prototype.Redraw(self) if (self.moduleSettings.enabled) then self:Update(self.unit) end end -- 'Protected' methods -------------------------------------------------------- -- OVERRIDE function IceUnitBar.prototype:CreateFrame() IceUnitBar.super.prototype.CreateFrame(self) self:CreateFlashFrame() end -- Creates the low amount warning frame function IceUnitBar.prototype:CreateFlashFrame() if not (self.flashFrame) then self.flashFrame = CreateFrame("StatusBar", nil, self.frame) end self.flashFrame:SetFrameStrata("BACKGROUND") self.flashFrame:SetWidth(self.settings.barWidth) self.flashFrame:SetHeight(self.settings.barHeight) if not (self.flashFrame.flash) then self.flashFrame.flash = self.flashFrame:CreateTexture(nil, "BACKGROUND") end self.flashFrame.flash:SetTexture(IceElement.TexturePath .. self.settings.barTexture) self.flashFrame.flash:SetBlendMode("ADD") self.flashFrame.flash:SetAllPoints(self.flashFrame) self.flashFrame:SetStatusBarTexture(self.flashFrame.flash) self:SetScale(self.flashFrame.flash, 1) self.flashFrame:SetAlpha(0) self.flashFrame:ClearAllPoints() self.flashFrame:SetPoint("BOTTOM", self.frame, "BOTTOM", 0, 0) end -- OVERRIDE function IceUnitBar.prototype:Update() IceUnitBar.super.prototype.Update(self) self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit)) self.health = UnitHealth(self.unit) self.maxHealth = UnitHealthMax(self.unit) self.healthPercentage = math.floor( (self.health/self.maxHealth)*100 ) self.mana = UnitMana(self.unit) self.maxMana = UnitManaMax(self.unit) self.manaPercentage = math.floor( (self.mana/self.maxMana)*100 ) _, self.unitClass = UnitClass(self.unit) end function IceUnitBar.prototype:Alive() -- instead of maintaining a state for 3 different things -- (dead, dead/ghost, alive) just afford the extra function call here self.alive = not UnitIsDeadOrGhost(self.unit) self:Update(self.unit) end function IceUnitBar.prototype:Dead() self.alive = false self:Update(self.unit) end -- OVERRIDE function IceUnitBar.prototype:UpdateBar(scale, color, alpha) IceUnitBar.super.prototype.UpdateBar(self, scale, color, alpha) if (not self.flashFrame) then -- skip if flashFrame hasn't been created yet return end self.flashFrame:SetStatusBarColor(self:GetColor(color)) if (self.moduleSettings.lowThreshold > 0 and self.moduleSettings.lowThreshold >= scale and self.alive and not self.noFlash) then self.flashFrame:SetScript("OnUpdate", function() self:OnFlashUpdate() end) else self.flashFrame:SetScript("OnUpdate", nil) self.flashFrame:SetAlpha(0) end end function IceUnitBar.prototype:OnFlashUpdate() local time = GetTime() local decimals = time - math.floor(time) if (decimals > 0.5) then decimals = 1 - decimals end decimals = decimals*1.1 -- add more dynanic to the color change self.flashFrame:SetAlpha(decimals) end