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https://github.com/parnic/ice-hud.git
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627 lines
18 KiB
Lua
627 lines
18 KiB
Lua
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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IceClassPowerCounter = IceCore_CreateClass(IceElement)
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local IceHUD = _G.IceHUD
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IceClassPowerCounter.prototype.runeHeight = 22
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IceClassPowerCounter.prototype.runeWidth = 36
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IceClassPowerCounter.prototype.numRunes = 3
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IceClassPowerCounter.prototype.lastNumReady = 0
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IceClassPowerCounter.prototype.runeCoords = {}
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IceClassPowerCounter.prototype.runeShineFadeSpeed = 0.4
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-- Constructor --
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function IceClassPowerCounter.prototype:init(name)
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assert(name ~= nil, "ClassPowerCounter cannot be instantiated directly - supply a name from the child class and pass it up.")
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IceClassPowerCounter.super.prototype.init(self, name)
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self.scalingEnabled = true
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function IceClassPowerCounter.prototype:GetOptions()
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local opts = IceClassPowerCounter.super.prototype.GetOptions(self)
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opts["vpos"] = {
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type = "range",
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name = L["Vertical Position"],
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desc = L["Vertical Position"],
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get = function()
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return self.moduleSettings.vpos
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end,
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set = function(info, v)
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self.moduleSettings.vpos = v
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self:Redraw()
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end,
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min = -300,
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max = 700,
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step = 1,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 31
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}
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opts["hpos"] = {
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type = "range",
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name = L["Horizontal Position"],
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desc = L["Horizontal Position"],
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get = function()
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return self.moduleSettings.hpos
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end,
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set = function(info, v)
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self.moduleSettings.hpos = v
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self:Redraw()
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end,
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min = -500,
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max = 500,
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step = 1,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 31
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}
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opts["hideBlizz"] = {
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type = "toggle",
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name = L["Hide Blizzard Frame"],
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desc = L["Hides Blizzard frame and disables all events related to it.\n\nNOTE: Blizzard attaches this UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."],
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get = function()
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return self.moduleSettings.hideBlizz
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end,
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set = function(info, value)
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self.moduleSettings.hideBlizz = value
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if (value) then
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self:HideBlizz()
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else
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self:ShowBlizz()
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end
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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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order = 32
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}
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opts["displayMode"] = {
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type = 'select',
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name = L["Display mode"],
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desc = L["Choose whether you'd like a graphical or numeric representation of the runes.\n\nNOTE: The color of 'Numeric' mode can be controlled by the HolyPowerNumeric color."],
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.runeMode)
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end,
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set = function(info, v)
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self.moduleSettings.runeMode = info.option.values[v]
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self:SetDisplayMode()
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self:UpdateRunePower()
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end,
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values = { "Graphical", "Numeric", "Graphical Bar", "Graphical Circle", "Graphical Clean Circle", "Graphical Glow" },
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 34
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}
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opts["runeGap"] = {
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type = 'range',
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name = L["Rune gap"],
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desc = L["Spacing between each rune (only works for graphical mode)"],
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min = 0,
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max = 100,
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step = 1,
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get = function()
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return self.moduleSettings.runeGap
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end,
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set = function(info, v)
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self.moduleSettings.runeGap = v
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self:Redraw()
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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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hidden = function()
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return self.moduleSettings.runeMode == "Numeric"
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end,
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order = 34.1
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}
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opts["runeOrientation"] = {
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type = 'select',
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name = L["Rune orientation"],
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desc = L["Whether the runes should draw side-by-side or on top of one another"],
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
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end,
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set = function(info, v)
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self.moduleSettings.displayMode = info.option.values[v]
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self:Redraw()
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end,
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values = { "Horizontal", "Vertical" },
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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hidden = function()
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return self.moduleSettings.runeMode == "Numeric"
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end,
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order = 35
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}
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opts["inactiveDisplayMode"] = {
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type = 'select',
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name = L["Inactive mode"],
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desc = L["This controls what happens to runes that are inactive. Darkened means they are visible but colored black, Hidden means they are not displayed."],
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.inactiveDisplayMode)
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end,
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set = function(info, v)
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self.moduleSettings.inactiveDisplayMode = info.option.values[v]
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self:SetDisplayMode()
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self:UpdateRunePower()
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end,
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values = { "Darkened", "Hidden" },
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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hidden = function()
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return self.moduleSettings.runeMode == "Numeric"
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end,
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order = 36
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}
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opts["flashWhenReady"] = {
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type = "toggle",
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name = L["Flash when ready"],
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desc = L["Shows a flash behind each holy rune when it becomes available."],
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get = function()
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return self.moduleSettings.flashWhenBecomingReady
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end,
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set = function(info, value)
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self.moduleSettings.flashWhenBecomingReady = value
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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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hidden = function()
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return self.moduleSettings.runeMode == "Numeric"
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end,
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order = 37
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}
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opts["customColor"] = {
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type = 'color',
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name = L["Custom color"],
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desc = L["The color for this counter"],
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get = function()
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return self:GetCustomColor()
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end,
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set = function(info, r,g,b)
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self.moduleSettings.customColor.r = r
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self.moduleSettings.customColor.g = g
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self.moduleSettings.customColor.b = b
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self:UpdateRunePower()
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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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hidden = function()
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return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
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end,
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order = 38,
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}
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opts["customMinColor"] = {
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type = 'color',
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name = L["Custom minimum color"],
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desc = L["The minimum color for this counter (only used if Change Color is enabled)"],
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get = function()
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return self:GetCustomMinColor()
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end,
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set = function(info, r,g,b)
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self.moduleSettings.customMinColor.r = r
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self.moduleSettings.customMinColor.g = g
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self.moduleSettings.customMinColor.b = b
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self:UpdateRunePower()
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end,
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disabled = function()
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return not self.moduleSettings.enabled or not self.moduleSettings.gradient
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end,
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hidden = function()
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return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
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end,
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order = 39,
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}
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opts["gradient"] = {
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type = "toggle",
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name = L["Change color"],
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desc = L["This will fade the graphical representation from the min color specified to the regular color\n\n(e.g. if the min color is yellow, the color is red, and there are 3 total applications, then the first would be yellow, second orange, and third red)"],
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get = function()
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return self.moduleSettings.gradient
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end,
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set = function(info, v)
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self.moduleSettings.gradient = v
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self:UpdateRunePower()
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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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hidden = function()
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return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
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end,
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order = 40,
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}
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opts["pulseWhenFull"] = {
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type = "toggle",
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name = L["Pulse when full"],
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desc = L["If this is checked, then whenever the counter is maxed out it will gently pulsate to let you know it's ready to be used."],
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get = function()
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return self.moduleSettings.pulseWhenFull
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end,
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set = function(info, v)
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self.moduleSettings.pulseWhenFull = v
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if v and self.lastNumReady == self.numRunes then
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self:StartRunesFullAnimation()
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else
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self:StopRunesFullAnimation()
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end
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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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order = 41,
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}
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opts["hideFriendly"] = {
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type = "toggle",
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name = L["Friendly OOC alpha"],
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desc = L["If this is checked, then the counter will use your 'out of target' alpha when targeting someone who is friendly."],
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get = function()
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return self.moduleSettings.hideFriendly
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end,
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set = function(info, v)
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self.moduleSettings.hideFriendly = v
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self:Update(self.unit)
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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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order = 42,
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}
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return opts
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end
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-- OVERRIDE
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function IceClassPowerCounter.prototype:GetDefaultSettings()
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local defaults = IceClassPowerCounter.super.prototype.GetDefaultSettings(self)
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defaults["vpos"] = 0
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defaults["hpos"] = 10
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defaults["runeFontSize"] = 20
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defaults["runeMode"] = "Graphical"
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defaults["usesDogTagStrings"] = false
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defaults["hideBlizz"] = false
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defaults["alwaysFullAlpha"] = false
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defaults["displayMode"] = "Horizontal"
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defaults["runeGap"] = 0
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defaults["flashWhenBecomingReady"] = true
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defaults["inactiveDisplayMode"] = "Darkened"
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defaults["gradient"] = true
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defaults["customMinColor"] = {r=1, g=1, b=0, a=1}
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defaults["customColor"] = {r=1, g=0, b=0, a=1}
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defaults["hideFriendly"] = false
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defaults["pulseWhenFull"] = true
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return defaults
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end
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-- OVERRIDE
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function IceClassPowerCounter.prototype:Redraw()
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IceClassPowerCounter.super.prototype.Redraw(self)
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self:CreateFrame()
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self:UpdateRunePower()
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end
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function IceClassPowerCounter.prototype:GetCustomColor()
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return self.moduleSettings.customColor.r, self.moduleSettings.customColor.g, self.moduleSettings.customColor.b, self.alpha
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end
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function IceClassPowerCounter.prototype:GetCustomMinColor()
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return self.moduleSettings.customMinColor.r, self.moduleSettings.customMinColor.g, self.moduleSettings.customMinColor.b, self.alpha
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end
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-- OVERRIDE
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function IceClassPowerCounter.prototype:Enable(core)
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IceClassPowerCounter.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_POWER", "UpdateRunePower")
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self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdateRunePower")
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateRunePower")
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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end
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function IceClassPowerCounter.prototype:Disable(core)
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IceClassPowerCounter.super.prototype.Disable(self, core)
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if self.moduleSettings.hideBlizz then
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self:ShowBlizz()
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end
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end
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function IceClassPowerCounter.prototype:UpdateRunePower()
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local numReady = UnitPower("player", self.unitPower)
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if self.moduleSettings.runeMode == "Numeric" then
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self.frame.numeric:SetText(tostring(numReady))
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self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
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else
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for i=1, self.numRunes do
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if i <= numReady then
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if self.moduleSettings.runeMode == "Graphical" then
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self.frame.graphical[i].rune:SetVertexColor(1, 1, 1)
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else
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self:SetCustomColor(i)
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end
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if self.moduleSettings.inactiveDisplayMode == "Hidden" then
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self.frame.graphical[i]:Show()
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end
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if i > self.lastNumReady and self.moduleSettings.flashWhenBecomingReady then
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local fadeInfo={
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mode = "IN",
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timeToFade = self.runeShineFadeSpeed,
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finishedFunc = function() self:ShineFinished(i) end,
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finishedArg1 = i
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}
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UIFrameFade(self.frame.graphical[i].shine, fadeInfo);
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end
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else
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if self.moduleSettings.inactiveDisplayMode == "Darkened" then
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self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
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elseif self.moduleSettings.inactiveDisplayMode == "Hidden" then
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self.frame.graphical[i]:Hide()
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end
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end
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end
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end
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if self.moduleSettings.pulseWhenFull then
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if numReady > self.lastNumReady and numReady == self.numRunes then
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self:StartRunesFullAnimation()
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elseif numReady < self.numRunes then
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self:StopRunesFullAnimation()
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end
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end
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self.lastNumReady = numReady
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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end
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function IceClassPowerCounter.prototype:StartRunesFullAnimation()
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if not self.frame.anim then
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local grp = self.frame:CreateAnimationGroup()
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grp:SetLooping("BOUNCE")
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-- lots of magic numbers here. i wonder if it's worth making them configurable or not...probably not.
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local scale = grp:CreateAnimation("Scale")
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scale:SetStartDelay(0.5)
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scale:SetEndDelay(0)
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scale:SetDuration(0.75)
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scale:SetOrigin("CENTER", 0, 0)
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scale:SetScale(1.5, 1.5)
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self.frame.anim = grp
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end
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self.frame.anim:Play()
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end
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function IceClassPowerCounter.prototype:StopRunesFullAnimation()
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if self.frame.anim and self.frame.anim:IsPlaying() then
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self.frame.anim:Stop()
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end
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end
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function IceClassPowerCounter.prototype:ShineFinished(rune)
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UIFrameFadeOut(self.frame.graphical[rune].shine, self.runeShineFadeSpeed);
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end
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function IceClassPowerCounter.prototype:GetRuneTexture(rune)
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assert(true, "Must override GetRuneTexture in child classes")
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end
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function IceClassPowerCounter.prototype:CreateFrame()
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IceClassPowerCounter.super.prototype.CreateFrame(self)
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self.frame:SetFrameStrata("BACKGROUND")
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self.frame:SetHeight(self.runeHeight)
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self.frame:ClearAllPoints()
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self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
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self:CreateRuneFrame()
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self:SetDisplayMode()
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end
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function IceClassPowerCounter.prototype:SetDisplayMode()
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if self.moduleSettings.runeMode == "Numeric" then
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self.frame.numeric:Show()
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for i=1, self.numRunes do
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self.frame.graphical[i]:Hide()
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end
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else
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self.frame.numeric:Hide()
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for i=1, self.numRunes do
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self:SetupRuneTexture(i)
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self.frame.graphical[i]:Show()
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end
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end
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end
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function IceClassPowerCounter.prototype:CreateRuneFrame()
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-- create numeric runes
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self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, self.frame, self.frame.numeric)
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self.frame.numeric:SetWidth(50)
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self.frame.numeric:SetJustifyH("CENTER")
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self.frame.numeric:SetAllPoints(self.frame)
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self.frame.numeric:Hide()
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if (not self.frame.graphical) then
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self.frame.graphical = {}
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end
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for i=1, self.numRunes do
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self:CreateRune(i)
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end
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end
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function IceClassPowerCounter.prototype:CreateRune(i)
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-- create runes
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if (not self.frame.graphical[i]) then
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self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
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self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "LOW")
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self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
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self.frame.graphical[i]:SetWidth(self.runeWidth)
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self.frame.graphical[i]:SetHeight(self.runeHeight)
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self:SetupRuneTexture(i)
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self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:Hide()
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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:SetTexCoord(0.5625, 1, 0, 1)
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self.frame.graphical[i].shine:ClearAllPoints()
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self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
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self.frame.graphical[i].shine:SetWidth(self.runeWidth + 25)
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self.frame.graphical[i].shine:SetHeight(self.runeHeight + 10)
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self.frame.graphical[i].shine:Hide()
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end
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function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
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if not rune or rune < 1 or rune > #self.runeCoords then
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return
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end
|
|
|
|
local width = self.runeHeight
|
|
local a,b,c,d = 0, 1, 0, 1
|
|
if self.moduleSettings.runeMode == "Graphical" then
|
|
width = self.runeWidth
|
|
a,b,c,d = unpack(self.runeCoords[rune])
|
|
end
|
|
|
|
-- make sure any texture aside from the special one is square and has the proper coordinates
|
|
self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d)
|
|
self.frame.graphical[rune]:SetWidth(width)
|
|
self.frame:SetWidth(width*self.numRunes)
|
|
if self.moduleSettings.displayMode == "Horizontal" then
|
|
self.frame.graphical[rune]:SetPoint("TOPLEFT", (rune-1) * (width-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap), 0)
|
|
else
|
|
self.frame.graphical[rune]:SetPoint("TOPLEFT", 0, -1 * ((rune-1) * (self.runeHeight-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap)))
|
|
end
|
|
|
|
if self.moduleSettings.runeMode == "Graphical" then
|
|
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune))
|
|
elseif self.moduleSettings.runeMode == "Graphical Bar" then
|
|
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
|
|
elseif self.moduleSettings.runeMode == "Graphical Circle" then
|
|
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboRound")
|
|
elseif self.moduleSettings.runeMode == "Graphical Glow" then
|
|
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboGlow")
|
|
elseif self.moduleSettings.runeMode == "Graphical Clean Circle" then
|
|
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
|
|
end
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:GetAlphaAdd()
|
|
return 0.15
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:SetCustomColor(i)
|
|
local r, g, b = self:GetCustomColor()
|
|
if (self.moduleSettings.gradient) then
|
|
r,g,b = self:GetGradientColor(i)
|
|
end
|
|
self.frame.graphical[i].rune:SetVertexColor(r, g, b)
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:GetGradientColor(curr)
|
|
local r, g, b = self:GetCustomColor()
|
|
local mr, mg, mb = self:GetCustomMinColor()
|
|
local scale = (curr-1)/(self.numRunes-1)
|
|
|
|
if r < mr then
|
|
r = ((r-mr)*scale) + mr
|
|
else
|
|
r = ((mr-r)*scale) + r
|
|
end
|
|
|
|
if g < mg then
|
|
g = ((g-mg)*scale) + mg
|
|
else
|
|
g = ((mg-g)*scale) + g
|
|
end
|
|
|
|
if b < mb then
|
|
b = ((b-mb)*scale) + mb
|
|
else
|
|
b = ((mb-b)*scale) + b
|
|
end
|
|
|
|
return r, g, b
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:TargetChanged()
|
|
IceClassPowerCounter.super.prototype.TargetChanged(self)
|
|
-- sort of a hack fix...if "ooc" alpha is set to 0, then the runes frame is all jacked up when the user spawns in
|
|
-- need to re-run CreateFrame in order to setup the frame properly. not sure why :(
|
|
self:Redraw()
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:InCombat()
|
|
IceClassPowerCounter.super.prototype.InCombat(self)
|
|
self:Redraw()
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:OutCombat()
|
|
IceClassPowerCounter.super.prototype.OutCombat(self)
|
|
self:Redraw()
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:CheckCombat()
|
|
IceClassPowerCounter.super.prototype.CheckCombat(self)
|
|
self:Redraw()
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:AlphaPassThroughTarget()
|
|
return self.moduleSettings.hideFriendly and UnitIsFriend("player", "target")
|
|
end
|
|
|
|
function IceClassPowerCounter.prototype:HideBlizz()
|
|
assert(true, "Must override HideBlizz in child classes.")
|
|
end
|