Files
ice-hud/modules/Resolve.lua
Parnic a4d7b3302f Initial dump of BfA compatibility
Updated for:
- SPELL_POWER_* constants becoming Enum.PowerType.*
- Rank no longer existing in return values for UnitAura, UnitBuff, UnitDebuff, UnitCastingInfo, UnitChannelInfo
- UNIT_POWER event becoming UNIT_POWER_UPDATE
- UnitPopupFrames no longer existing
- Removed events: PLAYER_PET_CHANGED, UNIT_MAXPOWER, PET_BAR_CHANGED, UNIT_DYNAMIC_FLAGS
- Texture return value from UnitAura type changing (name -> id)
- All Warlock specializations using soul shards
- Death Knight rune changes

Haven't tested all classes/specializations yet, so I'm sure I missed some stuff.
Probably need to add support for the new circular cooldown wipe flourish added in the base client.
Saw a problem with cooldown flashes being delayed on DK runes becoming available that probably need to be fixed.
2018-06-06 22:57:35 -05:00

86 lines
2.2 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local Resolve = IceCore_CreateClass(IceUnitBar)
local RESOLVE_SPELL_ID = 158300
local RESOLVE_MAX = 240
Resolve.prototype.current = nil
Resolve.prototype.max = RESOLVE_MAX
-- constructor
function Resolve.prototype:init()
Resolve.super.prototype.init(self, "Resolve", "player")
self.current = 0
self:SetDefaultColor("Resolve", 200, 45, 45)
self.bTreatEmptyAsFull = true
end
-- default settings
function Resolve.prototype:GetDefaultSettings()
local defaults = Resolve.super.prototype.GetDefaultSettings(self)
defaults.enabled = false
defaults.usesDogTagStrings = false
defaults.lockUpperTextAlpha = false
defaults.shouldAnimate = false
defaults.hideAnimationSettings = true
defaults.offset = 5
defaults.side = IceCore.Side.Left
return defaults
end
-- enable plugin
function Resolve.prototype:Enable(core)
Resolve.super.prototype.Enable(self, core)
-- Avoiding iteration where I can
self:RegisterEvent("UNIT_AURA", "UpdateCurrent")
self:Update()
end
-- disable plugin
function Resolve.prototype:Disable(core)
Resolve.super.prototype.Disable(self, core)
self:UnregisterAllEvents()
end
-- scan the tooltip and extract the Resolve value
do
local spellName = GetSpellInfo(RESOLVE_SPELL_ID)
function Resolve.prototype:UpdateCurrent(event, unit)
if (unit and (unit ~= self.unit)) then
return
end
self.current = select(IceHUD.WowVer < 80000 and 15 or 14, UnitAura(self.unit, spellName)) or 0
self:Update()
end
end
function Resolve.prototype:Update()
Resolve.super.prototype.Update(self)
if self.current == 0 then
self:Show(false)
return
else
self:Show(true)
end
self:UpdateBar(self.current / self.max, "Resolve")
self:SetBottomText1(floor((self.current / self.max) * 100) .. "%")
self:SetBottomText2(tostring(self.current) .."/"..tostring(self.max))
end
-- Load for tanks only
local _, unitClass = UnitClass("player")
if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK")
and IceHUD.WowVer >= 60000 and IceHUD.WowVer < 70000) then
IceHUD.Resolve = Resolve:new()
end