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This addresses a user-reported issue where Low Threshold was not usable with Color By Health/Mana % disabled, due to some internal technical reasons. This was exacerbated by the recent fix that allowed Low Threshold and Color By Health % to work together. This also fixes the low threshold flash to apply immediately when changing the option, and fixes the Low Threshold % slider to be usable without the Low Flash option set. Finally, it hides the Low Flash option for bars that don't support it (right now that's just PlayerMana, I think because it only sets the low threshold to the Min Mana Color even if the class uses a different power type...something for future me...). Fixes wowace ticket #334
171 lines
4.5 KiB
Lua
171 lines
4.5 KiB
Lua
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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IceCustomHealth = IceCore_CreateClass(IceTargetHealth)
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-- Constructor --
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function IceCustomHealth.prototype:init()
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IceCustomHealth.super.prototype.init(self, "IceCustomHealth", "focustarget")
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-- these aren't working...don't know why
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--[[ self:SetDefaultColor("CustomHealthHostile", 231, 31, 36)
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self:SetDefaultColor("CustomHealthFriendly", 46, 223, 37)
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self:SetDefaultColor("CustomHealthNeutral", 210, 219, 87)
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]]--
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end
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function IceCustomHealth.prototype:GetDefaultSettings()
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local settings = IceCustomHealth.super.prototype.GetDefaultSettings(self)
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settings["side"] = IceCore.Side.Left
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settings["offset"] = -3
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settings["classColor"] = false
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settings["barVerticalOffset"] = 0
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settings["scale"] = 1
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settings["customBarType"] = "Health"
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settings["unitToTrack"] = "focustarget"
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return settings
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end
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-- OVERRIDE
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function IceCustomHealth.prototype:GetOptions()
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local opts = IceCustomHealth.super.prototype.GetOptions(self)
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opts["hideBlizz"] = nil
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opts["customHeader"] = {
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type = 'header',
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name = L["Custom bar settings"],
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order = 30.1,
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}
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opts["deleteme"] = {
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type = 'execute',
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name = L["Delete me"],
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desc = L["Deletes this custom module and all associated settings. Cannot be undone!"],
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func = function()
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local dialog = StaticPopup_Show("ICEHUD_DELETE_CUSTOM_MODULE")
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if dialog then
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dialog.data = self
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end
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end,
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order = 20.1,
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}
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opts["duplicateme"] = {
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type = 'execute',
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name = L["Duplicate me"],
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desc = L["Creates a new module of this same type and with all the same settings."],
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func = function()
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IceHUD:CreateCustomModuleAndNotify(self.moduleSettings.customBarType, self.moduleSettings)
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end,
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order = 20.2,
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}
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opts["type"] = {
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type = "description",
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name = string.format("%s %s", L["Module type:"], tostring(self:GetBarTypeDescription("Health"))),
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order = 21,
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}
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opts["name"] = {
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type = 'input',
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name = L["Bar name"],
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desc = L["The name of this bar (must be unique!).\n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
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get = function()
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return self.elementName
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end,
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set = function(info, v)
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if v~= "" then
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IceHUD.IceCore:RenameDynamicModule(self, v)
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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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usage = "<a name for this bar>",
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order = 30.3,
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}
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opts["unitToTrack"] = {
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type = 'input',
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name = L["Unit to track"],
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desc = L["Enter which unit that this bar should be monitoring the health of (e.g.: focustarget, pettarget, etc.)\n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
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get = function()
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return self.moduleSettings.unitToTrack
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end,
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set = function(info, v)
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v = string.lower(v)
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self.moduleSettings.unitToTrack = v
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self:SetUnit(v)
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self:Redraw()
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self:CheckCombat()
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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 = 30.4,
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}
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return opts
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end
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function IceCustomHealth.prototype:Enable(core)
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--self.registerEvents = false
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IceCustomHealth.super.prototype.Enable(self, core)
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self:SetUnit(self.moduleSettings.unitToTrack)
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self:CreateFrame()
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end
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function IceCustomHealth.prototype:MyOnUpdate()
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IceCustomHealth.super.prototype.MyOnUpdate(self)
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if UnitExists(self.unit) then
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self:Update()
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end
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end
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function IceCustomHealth.prototype:Update(unit)
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self.color = "CustomHealthFriendly" -- friendly > 4
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local reaction = UnitReaction(self.unit, "player")
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if (reaction and (reaction == 4)) then
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self.color = "CustomHealthNeutral"
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elseif (reaction and (reaction < 4)) then
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self.color = "CustomHealthHostile"
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end
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if (self.moduleSettings.classColor) and (not self.moduleSettings.npcHostilityColor or UnitPlayerControlled("target")) then
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self.color = self.unitClass
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end
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if (self.moduleSettings.scaleHealthColor) then
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self.color = "ScaledHealthColor"
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elseif self.moduleSettings.lowThresholdColor and self.healthPercentage <= self.moduleSettings.lowThreshold then
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self.color = "ScaledHealthColor"
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end
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if (self.tapped) then
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self.color = "Tapped"
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end
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--self.determineColor = false
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IceCustomHealth.super.prototype.Update(self, self.unit)
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end
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function IceCustomHealth.prototype:SetUnit(unit)
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IceCustomHealth.super.prototype.SetUnit(self, unit)
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if self.frame ~= nil and self.frame.button ~= nil then
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self.frame.button:SetAttribute("unit", self.unit)
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end
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self:RegisterFontStrings()
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end
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function IceCustomHealth.prototype:OnShow()
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IceCustomHealth.super.prototype.OnShow(self)
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self:Update(self.unit)
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end
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