mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
85 lines
1.8 KiB
Lua
85 lines
1.8 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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local TargetCast = AceOO.Class(IceCastBar)
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-- Constructor --
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function TargetCast.prototype:init()
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TargetCast.super.prototype.init(self, "TargetCast")
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self.unit = "target"
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function TargetCast.prototype:GetDefaultSettings()
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local settings = TargetCast.super.prototype.GetDefaultSettings(self)
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settings["side"] = IceCore.Side.Right
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settings["offset"] = 3
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settings["flashInstants"] = "Never"
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settings["flashFailures"] = "Never"
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return settings
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end
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-- OVERRIDE
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function TargetCast.prototype:Enable(core)
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TargetCast.super.prototype.Enable(self, core)
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
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end
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function TargetCast.prototype:TargetChanged(unit)
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if not (UnitExists(self.unit)) then
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self:StopBar()
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return
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end
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local spell = UnitCastingInfo(self.unit)
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if (spell) then
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self:StartBar(IceCastBar.Actions.Cast)
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return
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end
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local channel = UnitChannelInfo(self.unit)
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if (channel) then
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self:StartBar(IceCastBar.Actions.Channel)
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return
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end
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self:StopBar()
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end
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function TargetCast.prototype:GetOptions()
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local opts = TargetCast.super.prototype.GetOptions(self)
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-- Parnic - this exists solely for the console/rock config to work...animating cast bars doesn't make sense
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opts["shouldAnimate"] =
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{
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type = 'toggle',
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name = '|c' .. self.configColor .. 'Animate amount changes|r',
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desc = 'Whether or not to animate the bar falloffs/gains',
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get = function()
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return self.moduleSettings.shouldAnimate
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end,
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set = function(value)
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self.moduleSettings.shouldAnimate = value
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self:Redraw()
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end,
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disabled = function()
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return true
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end
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}
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return opts
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end
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-------------------------------------------------------------------------------
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-- Load us up
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IceHUD.TargetCast = TargetCast:new()
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