режим предателя + UI референсы и DragonUI
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MAX_ARENA_ENEMIES = 5;
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function ArenaEnemyFrames_OnLoad(self)
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self:RegisterEvent("CVAR_UPDATE");
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self:RegisterEvent("VARIABLES_LOADED");
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self:RegisterEvent("PLAYER_ENTERING_WORLD");
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if ( GetCVarBool("showArenaEnemyFrames") ) then
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ArenaEnemyFrames_Enable(self);
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else
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ArenaEnemyFrames_Disable(self);
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end
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local showCastbars = GetCVarBool("showArenaEnemyCastbar");
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local castFrame;
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for i = 1, MAX_ARENA_ENEMIES do
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castFrame = _G["ArenaEnemyFrame"..i.."CastingBar"];
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castFrame.showCastbar = showCastbars;
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CastingBarFrame_UpdateIsShown(castFrame);
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end
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UpdateArenaEnemyBackground(GetCVarBool("showPartyBackground"));
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ArenaEnemyBackground_SetOpacity(tonumber(GetCVar("partyBackgroundOpacity")));
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end
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function ArenaEnemyFrames_OnEvent(self, event, ...)
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local arg1, arg2 = ...;
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if ( (event == "CVAR_UPDATE") and (arg1 == "SHOW_ARENA_ENEMY_FRAMES_TEXT") ) then
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if ( arg2 == "1" ) then
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ArenaEnemyFrames_Enable(self);
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else
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ArenaEnemyFrames_Disable(self);
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end
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elseif ( event == "VARIABLES_LOADED" ) then
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if ( GetCVarBool("showArenaEnemyFrames") ) then
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ArenaEnemyFrames_Enable(self);
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else
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ArenaEnemyFrames_Disable(self);
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end
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local showCastbars = GetCVarBool("showArenaEnemyCastbar");
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local castFrame;
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for i = 1, MAX_ARENA_ENEMIES do
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castFrame = _G["ArenaEnemyFrame"..i.."CastingBar"];
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castFrame.showCastbar = showCastbars;
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CastingBarFrame_UpdateIsShown(castFrame);
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end
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for i=1, MAX_ARENA_ENEMIES do
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ArenaEnemyFrame_UpdatePet(_G["ArenaEnemyFrame"..i], i, true);
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end
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UpdateArenaEnemyBackground(GetCVarBool("showPartyBackground"));
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ArenaEnemyBackground_SetOpacity(tonumber(GetCVar("partyBackgroundOpacity")));
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elseif ( event == "PLAYER_ENTERING_WORLD" ) then
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ArenaEnemyFrames_UpdateVisible();
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end
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end
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function ArenaEnemyFrames_OnShow(self)
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--Set it up to hide stuff we don't want shown in an arena.
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ArenaEnemyFrames_UpdateWatchFrame();
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DurabilityFrame_SetAlerts();
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UIParent_ManageFramePositions();
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end
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function ArenaEnemyFrames_UpdateWatchFrame()
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local ArenaEnemyFrames = ArenaEnemyFrames;
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if ( not WatchFrame:IsUserPlaced() ) then
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if ( ArenaEnemyFrames:IsShown() ) then
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if ( WatchFrame_RemoveObjectiveHandler(WatchFrame_DisplayTrackedQuests) ) then
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ArenaEnemyFrames.hidWatchedQuests = true;
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end
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else
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if ( ArenaEnemyFrames.hidWatchedQuests ) then
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WatchFrame_AddObjectiveHandler(WatchFrame_DisplayTrackedQuests);
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ArenaEnemyFrames.hidWatchedQuests = false;
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end
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end
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WatchFrame_ClearDisplay();
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WatchFrame_Update();
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elseif ( ArenaEnemyFrames.hidWatchedQuests ) then
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WatchFrame_AddObjectiveHandler(WatchFrame_DisplayTrackedQuests);
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ArenaEnemyFrames.hidWatchedQuests = false;
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WatchFrame_ClearDisplay();
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WatchFrame_Update();
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end
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end
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function ArenaEnemyFrames_OnHide(self)
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--Make the stuff that needs to be shown shown again.
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ArenaEnemyFrames_UpdateWatchFrame();
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DurabilityFrame_SetAlerts();
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UIParent_ManageFramePositions();
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end
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function ArenaEnemyFrames_Enable(self)
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self.show = true;
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ArenaEnemyFrames_UpdateVisible();
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end
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function ArenaEnemyFrames_Disable(self)
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self.show = false;
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ArenaEnemyFrames_UpdateVisible();
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end
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function ArenaEnemyFrames_UpdateVisible()
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local _, instanceType = IsInInstance();
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if ( ArenaEnemyFrames.show and (instanceType == "arena")) then
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ArenaEnemyFrames:Show();
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else
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ArenaEnemyFrames:Hide();
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end
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end
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function ArenaEnemyFrame_OnLoad(self)
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self.statusCounter = 0;
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self.statusSign = -1;
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self.unitHPPercent = 1;
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self.classPortrait = _G[self:GetName().."ClassPortrait"];
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ArenaEnemyFrame_UpdatePlayer(self, true);
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self:RegisterEvent("UNIT_PET");
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self:RegisterEvent("ARENA_OPPONENT_UPDATE");
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self:RegisterEvent("UNIT_NAME_UPDATE");
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UIDropDownMenu_Initialize(self.DropDown, ArenaEnemyDropDown_Initialize, "MENU");
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local setfocus = function()
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FocusUnit("arena"..self:GetID());
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end
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SecureUnitButton_OnLoad(self, "arena"..self:GetID(), setfocus);
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local id = self:GetID();
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if ( UnitClass("arena"..id) and (not UnitExists("arena"..id))) then --It is possible for the unit itself to no longer exist on the client, but some of the information to remain (after reloading the UI)
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self:Show();
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ArenaEnemyFrame_Lock(self);
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elseif ( UnitExists("arenapet"..id) and ( not UnitClass("arena"..id) ) ) then --We use UnitClass because even if the unit doesn't exist on the client, we may still have enough info to populate the frame.
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ArenaEnemyFrame_SetMysteryPlayer(self);
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end
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end
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function ArenaEnemyFrame_UpdatePlayer(self, useCVars)--At some points, we need to use CVars instead of UVars even though UVars are faster.
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local id = self:GetID();
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if ( UnitGUID(self.unit) ) then --Use UnitGUID instead of UnitExists in case the unit is a remote update.
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self:Show();
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UnitFrame_Update(self);
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end
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local _, class = UnitClass(self.unit);
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if( class ) then
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self.classPortrait:SetTexture("Interface\\TargetingFrame\\UI-Classes-Circles");
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self.classPortrait:SetTexCoord(unpack(CLASS_ICON_TCOORDS[class]));
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end
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ArenaEnemyFrames_UpdateVisible();
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end
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function ArenaEnemyFrame_Lock(self)
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self.healthbar:SetStatusBarColor(0.5, 0.5, 0.5);
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self.healthbar.lockColor = true;
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self.manabar:SetStatusBarColor(0.5, 0.5, 0.5);
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self.manabar.lockColor = true;
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self.hideStatusOnTooltip = true;
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end
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function ArenaEnemyFrame_Unlock(self)
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self.healthbar.lockColor = false;
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self.healthbar.forceHideText = false;
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self.manabar.lockColor = false;
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self.manabar.forceHideText = false;
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self.hideStatusOnTooltip = false;
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end
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function ArenaEnemyFrame_SetMysteryPlayer(self)
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self.healthbar:SetMinMaxValues(0,100);
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self.healthbar:SetValue(100);
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self.healthbar.forceHideText = true;
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self.manabar:SetMinMaxValues(0,100);
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self.manabar:SetValue(100);
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self.manabar.forceHideText = true;
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self.classPortrait:SetTexture("Interface\\CharacterFrame\\TempPortrait");
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self.classPortrait:SetTexCoord(0, 1, 0, 1);
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self.name:SetText("");
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ArenaEnemyFrame_Lock(self);
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self:Show();
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end
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function ArenaEnemyFrame_OnEvent(self, event, arg1, arg2)
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if ( event == "ARENA_OPPONENT_UPDATE" and arg1 == self.unit ) then
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if ( arg2 == "seen" or arg2 == "destroyed") then
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ArenaEnemyFrame_Unlock(self);
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ArenaEnemyFrame_UpdatePlayer(self);
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if ( self.healthbar.frequentUpdates and GetCVarBool("predictedHealth") ) then
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self.healthbar:SetScript("OnUpdate", UnitFrameHealthBar_OnUpdate);
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self.healthbar:UnregisterEvent("UNIT_HEALTH");
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end
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if ( self.manabar.frequentUpdates and GetCVarBool("predictedPower") ) then
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self.manabar:SetScript("OnUpdate", UnitFrameManaBar_OnUpdate);
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UnitFrameManaBar_UnregisterDefaultEvents(self.manabar);
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end
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UpdateArenaEnemyBackground();
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UIParent_ManageFramePositions();
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elseif ( arg2 == "unseen" ) then
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ArenaEnemyFrame_Lock(self);
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self.healthbar:RegisterEvent("UNIT_HEALTH");
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self.healthbar:SetScript("OnUpdate", nil);
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UnitFrameManaBar_RegisterDefaultEvents(self.manabar);
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self.manabar:SetScript("OnUpdate", nil);
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elseif ( arg2 == "cleared" ) then
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ArenaEnemyFrame_Unlock(self);
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self:Hide();
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ArenaEnemyFrames_UpdateVisible();
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end
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elseif ( event == "UNIT_PET" and arg1 == self.unit ) then
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ArenaEnemyFrame_UpdatePet(self);
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elseif ( event == "UNIT_NAME_UPDATE" and arg1 == self.unit ) then
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ArenaEnemyFrame_UpdatePlayer(self);
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end
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end
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function ArenaEnemyFrame_UpdatePet(self, id, useCVars) --At some points, we need to use CVars instead of UVars even though UVars are faster.
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if ( not id ) then
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id = self:GetID();
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end
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local unitFrame = _G["ArenaEnemyFrame"..id];
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local petFrame = _G["ArenaEnemyFrame"..id.."PetFrame"];
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local showArenaEnemyPets = (SHOW_ARENA_ENEMY_PETS == "1");
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if ( useCVars ) then
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showArenaEnemyPets = GetCVarBool("showArenaEnemyPets");
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end
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if ( UnitGUID(petFrame.unit) and showArenaEnemyPets) then
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petFrame:Show();
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else
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petFrame:Hide();
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end
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UnitFrame_Update(petFrame);
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end
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function ArenaEnemyPetFrame_OnLoad(self)
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local id = self:GetParent():GetID();
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local prefix = "ArenaEnemyFrame"..id.."PetFrame";
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local unit = "arenapet"..id;
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UnitFrame_Initialize(self, unit, _G[prefix.."Name"], _G[prefix.."Portrait"],
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_G[prefix.."HealthBar"], _G[prefix.."HealthBarText"], _G[prefix.."ManaBar"], _G[prefix.."ManaBarText"]);
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SetTextStatusBarTextZeroText(_G[prefix.."HealthBar"], DEAD);
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_G[prefix.."Name"]:Hide();
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SecureUnitButton_OnLoad(self, unit);
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self:SetID(id);
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self:SetParent(ArenaEnemyFrames);
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ArenaEnemyFrame_UpdatePet(self, id, true);
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self:RegisterEvent("ARENA_OPPONENT_UPDATE");
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self:RegisterEvent("UNIT_CLASSIFICATION_CHANGED");
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UIDropDownMenu_Initialize(self.DropDown, ArenaEnemyPetDropDown_Initialize, "MENU");
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local setfocus = function()
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FocusUnit("arenapet"..self:GetID());
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end
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SecureUnitButton_OnLoad(self, "arenapet"..self:GetID(), setfocus);
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end
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function ArenaEnemyPetFrame_OnEvent(self, event, ...)
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local arg1, arg2 = ...;
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if ( event == "ARENA_OPPONENT_UPDATE" and arg1 == self.unit ) then
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if ( arg2 == "seen" or arg2 == "destroyed") then
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ArenaEnemyFrame_Unlock(self);
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ArenaEnemyFrame_UpdatePet(self);
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UpdateArenaEnemyBackground();
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local ownerFrame = _G["ArenaEnemyFrame"..self:GetID()];
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if ( not ownerFrame:IsShown() ) then
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ArenaEnemyFrame_SetMysteryPlayer(ownerFrame);
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ownerFrame:Show();
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end
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if ( self.healthbar.frequentUpdates and GetCVarBool("predictedHealth") ) then
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self.healthbar:SetScript("OnUpdate", UnitFrameHealthBar_OnUpdate);
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self.healthbar:UnregisterEvent("UNIT_HEALTH");
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end
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if ( self.manabar.frequentUpdates and GetCVarBool("predictedPower") ) then
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self.manabar:SetScript("OnUpdate", UnitFrameManaBar_OnUpdate);
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UnitFrameManaBar_UnregisterDefaultEvents(self.manabar);
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end
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elseif ( arg2 == "unseen" ) then
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ArenaEnemyFrame_Lock(self);
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self.healthbar:RegisterEvent("UNIT_HEALTH");
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self.healthbar:SetScript("OnUpdate", nil);
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UnitFrameManaBar_RegisterDefaultEvents(self.manabar);
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self.manabar:SetScript("OnUpdate", nil);
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elseif ( arg2 == "cleared" ) then
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ArenaEnemyFrame_Unlock(self);
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self:Hide()
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end
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elseif ( event == "UNIT_CLASSIFICATION_CHANGED" and arg1 == self.unit ) then
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UnitFrame_Update(self);
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end
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UnitFrame_OnEvent(self, event, ...);
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end
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function ArenaEnemyDropDown_Initialize(self)
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UnitPopup_ShowMenu(self, "ARENAENEMY", "arena"..self:GetParent():GetID());
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end
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function ArenaEnemyPetDropDown_Initialize(self)
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UnitPopup_ShowMenu(self, "ARENAENEMY", "arenapet"..self:GetParent():GetID());
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end
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function UpdateArenaEnemyBackground(force)
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if ( (SHOW_PARTY_BACKGROUND == "1") or force ) then
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ArenaEnemyBackground:Show();
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local numOpps = GetNumArenaOpponents();
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if ( numOpps > 0 ) then
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ArenaEnemyBackground:SetPoint("BOTTOMLEFT", "ArenaEnemyFrame"..numOpps.."PetFrame", "BOTTOMLEFT", -15, -10);
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else
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ArenaEnemyBackground:Hide();
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end
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else
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ArenaEnemyBackground:Hide();
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end
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end
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function ArenaEnemyBackground_SetOpacity(opacity)
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local alpha;
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if ( not opacity ) then
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alpha = 1.0 - OpacityFrameSlider:GetValue();
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else
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alpha = 1.0 - opacity;
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end
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ArenaEnemyBackground:SetAlpha(alpha);
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end
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