режим предателя + UI референсы и DragonUI
This commit is contained in:
@@ -0,0 +1,610 @@
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NUM_COMBAT_TEXT_LINES = 20;
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COMBAT_TEXT_SCROLLSPEED = 1.9;
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COMBAT_TEXT_FADEOUT_TIME = 1.3;
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COMBAT_TEXT_HEIGHT = 25;
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COMBAT_TEXT_CRIT_MAXHEIGHT = 60;
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COMBAT_TEXT_CRIT_MINHEIGHT = 30;
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COMBAT_TEXT_CRIT_SCALE_TIME = 0.05;
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COMBAT_TEXT_CRIT_SHRINKTIME = 0.2;
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COMBAT_TEXT_TO_ANIMATE = {};
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COMBAT_TEXT_STAGGER_RANGE = 20;
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COMBAT_TEXT_SPACING = 10;
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COMBAT_TEXT_MAX_OFFSET = 130;
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COMBAT_TEXT_LOW_HEALTH_THRESHOLD = 0.2;
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COMBAT_TEXT_LOW_MANA_THRESHOLD = 0.2;
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COMBAT_TEXT_LOCATIONS = {};
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COMBAT_TEXT_X_ADJUSTMENT = 80;
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COMBAT_TEXT_Y_SCALE = 1;
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COMBAT_TEXT_X_SCALE = 1;
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--[[
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List of COMBAT_TEXT_TYPE_INFO attributes
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======================================================
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r, g, b = [floats] -- The floating text color
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show = [nil, 1] -- Display this message type in the UI
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isStaggered = [nil, 1] -- Randomly stagger these messages from left to right
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var = [nil, 1] -- This messageType is shown if this variable resolves to "1"
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]]
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COMBAT_TEXT_TYPE_INFO = {};
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COMBAT_TEXT_TYPE_INFO["INTERRUPT"] = {r = 1, g = 1, b = 1};
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COMBAT_TEXT_TYPE_INFO["DAMAGE_CRIT"] = {r = 1, g = 0.1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["DAMAGE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, show = 1};
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COMBAT_TEXT_TYPE_INFO["MISS"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["DODGE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["PARRY"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["EVADE"] = {r = 1, g = 0.1, b = 0.1, isStaggered = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["IMMUNE"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["DEFLECT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["REFLECT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["RESIST"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
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COMBAT_TEXT_TYPE_INFO["BLOCK"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
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COMBAT_TEXT_TYPE_INFO["ABSORB"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
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COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE_CRIT"] = {r = 0.79, g = 0.3, b = 0.85, show = 1};
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COMBAT_TEXT_TYPE_INFO["SPELL_DAMAGE"] = {r = 0.79, g = 0.3, b = 0.85, show = 1};
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COMBAT_TEXT_TYPE_INFO["SPELL_MISS"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_DODGE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_PARRY"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_EVADE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_IMMUNE"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_DEFLECT"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_REFLECT"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_RESIST"] = {r = 0.79, g = 0.3, b = 0.85, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
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COMBAT_TEXT_TYPE_INFO["SPELL_BLOCK"] = {r = 1, g = 1, b = 1, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
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COMBAT_TEXT_TYPE_INFO["SPELL_ABSORB"] = {r = 0.79, g = 0.3, b = 0.85, var = "COMBAT_TEXT_SHOW_RESISTANCES"};
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COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["ENERGIZE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_ENERGIZE"};
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COMBAT_TEXT_TYPE_INFO["PERIODIC_ENERGIZE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_PERIODIC_ENERGIZE"};
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COMBAT_TEXT_TYPE_INFO["SPELL_CAST"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END"] = {r = 0.1, g = 1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_AURA_END_HARMFUL"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START"] = {r = 0.1, g = 1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_AURA_START_HARMFUL"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_AURAS"};
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COMBAT_TEXT_TYPE_INFO["SPELL_ACTIVE"] = {r = 1, g = 0.82, b = 0, var = "COMBAT_TEXT_SHOW_REACTIVES"};
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COMBAT_TEXT_TYPE_INFO["FACTION"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_REPUTATION"};
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COMBAT_TEXT_TYPE_INFO["HEAL_CRIT"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["HEAL"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["DAMAGE_SHIELD"] = {r = 1, g = 1, b = 1};
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COMBAT_TEXT_TYPE_INFO["SPELL_DISPELLED"] = {r = 1, g = 1, b = 1};
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COMBAT_TEXT_TYPE_INFO["EXTRA_ATTACKS"] = {r = 1, g = 1, b = 1};
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COMBAT_TEXT_TYPE_INFO["SPLIT_DAMAGE"] = {r = 1, g = 1, b = 1, show = 1};
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COMBAT_TEXT_TYPE_INFO["HONOR_GAINED"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_HONOR_GAINED"};
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COMBAT_TEXT_TYPE_INFO["HEALTH_LOW"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"};
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COMBAT_TEXT_TYPE_INFO["MANA_LOW"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"};
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COMBAT_TEXT_TYPE_INFO["ENTERING_COMBAT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBAT_STATE"};
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COMBAT_TEXT_TYPE_INFO["LEAVING_COMBAT"] = {r = 1, g = 0.1, b = 0.1, var = "COMBAT_TEXT_SHOW_COMBAT_STATE"};
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COMBAT_TEXT_TYPE_INFO["COMBO_POINTS"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_COMBO_POINTS"};
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COMBAT_TEXT_TYPE_INFO["RUNE"] = {r = 0.1, g = 0.1, b = 1, var = "COMBAT_TEXT_SHOW_ENERGIZE"};
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COMBAT_TEXT_TYPE_INFO["PERIODIC_HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["HEAL_CRIT_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_TYPE_INFO["HEAL_ABSORB"] = {r = 0.1, g = 1, b = 0.1, show = 1};
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COMBAT_TEXT_RUNE = {};
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COMBAT_TEXT_RUNE[1] = COMBAT_TEXT_RUNE_BLOOD;
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COMBAT_TEXT_RUNE[2] = COMBAT_TEXT_RUNE_UNHOLY;
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COMBAT_TEXT_RUNE[3] = COMBAT_TEXT_RUNE_FROST;
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function CombatText_OnLoad(self)
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CombatText_UpdateDisplayedMessages();
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CombatText.previousMana = {};
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CombatText.xDir = 1;
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end
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function CombatText_OnEvent(self, event, ...)
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if ( not self:IsVisible() ) then
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CombatText_ClearAnimationList();
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return;
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end
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local arg1, data, arg3 = ...;
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-- Set up the messageType
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local messageType, message;
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-- Set the message data
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local displayType;
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if ( event == "UNIT_ENTERED_VEHICLE" ) then
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local unit, showVehicle = ...;
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if ( unit == "player" ) then
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if ( showVehicle ) then
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self.unit = "vehicle";
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else
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self.unit = "player";
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end
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CombatTextSetActiveUnit(self.unit);
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end
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return;
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elseif ( event == "UNIT_EXITING_VEHICLE" ) then
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if ( arg1 == "player" ) then
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self.unit = "player";
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CombatTextSetActiveUnit(self.unit);
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end
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return;
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elseif ( event == "UNIT_HEALTH" ) then
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if ( arg1 == self.unit ) then
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if ( UnitHealth(self.unit)/UnitHealthMax(self.unit) <= COMBAT_TEXT_LOW_HEALTH_THRESHOLD ) then
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if ( not CombatText.lowHealth ) then
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messageType = "HEALTH_LOW";
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CombatText.lowHealth = 1;
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end
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else
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CombatText.lowHealth = nil;
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end
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end
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-- Didn't meet any of the criteria so just return
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if ( not messageType ) then
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return;
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end
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elseif ( event == "UNIT_MANA" ) then
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if ( arg1 == self.unit ) then
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local powerType, powerToken = UnitPowerType(self.unit);
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if ( powerToken == "MANA" and (UnitPower(self.unit) / UnitPowerMax(self.unit)) <= COMBAT_TEXT_LOW_MANA_THRESHOLD ) then
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if ( not CombatText.lowMana ) then
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messageType = "MANA_LOW";
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CombatText.lowMana = 1;
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end
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else
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CombatText.lowMana = nil;
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end
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end
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-- Didn't meet any of the criteria so just return
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if ( not messageType ) then
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return;
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end
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elseif ( event == "PLAYER_REGEN_DISABLED" ) then
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messageType = "ENTERING_COMBAT";
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elseif ( event == "PLAYER_REGEN_ENABLED" ) then
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messageType = "LEAVING_COMBAT";
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elseif ( event == "UNIT_COMBO_POINTS" ) then
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local unit = ...;
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if ( unit == "player" ) then
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local comboPoints = GetComboPoints("player", "target");
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if ( comboPoints > 0 ) then
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messageType = "COMBO_POINTS";
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data = comboPoints;
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-- Show message as a crit if max combo points
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if ( comboPoints == MAX_COMBO_POINTS ) then
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displayType = "crit";
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end
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else
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return;
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end
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else
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return;
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end
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elseif ( event == "COMBAT_TEXT_UPDATE" ) then
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messageType = arg1;
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elseif ( event == "RUNE_POWER_UPDATE" ) then
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messageType = "RUNE";
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else
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messageType = event;
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end
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-- Process the messageType and format the message
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--Check to see if there's a COMBAT_TEXT_TYPE_INFO associated with this combat message
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local info = COMBAT_TEXT_TYPE_INFO[messageType];
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if ( not info ) then
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info = {r = 1, g =1, b = 1};
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end
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-- See if we should display the message or not
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if ( not info.show ) then
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-- When Resists aren't being shown, partial resists should display as Damage
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if (info.var == "COMBAT_TEXT_SHOW_RESISTANCES" and arg3) then
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messageType = "DAMAGE";
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else
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return;
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end
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end
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local isStaggered = info.isStaggered;
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if ( messageType == "" ) then
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elseif ( messageType == "DAMAGE_CRIT" or messageType == "SPELL_DAMAGE_CRIT" ) then
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displayType = "crit";
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message = "-"..data;
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elseif ( messageType == "DAMAGE" or messageType == "SPELL_DAMAGE" ) then
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if (data == 0) then
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return
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end
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message = "-"..data;
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elseif ( messageType == "SPELL_CAST" ) then
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message = "<"..data..">";
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elseif ( messageType == "SPELL_AURA_START" ) then
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message = "<"..data..">";
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elseif ( messageType == "SPELL_AURA_START_HARMFUL" ) then
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message = "<"..data..">";
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elseif ( messageType == "SPELL_AURA_END" or messageType == "SPELL_AURA_END_HARMFUL" ) then
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message = format(AURA_END, data);
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elseif ( messageType == "HEAL" or messageType == "PERIODIC_HEAL") then
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if ( COMBAT_TEXT_SHOW_FRIENDLY_NAMES == "1" and messageType == "HEAL" and UnitName(self.unit) ~= data ) then
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message = "+"..arg3.." ["..data.."]";
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else
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message = "+"..arg3;
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end
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elseif ( messageType == "HEAL_ABSORB" or messageType == "PERIODIC_HEAL_ABSORB") then
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if ( COMBAT_TEXT_SHOW_FRIENDLY_NAMES == "1" and messageType == "HEAL_ABSORB" and UnitName(self.unit) ~= data ) then
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message = "+"..arg3.." ["..data.."] "..format(ABSORB_TRAILER, arg4);
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else
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message = "+"..arg3.." "..format(ABSORB_TRAILER, arg4);
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end
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elseif ( messageType == "HEAL_CRIT" ) then
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displayType = "crit";
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if ( COMBAT_TEXT_SHOW_FRIENDLY_NAMES == "1" and UnitName(self.unit) ~= data ) then
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message = "+"..arg3.." ["..data.."]";
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else
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message = "+"..arg3;
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end
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elseif ( messageType == "HEAL_CRIT_ABSORB" ) then
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displayType = "crit";
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if ( COMBAT_TEXT_SHOW_FRIENDLY_NAMES == "1" and UnitName(self.unit) ~= data ) then
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message = "+"..arg3.." ["..data.."] "..format(ABSORB_TRAILER, arg4);
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else
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message = "+"..arg3.." "..format(ABSORB_TRAILER, arg4);
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end
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elseif ( messageType == "ENERGIZE" or messageType == "PERIODIC_ENERGIZE") then
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if ( tonumber(data) > 0 ) then
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data = "+"..data;
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end
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if( arg3 == "MANA"
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or arg3 == "RAGE"
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or arg3 == "FOCUS"
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or arg3 == "ENERGY"
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or arg3 == "RUNIC_POWER") then
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message = data.." ".._G[arg3];
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info = PowerBarColor[arg3];
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end
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elseif ( messageType == "FACTION" ) then
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if ( tonumber(arg3) > 0 ) then
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arg3 = "+"..arg3;
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end
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message = "("..data.." "..arg3..")";
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elseif ( messageType == "SPELL_MISS" ) then
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message = COMBAT_TEXT_MISS;
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elseif ( messageType == "SPELL_DODGE" ) then
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message = COMBAT_TEXT_DODGE;
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elseif ( messageType == "SPELL_PARRY" ) then
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message = COMBAT_TEXT_PARRY;
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elseif ( messageType == "SPELL_EVADE" ) then
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message = COMBAT_TEXT_EVADE;
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elseif ( messageType == "SPELL_IMMUNE" ) then
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message = COMBAT_TEXT_IMMUNE;
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elseif ( messageType == "SPELL_DEFLECT" ) then
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message = COMBAT_TEXT_DEFLECT;
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elseif ( messageType == "SPELL_REFLECT" ) then
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message = COMBAT_TEXT_REFLECT;
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elseif ( messageType == "BLOCK" or messageType == "SPELL_BLOCK" ) then
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if ( arg3 ) then
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-- Partial block
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message = "-"..data.." "..format(BLOCK_TRAILER, arg3);
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else
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message = COMBAT_TEXT_BLOCK;
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end
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elseif ( messageType == "ABSORB" or messageType == "SPELL_ABSORB" ) then
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if ( arg3 and data > 0 ) then
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-- Partial absorb
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message = "-"..data.." "..format(ABSORB_TRAILER, arg3);
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else
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message = COMBAT_TEXT_ABSORB;
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end
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elseif ( messageType == "RESIST" or messageType == "SPELL_RESIST" ) then
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if ( arg3 ) then
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-- Partial resist
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message = "-"..data.." "..format(RESIST_TRAILER, arg3);
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else
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message = COMBAT_TEXT_RESIST;
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end
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elseif ( messageType == "HONOR_GAINED" ) then
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if ( tonumber(data) > 0 ) then
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data = "+"..data;
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end
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message = format(COMBAT_TEXT_HONOR_GAINED, data);
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elseif ( messageType == "SPELL_ACTIVE" ) then
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displayType = "crit";
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message = "<"..data..">";
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elseif ( messageType == "COMBO_POINTS" ) then
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message = format(COMBAT_TEXT_COMBO_POINTS, data);
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elseif ( messageType == "RUNE" ) then
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if ( data == true ) then
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local runeType = GetRuneType(arg1);
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message = COMBAT_TEXT_RUNE[runeType];
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-- Alex Brazie had me use these values. Feel free to correct them
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if( runeType == 1 ) then
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info.r = .75;
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info.g = 0;
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info.b = 0;
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elseif( runeType == 2 ) then
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info.r = .75;
|
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info.g = 1;
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info.b = 0;
|
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elseif (runeType == 3 ) then
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info.r = 0;
|
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info.g = 1;
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info.b = 1;
|
||||
end
|
||||
else
|
||||
message = nil;
|
||||
end
|
||||
else
|
||||
message = _G["COMBAT_TEXT_"..messageType];
|
||||
if ( not message ) then
|
||||
message = _G[messageType];
|
||||
end
|
||||
end
|
||||
|
||||
-- Add the message
|
||||
if ( message ) then
|
||||
CombatText_AddMessage(message, COMBAT_TEXT_SCROLL_FUNCTION, info.r, info.g, info.b, displayType, isStaggered);
|
||||
end
|
||||
end
|
||||
|
||||
function CombatText_OnUpdate(self, elapsed)
|
||||
local lowestMessage = COMBAT_TEXT_LOCATIONS.startY;
|
||||
local alpha, xPos, yPos;
|
||||
for index, value in pairs(COMBAT_TEXT_TO_ANIMATE) do
|
||||
if ( value.scrollTime >= COMBAT_TEXT_SCROLLSPEED ) then
|
||||
CombatText_RemoveMessage(value);
|
||||
else
|
||||
value.scrollTime = value.scrollTime + elapsed;
|
||||
-- Calculate x and y positions
|
||||
xPos, yPos = value.scrollFunction(value);
|
||||
|
||||
-- Record Y position
|
||||
value.yPos = yPos;
|
||||
|
||||
value:SetPoint("TOP", WorldFrame, "BOTTOM", xPos, yPos);
|
||||
if ( value.scrollTime >= COMBAT_TEXT_FADEOUT_TIME ) then
|
||||
alpha = 1-((value.scrollTime-COMBAT_TEXT_FADEOUT_TIME)/(COMBAT_TEXT_SCROLLSPEED-COMBAT_TEXT_FADEOUT_TIME));
|
||||
alpha = max(alpha, 0);
|
||||
value:SetAlpha(alpha);
|
||||
end
|
||||
|
||||
-- Handle crit
|
||||
if ( value.isCrit ) then
|
||||
if ( value.scrollTime <= COMBAT_TEXT_CRIT_SCALE_TIME ) then
|
||||
value:SetTextHeight(floor(COMBAT_TEXT_CRIT_MINHEIGHT+((COMBAT_TEXT_CRIT_MAXHEIGHT-COMBAT_TEXT_CRIT_MINHEIGHT)*value.scrollTime/COMBAT_TEXT_CRIT_SCALE_TIME)));
|
||||
elseif ( value.scrollTime <= COMBAT_TEXT_CRIT_SHRINKTIME ) then
|
||||
value:SetTextHeight(floor(COMBAT_TEXT_CRIT_MAXHEIGHT - ((COMBAT_TEXT_CRIT_MAXHEIGHT-COMBAT_TEXT_CRIT_MINHEIGHT)*(value.scrollTime - COMBAT_TEXT_CRIT_SCALE_TIME)/(COMBAT_TEXT_CRIT_SHRINKTIME - COMBAT_TEXT_CRIT_SCALE_TIME))));
|
||||
else
|
||||
value.isCrit = nil;
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if ( (COMBAT_TEXT_Y_SCALE ~= WorldFrame:GetHeight() / 768) or (COMBAT_TEXT_X_SCALE ~= WorldFrame:GetWidth() / 1024) ) then
|
||||
CombatText_UpdateDisplayedMessages();
|
||||
end
|
||||
end
|
||||
|
||||
function CombatText_AddMessage(message, scrollFunction, r, g, b, displayType, isStaggered)
|
||||
local string, noStringsAvailable = CombatText_GetAvailableString();
|
||||
if ( noStringsAvailable ) then
|
||||
return;
|
||||
end
|
||||
|
||||
string:SetText(message);
|
||||
string:SetTextColor(r, g, b);
|
||||
string.scrollTime = 0;
|
||||
if ( displayType == "crit" ) then
|
||||
string.scrollFunction = CombatText_StandardScroll;
|
||||
else
|
||||
string.scrollFunction = scrollFunction;
|
||||
end
|
||||
|
||||
-- See which direction the message should flow
|
||||
local yDir;
|
||||
local lowestMessage;
|
||||
local useXadjustment = 0;
|
||||
if ( COMBAT_TEXT_LOCATIONS.startY < COMBAT_TEXT_LOCATIONS.endY ) then
|
||||
-- Flowing up
|
||||
lowestMessage = string:GetBottom();
|
||||
-- Find lowest message to anchor to
|
||||
for index, value in pairs(COMBAT_TEXT_TO_ANIMATE) do
|
||||
if ( lowestMessage >= value.yPos - 16 - COMBAT_TEXT_SPACING) then
|
||||
lowestMessage = value.yPos - 16 - COMBAT_TEXT_SPACING;
|
||||
end
|
||||
end
|
||||
if ( lowestMessage < (COMBAT_TEXT_LOCATIONS.startY - COMBAT_TEXT_MAX_OFFSET) ) then
|
||||
if ( displayType == "crit" ) then
|
||||
lowestMessage = string:GetBottom();
|
||||
else
|
||||
COMBAT_TEXT_X_ADJUSTMENT = COMBAT_TEXT_X_ADJUSTMENT * -1;
|
||||
useXadjustment = 1;
|
||||
lowestMessage = COMBAT_TEXT_LOCATIONS.startY - COMBAT_TEXT_MAX_OFFSET;
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Flowing down
|
||||
lowestMessage = string:GetTop();
|
||||
-- Find lowest message to anchor to
|
||||
for index, value in pairs(COMBAT_TEXT_TO_ANIMATE) do
|
||||
if ( lowestMessage <= value.yPos + 16 + COMBAT_TEXT_SPACING) then
|
||||
lowestMessage = value.yPos + 16 + COMBAT_TEXT_SPACING;
|
||||
end
|
||||
end
|
||||
if ( lowestMessage > (COMBAT_TEXT_LOCATIONS.startY + COMBAT_TEXT_MAX_OFFSET) ) then
|
||||
if ( displayType == "crit" ) then
|
||||
lowestMessage = string:GetTop();
|
||||
else
|
||||
COMBAT_TEXT_X_ADJUSTMENT = COMBAT_TEXT_X_ADJUSTMENT * -1;
|
||||
useXadjustment = 1;
|
||||
lowestMessage = COMBAT_TEXT_LOCATIONS.startY + COMBAT_TEXT_MAX_OFFSET;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Handle crits
|
||||
if ( displayType == "crit" ) then
|
||||
string.endY = COMBAT_TEXT_LOCATIONS.startY;
|
||||
string.isCrit = 1;
|
||||
string:SetTextHeight(COMBAT_TEXT_CRIT_MINHEIGHT);
|
||||
elseif ( displayType == "sticky" ) then
|
||||
string.endY = COMBAT_TEXT_LOCATIONS.startY;
|
||||
string:SetTextHeight(COMBAT_TEXT_HEIGHT);
|
||||
else
|
||||
string.endY = COMBAT_TEXT_LOCATIONS.endY;
|
||||
string:SetTextHeight(COMBAT_TEXT_HEIGHT);
|
||||
end
|
||||
|
||||
-- Stagger the text if flagged
|
||||
local staggerAmount = 0;
|
||||
if ( isStaggered ) then
|
||||
staggerAmount = random(0, COMBAT_TEXT_STAGGER_RANGE) - COMBAT_TEXT_STAGGER_RANGE/2;
|
||||
end
|
||||
|
||||
-- Alternate x direction
|
||||
CombatText.xDir = CombatText.xDir * -1;
|
||||
if ( useXadjustment == 1 ) then
|
||||
if ( COMBAT_TEXT_X_ADJUSTMENT > 0 ) then
|
||||
CombatText.xDir = -1;
|
||||
else
|
||||
CombatText.xDir = 1;
|
||||
end
|
||||
end
|
||||
string.xDir = CombatText.xDir;
|
||||
string.startX = COMBAT_TEXT_LOCATIONS.startX + staggerAmount + (useXadjustment * COMBAT_TEXT_X_ADJUSTMENT);
|
||||
string.startY = lowestMessage;
|
||||
string.yPos = lowestMessage;
|
||||
string:ClearAllPoints();
|
||||
string:SetPoint("TOP", WorldFrame, "BOTTOM", string.startX, lowestMessage);
|
||||
string:SetAlpha(1);
|
||||
string:Show();
|
||||
tinsert(COMBAT_TEXT_TO_ANIMATE, string);
|
||||
end
|
||||
|
||||
function CombatText_RemoveMessage(string)
|
||||
for index, value in pairs(COMBAT_TEXT_TO_ANIMATE) do
|
||||
if ( value == string ) then
|
||||
tremove(COMBAT_TEXT_TO_ANIMATE, index);
|
||||
string:SetAlpha(0);
|
||||
string:Hide();
|
||||
string:SetPoint("TOP", WorldFrame, "BOTTOM", COMBAT_TEXT_LOCATIONS.startX, COMBAT_TEXT_LOCATIONS.startY);
|
||||
break;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function CombatText_GetAvailableString()
|
||||
local string;
|
||||
for i=1, NUM_COMBAT_TEXT_LINES do
|
||||
string = _G["CombatText"..i];
|
||||
if ( not string:IsShown() ) then
|
||||
return string;
|
||||
end
|
||||
end
|
||||
return CombatText_GetOldestString(), 1;
|
||||
end
|
||||
|
||||
function CombatText_GetOldestString()
|
||||
local oldestString = COMBAT_TEXT_TO_ANIMATE[1];
|
||||
CombatText_RemoveMessage(oldestString);
|
||||
return oldestString;
|
||||
end
|
||||
|
||||
function CombatText_ClearAnimationList()
|
||||
local string;
|
||||
for i=1, NUM_COMBAT_TEXT_LINES do
|
||||
string = _G["CombatText"..i];
|
||||
string:SetAlpha(0);
|
||||
string:Hide();
|
||||
string:SetPoint("TOP", WorldFrame, "BOTTOM", COMBAT_TEXT_LOCATIONS.startX, COMBAT_TEXT_LOCATIONS.startY);
|
||||
end
|
||||
end
|
||||
|
||||
function CombatText_UpdateDisplayedMessages()
|
||||
-- Unregister events if combat text is disabled
|
||||
if ( SHOW_COMBAT_TEXT == "0" ) then
|
||||
CombatText:UnregisterEvent("COMBAT_TEXT_UPDATE");
|
||||
CombatText:UnregisterEvent("UNIT_HEALTH");
|
||||
CombatText:UnregisterEvent("UNIT_MANA");
|
||||
CombatText:UnregisterEvent("PLAYER_REGEN_DISABLED");
|
||||
CombatText:UnregisterEvent("PLAYER_REGEN_ENABLED");
|
||||
CombatText:UnregisterEvent("UNIT_COMBO_POINTS");
|
||||
CombatText:UnregisterEvent("RUNE_POWER_UPDATE");
|
||||
CombatText:UnregisterEvent("UNIT_ENTERED_VEHICLE");
|
||||
CombatText:UnregisterEvent("UNIT_EXITING_VEHICLE");
|
||||
return;
|
||||
end
|
||||
|
||||
-- set the unit to track
|
||||
if ( UnitHasVehicleUI("player") ) then
|
||||
CombatText.unit = "vehicle";
|
||||
else
|
||||
CombatText.unit = "player";
|
||||
end
|
||||
CombatTextSetActiveUnit(CombatText.unit);
|
||||
|
||||
-- register events
|
||||
CombatText:RegisterEvent("COMBAT_TEXT_UPDATE");
|
||||
CombatText:RegisterEvent("UNIT_HEALTH");
|
||||
CombatText:RegisterEvent("UNIT_MANA");
|
||||
CombatText:RegisterEvent("PLAYER_REGEN_DISABLED");
|
||||
CombatText:RegisterEvent("PLAYER_REGEN_ENABLED");
|
||||
CombatText:RegisterEvent("UNIT_COMBO_POINTS");
|
||||
CombatText:RegisterEvent("RUNE_POWER_UPDATE");
|
||||
CombatText:RegisterEvent("UNIT_ENTERED_VEHICLE");
|
||||
CombatText:RegisterEvent("UNIT_EXITING_VEHICLE");
|
||||
|
||||
-- Get scale
|
||||
COMBAT_TEXT_Y_SCALE = WorldFrame:GetHeight() / 768;
|
||||
COMBAT_TEXT_X_SCALE = WorldFrame:GetWidth() / 1024;
|
||||
COMBAT_TEXT_SPACING = 10 * COMBAT_TEXT_Y_SCALE;
|
||||
COMBAT_TEXT_MAX_OFFSET = 130 * COMBAT_TEXT_Y_SCALE;
|
||||
COMBAT_TEXT_X_ADJUSTMENT = 80 * COMBAT_TEXT_X_SCALE;
|
||||
|
||||
-- Update shown messages
|
||||
for index, value in pairs(COMBAT_TEXT_TYPE_INFO) do
|
||||
if ( value.var ) then
|
||||
if ( _G[value.var] == "1" ) then
|
||||
value.show = 1;
|
||||
else
|
||||
value.show = nil;
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Update scrolldirection
|
||||
if ( COMBAT_TEXT_FLOAT_MODE == "1" ) then
|
||||
COMBAT_TEXT_SCROLL_FUNCTION = CombatText_StandardScroll;
|
||||
COMBAT_TEXT_LOCATIONS = {
|
||||
startX = 0,
|
||||
startY = 384 * COMBAT_TEXT_Y_SCALE,
|
||||
endX = 0,
|
||||
endY = 609 * COMBAT_TEXT_Y_SCALE
|
||||
};
|
||||
|
||||
elseif ( COMBAT_TEXT_FLOAT_MODE == "2" ) then
|
||||
COMBAT_TEXT_SCROLL_FUNCTION = CombatText_StandardScroll;
|
||||
COMBAT_TEXT_LOCATIONS = {
|
||||
startX = 0,
|
||||
startY = 384 * COMBAT_TEXT_Y_SCALE,
|
||||
endX = 0,
|
||||
endY = 159 * COMBAT_TEXT_Y_SCALE
|
||||
};
|
||||
else
|
||||
COMBAT_TEXT_SCROLL_FUNCTION = CombatText_FountainScroll;
|
||||
COMBAT_TEXT_LOCATIONS = {
|
||||
startX = 0,
|
||||
startY = 384 * COMBAT_TEXT_Y_SCALE,
|
||||
endX = 0,
|
||||
endY = 609 * COMBAT_TEXT_Y_SCALE
|
||||
};
|
||||
end
|
||||
CombatText_ClearAnimationList();
|
||||
end
|
||||
|
||||
function CombatText_StandardScroll(value)
|
||||
-- Calculate x and y positions
|
||||
local xPos = value.startX+((COMBAT_TEXT_LOCATIONS.endX - COMBAT_TEXT_LOCATIONS.startX)*value.scrollTime/COMBAT_TEXT_SCROLLSPEED);
|
||||
local yPos = value.startY+((value.endY - COMBAT_TEXT_LOCATIONS.startY)*value.scrollTime/COMBAT_TEXT_SCROLLSPEED);
|
||||
return xPos, yPos;
|
||||
end
|
||||
|
||||
function CombatText_FountainScroll(value)
|
||||
-- Calculate x and y positions
|
||||
local radius = 150;
|
||||
local xPos = value.startX-value.xDir*(radius*(1-cos(90*value.scrollTime/COMBAT_TEXT_SCROLLSPEED)));
|
||||
local yPos = value.startY+radius*sin(90*value.scrollTime/COMBAT_TEXT_SCROLLSPEED);
|
||||
return xPos, yPos;
|
||||
end
|
||||
Reference in New Issue
Block a user