режим предателя + UI референсы и DragonUI
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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
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..\FrameXML\UI.xsd">
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<!--
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This frame is just a container for people to use animations as timers with no visual representation.
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Why not just put an Animations tag under UIParent? Because we don't want the initialization of these timer animations to
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cascade down to every other frame in the game (the animation system does that in order to allow child frames to animate
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with their parents).
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-->
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<Frame name="AnimTimerFrame">
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<Animations>
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<AnimationGroup name="AnimTimerFrameCountdownAnimGroup">
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<!-- if you have logic that you want to fire once after a countdown, then add an animation to the end of this group -->
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<Animation name="AutoCompleteInfoDelayer" duration="15.0" order="1">
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<!--
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We need the guild roster to be able to use guildies' names. But we don't want to request it on login when we're requesting everything
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else from the server, so we'll wait a bit.
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-->
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<Scripts>
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<OnFinished>
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if ( IsInGuild() ) then
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GuildRoster();
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end
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</OnFinished>
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</Scripts>
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</Animation>
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<!-- if you add another anim to this group, make sure the order is 1 so that it gets fired simultaneously with the other anims -->
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<Scripts>
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<OnLoad>
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self:Play();
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</OnLoad>
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</Scripts>
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</AnimationGroup>
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<!-- if you have logic that you want to fire periodically, then you should create a looping AnimationGroup with your logic in the OnLoop script -->
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<!-- if you have logic that you want to fire constantly, then you should create a looping AnimationGroup with your logic in the OnUpdate script -->
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</Animations>
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</Frame>
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</Ui>
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