режим предателя + UI референсы и DragonUI
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COMBOFRAME_FADE_IN = 0.3;
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COMBOFRAME_FADE_OUT = 0.5;
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COMBOFRAME_HIGHLIGHT_FADE_IN = 0.4;
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COMBOFRAME_SHINE_FADE_IN = 0.3;
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COMBOFRAME_SHINE_FADE_OUT = 0.4;
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COMBO_FRAME_LAST_NUM_POINTS = 0;
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function ComboFrame_OnEvent(self, event, ...)
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if ( event == "PLAYER_TARGET_CHANGED" ) then
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ComboFrame_Update();
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elseif ( event == "UNIT_COMBO_POINTS" ) then
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local unit = ...;
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if ( unit == PlayerFrame.unit ) then
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ComboFrame_Update();
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end
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end
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end
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function ComboFrame_Update()
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local comboPoints = GetComboPoints(PlayerFrame.unit, "target");
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local comboPoint, comboPointHighlight, comboPointShine;
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if ( comboPoints > 0 ) then
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if ( not ComboFrame:IsShown() ) then
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ComboFrame:Show();
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UIFrameFadeIn(ComboFrame, COMBOFRAME_FADE_IN);
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end
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for i=1, MAX_COMBO_POINTS do
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local fadeInfo = {};
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comboPoint = _G["ComboPoint" .. i];
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comboPoint:Show();
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comboPointHighlight = _G["ComboPoint"..i.."Highlight"];
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comboPointShine = _G["ComboPoint"..i.."Shine"];
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if ( i <= comboPoints ) then
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if ( i > COMBO_FRAME_LAST_NUM_POINTS ) then
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-- Fade in the highlight and set a function that triggers when it is done fading
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fadeInfo.mode = "IN";
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fadeInfo.timeToFade = COMBOFRAME_HIGHLIGHT_FADE_IN;
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fadeInfo.finishedFunc = ComboPointShineFadeIn;
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fadeInfo.finishedArg1 = comboPointShine;
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UIFrameFade(comboPointHighlight, fadeInfo);
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end
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else
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if ( ENABLE_COLORBLIND_MODE == "1" ) then
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comboPoint:Hide();
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end
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comboPointHighlight:SetAlpha(0);
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comboPointShine:SetAlpha(0);
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end
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end
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else
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ComboPoint1Highlight:SetAlpha(0);
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ComboPoint1Shine:SetAlpha(0);
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ComboFrame:Hide();
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end
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COMBO_FRAME_LAST_NUM_POINTS = comboPoints;
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end
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function ComboPointShineFadeIn(frame)
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-- Fade in the shine and then fade it out with the ComboPointShineFadeOut function
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local fadeInfo = {};
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fadeInfo.mode = "IN";
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fadeInfo.timeToFade = COMBOFRAME_SHINE_FADE_IN;
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fadeInfo.finishedFunc = ComboPointShineFadeOut;
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fadeInfo.finishedArg1 = frame;
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UIFrameFade(frame, fadeInfo);
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end
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--hack since a frame can't have a reference to itself in it
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function ComboPointShineFadeOut(frame)
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UIFrameFadeOut(frame, COMBOFRAME_SHINE_FADE_OUT);
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end
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