режим предателя + UI референсы и DragonUI
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function TabardFrame_OnLoad(self)
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self:RegisterEvent("OPEN_TABARD_FRAME");
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self:RegisterEvent("CLOSE_TABARD_FRAME");
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self:RegisterEvent("TABARD_CANSAVE_CHANGED");
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self:RegisterEvent("TABARD_SAVE_PENDING");
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self:RegisterEvent("UNIT_MODEL_CHANGED");
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TabardFrameCostFrame:SetBackdropBorderColor(0.4, 0.4, 0.4);
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TabardFrameCostFrame:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
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MoneyFrame_Update("TabardFrameCostMoneyFrame",GetTabardCreationCost());
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local backgroundAlpha = 0.40;
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TabardFrameEmblemTopRight:SetAlpha(backgroundAlpha);
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TabardFrameEmblemTopLeft:SetAlpha(backgroundAlpha);
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TabardFrameEmblemBottomRight:SetAlpha(backgroundAlpha);
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TabardFrameEmblemBottomLeft:SetAlpha(backgroundAlpha);
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end
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function TabardCharacterModelFrame_OnLoad(self)
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self.rotation = 0;
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TabardModel:SetRotation(self.rotation);
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end
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function TabardFrame_OnEvent(self, event, ...)
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local unit = ...;
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if ( event == "OPEN_TABARD_FRAME" ) then
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TabardModel:SetUnit("player");
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SetPortraitTexture(TabardFramePortrait,"npc");
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TabardFrameNameText:SetText(UnitName("npc"));
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TabardModel:InitializeTabardColors();
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TabardFrame_UpdateTextures();
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TabardFrame_UpdateButtons();
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ShowUIPanel(TabardFrame);
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if ( not TabardFrame:IsShown() ) then
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CloseTabardCreation();
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end
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elseif ( event == "CLOSE_TABARD_FRAME" ) then
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HideUIPanel(TabardFrame);
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elseif ( event == "TABARD_CANSAVE_CHANGED" or event == "TABARD_SAVE_PENDING" ) then
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TabardFrame_UpdateButtons();
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elseif ( event == "UNIT_MODEL_CHANGED" ) then
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if ( unit == "player" ) then
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TabardModel:SetUnit("player");
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end
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end
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end
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function TabardCharacterModelRotateLeftButton_OnClick()
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TabardModel.rotation = TabardModel.rotation - .03;
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TabardModel:SetRotation(TabardModel.rotation);
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PlaySound("igInventoryRotateCharacter");
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end
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function TabardCharacterModelRotateRightButton_OnClick()
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TabardModel.rotation = TabardModel.rotation + .03;
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TabardModel:SetRotation(TabardModel.rotation);
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PlaySound("igInventoryRotateCharacter");
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end
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function TabardCharacterModelFrame_OnUpdate(self, elapsedTime)
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if ( TabardCharacterModelRotateRightButton:GetButtonState() == "PUSHED" ) then
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self.rotation = self.rotation + (elapsedTime * 2 * PI * ROTATIONS_PER_SECOND);
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if ( self.rotation < 0 ) then
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self.rotation = self.rotation + (2 * PI);
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end
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self:SetRotation(self.rotation);
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end
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if ( TabardCharacterModelRotateLeftButton:GetButtonState() == "PUSHED" ) then
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self.rotation = self.rotation - (elapsedTime * 2 * PI * ROTATIONS_PER_SECOND);
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if ( self.rotation > (2 * PI) ) then
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self.rotation = self.rotation - (2 * PI);
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end
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self:SetRotation(self.rotation);
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end
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end
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function TabardCustomization_Left(id)
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PlaySound("gsCharacterCreationLook");
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TabardModel:CycleVariation(id,-1);
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TabardFrame_UpdateTextures();
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end
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function TabardCustomization_Right(id)
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PlaySound("gsCharacterCreationLook");
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TabardModel:CycleVariation(id,1);
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TabardFrame_UpdateTextures();
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end
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function TabardFrame_UpdateTextures()
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TabardModel:GetUpperEmblemTexture(TabardFrameEmblemTopLeft);
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TabardModel:GetUpperEmblemTexture(TabardFrameEmblemTopRight);
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TabardModel:GetLowerEmblemTexture(TabardFrameEmblemBottomLeft);
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TabardModel:GetLowerEmblemTexture(TabardFrameEmblemBottomRight);
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end
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function TabardFrame_UpdateButtons()
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local guildName, rankName, rank = GetGuildInfo("player");
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if ( guildName == nil or rankName == nil or ( rank > 0 ) ) then
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TabardFrameGreetingText:SetText(TABARDVENDORNOGUILDGREETING);
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TabardFrameAcceptButton:Disable();
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else
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TabardFrameGreetingText:SetText(TABARDVENDORGREETING);
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if( TabardModel:CanSaveTabardNow() ) then
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TabardFrameAcceptButton:Enable();
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else
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TabardFrameAcceptButton:Disable();
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end
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end
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end
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