689 lines
22 KiB
Lua
689 lines
22 KiB
Lua
REQUIRED_REST_HOURS = 5;
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function PlayerFrame_OnLoad(self)
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UnitFrame_Initialize(self, "player", PlayerName, PlayerPortrait,
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PlayerFrameHealthBar, PlayerFrameHealthBarText,
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PlayerFrameManaBar, PlayerFrameManaBarText,
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PlayerFrameFlash);
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self.statusCounter = 0;
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self.statusSign = -1;
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CombatFeedback_Initialize(self, PlayerHitIndicator, 30);
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PlayerFrame_Update();
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self:RegisterEvent("UNIT_LEVEL");
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self:RegisterEvent("UNIT_COMBAT");
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self:RegisterEvent("UNIT_FACTION");
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self:RegisterEvent("UNIT_MAXMANA");
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self:RegisterEvent("PLAYER_ENTERING_WORLD");
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self:RegisterEvent("PLAYER_ENTER_COMBAT");
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self:RegisterEvent("PLAYER_LEAVE_COMBAT");
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self:RegisterEvent("PLAYER_REGEN_DISABLED");
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self:RegisterEvent("PLAYER_REGEN_ENABLED");
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self:RegisterEvent("PLAYER_UPDATE_RESTING");
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self:RegisterEvent("PARTY_MEMBERS_CHANGED");
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self:RegisterEvent("PARTY_LEADER_CHANGED");
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self:RegisterEvent("PARTY_LOOT_METHOD_CHANGED");
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self:RegisterEvent("VOICE_START");
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self:RegisterEvent("VOICE_STOP");
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self:RegisterEvent("RAID_ROSTER_UPDATE");
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self:RegisterEvent("READY_CHECK");
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self:RegisterEvent("READY_CHECK_CONFIRM");
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self:RegisterEvent("READY_CHECK_FINISHED");
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self:RegisterEvent("UNIT_ENTERED_VEHICLE");
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self:RegisterEvent("UNIT_ENTERING_VEHICLE");
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self:RegisterEvent("UNIT_EXITING_VEHICLE");
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self:RegisterEvent("UNIT_EXITED_VEHICLE");
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self:RegisterEvent("PLAYER_FLAGS_CHANGED");
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self:RegisterEvent("PLAYER_ROLES_ASSIGNED");
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-- Chinese playtime stuff
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self:RegisterEvent("PLAYTIME_CHANGED");
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PlayerAttackBackground:SetVertexColor(0.8, 0.1, 0.1);
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PlayerAttackBackground:SetAlpha(0.4);
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local showmenu = function()
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ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "PlayerFrame", 106, 27);
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end
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SecureUnitButton_OnLoad(self, "player", showmenu);
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end
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function PlayerFrame_Update ()
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if ( UnitExists("player") ) then
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PlayerLevelText:SetText(UnitLevel(PlayerFrame.unit));
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PlayerFrame_UpdatePartyLeader();
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PlayerFrame_UpdatePvPStatus();
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PlayerFrame_UpdateStatus();
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PlayerFrame_UpdatePlaytime();
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PlayerFrame_UpdateLayout();
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end
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end
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function PlayerFrame_UpdatePartyLeader()
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if ( IsPartyLeader() ) then
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if ( HasLFGRestrictions() ) then
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PlayerGuideIcon:Show();
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PlayerLeaderIcon:Hide();
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else
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PlayerLeaderIcon:Show()
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PlayerGuideIcon:Hide();
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end
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else
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PlayerLeaderIcon:Hide();
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PlayerGuideIcon:Hide();
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end
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local lootMethod;
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local lootMaster;
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lootMethod, lootMaster = GetLootMethod();
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if ( lootMaster == 0 and ((GetNumPartyMembers() > 0) or (GetNumRaidMembers() > 0)) ) then
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PlayerMasterIcon:Show();
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else
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PlayerMasterIcon:Hide();
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end
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end
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function PlayerFrame_UpdatePvPStatus()
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local factionGroup, factionName = UnitFactionGroup("player");
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if ( UnitIsPVPFreeForAll("player") ) then
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if ( not PlayerPVPIcon:IsShown() ) then
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PlaySound("igPVPUpdate");
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end
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PlayerPVPIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA");
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PlayerPVPIcon:Show();
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-- Setup newbie tooltip
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PlayerPVPIconHitArea.tooltipTitle = PVPFFA;
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PlayerPVPIconHitArea.tooltipText = NEWBIE_TOOLTIP_PVPFFA;
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PlayerPVPIconHitArea:Show();
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PlayerPVPTimerText:Hide();
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PlayerPVPTimerText.timeLeft = nil;
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elseif ( factionGroup and UnitIsPVP("player") ) then
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if ( not PlayerPVPIcon:IsShown() ) then
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PlaySound("igPVPUpdate");
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end
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-- MoonWell: traitors display the opposite faction icon
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local displayFaction = factionGroup;
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if ( MoonWell_IsTraitor ) then
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displayFaction = (factionGroup == "Alliance") and "Horde" or "Alliance";
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end
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PlayerPVPIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-"..displayFaction);
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PlayerPVPIcon:Show();
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-- Setup newbie tooltip
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PlayerPVPIconHitArea.tooltipTitle = factionName;
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PlayerPVPIconHitArea.tooltipText = _G["NEWBIE_TOOLTIP_"..strupper(factionGroup)];
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PlayerPVPIconHitArea:Show();
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else
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PlayerPVPIcon:Hide();
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PlayerPVPIconHitArea:Hide();
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PlayerPVPTimerText:Hide();
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PlayerPVPTimerText.timeLeft = nil;
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end
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end
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function PlayerFrame_OnEvent(self, event, ...)
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UnitFrame_OnEvent(self, event, ...);
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local arg1, arg2, arg3, arg4, arg5 = ...;
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if ( event == "UNIT_LEVEL" ) then
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if ( arg1 == "player" ) then
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PlayerLevelText:SetText(UnitLevel(self.unit));
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end
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elseif ( event == "UNIT_COMBAT" ) then
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if ( arg1 == self.unit ) then
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CombatFeedback_OnCombatEvent(self, arg2, arg3, arg4, arg5);
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end
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elseif ( event == "UNIT_FACTION" ) then
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if ( arg1 == "player" ) then
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PlayerFrame_UpdatePvPStatus();
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end
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elseif ( event == "PLAYER_ENTERING_WORLD" ) then
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PlayerFrame_ToPlayerArt(self);
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-- if ( UnitHasVehicleUI("player") ) then
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-- UnitFrame_SetUnit(self, "vehicle", PlayerFrameHealthBar, PlayerFrameManaBar);
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-- else
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-- UnitFrame_SetUnit(self, "player", PlayerFrameHealthBar, PlayerFrameManaBar);
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-- end
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self.inCombat = nil;
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self.onHateList = nil;
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PlayerFrame_Update();
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PlayerFrame_UpdateStatus();
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PlayerFrame_UpdateRolesAssigned();
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PlayerSpeakerFrame:Show();
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PlayerFrame_UpdateVoiceStatus(UnitIsTalking(UnitName("player")));
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if ( IsPVPTimerRunning() ) then
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PlayerPVPTimerText:Show();
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PlayerPVPTimerText.timeLeft = GetPVPTimer();
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else
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PlayerPVPTimerText:Hide();
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PlayerPVPTimerText.timeLeft = nil;
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end
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elseif ( event == "PLAYER_ENTER_COMBAT" ) then
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self.inCombat = 1;
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PlayerFrame_UpdateStatus();
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elseif ( event == "PLAYER_LEAVE_COMBAT" ) then
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self.inCombat = nil;
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PlayerFrame_UpdateStatus();
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elseif ( event == "PLAYER_REGEN_DISABLED" ) then
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self.onHateList = 1;
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PlayerFrame_UpdateStatus();
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if ( GetCVarBool("screenEdgeFlash") ) then
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CombatFeedback_StartFullscreenStatus();
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end
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elseif ( event == "PLAYER_REGEN_ENABLED" ) then
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self.onHateList = nil;
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PlayerFrame_UpdateStatus();
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CombatFeedback_StopFullscreenStatus();
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elseif ( event == "PLAYER_UPDATE_RESTING" ) then
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PlayerFrame_UpdateStatus();
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elseif ( event == "PARTY_MEMBERS_CHANGED" or event == "PARTY_LEADER_CHANGED" or event == "RAID_ROSTER_UPDATE" ) then
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PlayerFrame_UpdateGroupIndicator();
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PlayerFrame_UpdatePartyLeader();
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PlayerFrame_UpdateReadyCheck();
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elseif ( event == "PARTY_LOOT_METHOD_CHANGED" ) then
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local lootMethod;
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local lootMaster;
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lootMethod, lootMaster = GetLootMethod();
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if ( lootMaster == 0 and ((GetNumPartyMembers() > 0) or (GetNumRaidMembers() > 0)) ) then
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PlayerMasterIcon:Show();
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else
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PlayerMasterIcon:Hide();
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end
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elseif ( event == "VOICE_START") then
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if ( arg1 == "player" ) then
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PlayerFrame_UpdateVoiceStatus(true);
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end
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elseif ( event == "VOICE_STOP" ) then
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if ( arg1 == "player" ) then
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PlayerFrame_UpdateVoiceStatus(false);
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end
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elseif ( event == "PLAYTIME_CHANGED" ) then
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PlayerFrame_UpdatePlaytime();
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elseif ( event == "READY_CHECK" or event == "READY_CHECK_CONFIRM" ) then
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PlayerFrame_UpdateReadyCheck();
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elseif ( event == "READY_CHECK_FINISHED" ) then
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ReadyCheck_Finish(PlayerFrameReadyCheck);
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elseif ( event == "UNIT_RUNIC_POWER" and arg1 == "player" ) then
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PlayerFrame_SetRunicPower(UnitPower("player"));
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elseif ( event == "UNIT_ENTERING_VEHICLE" ) then
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if ( arg1 == "player" ) then
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if ( arg2 ) then
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PlayerFrame_AnimateOut(self);
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else
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if ( PlayerFrame.state == "vehicle" ) then
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PlayerFrame_AnimateOut(self);
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end
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end
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end
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elseif ( event == "UNIT_ENTERED_VEHICLE" ) then
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if ( arg1 == "player" ) then
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self.inSeat = true;
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PlayerFrame_UpdateArt(self);
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end
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elseif ( event == "UNIT_EXITING_VEHICLE" ) then
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if ( arg1 == "player" ) then
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if ( self.state == "vehicle" ) then
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PlayerFrame_AnimateOut(self);
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end
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end
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elseif ( event == "UNIT_EXITED_VEHICLE" ) then
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if ( arg1 == "player" ) then
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self.inSeat = true;
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PlayerFrame_UpdateArt(self);
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end
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elseif ( event == "PLAYER_FLAGS_CHANGED" ) then
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if ( IsPVPTimerRunning() ) then
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PlayerPVPTimerText:Show();
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PlayerPVPTimerText.timeLeft = GetPVPTimer();
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else
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PlayerPVPTimerText:Hide();
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PlayerPVPTimerText.timeLeft = nil;
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end
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elseif ( event == "PLAYER_ROLES_ASSIGNED" ) then
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PlayerFrame_UpdateRolesAssigned();
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end
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end
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function PlayerFrame_UpdateRolesAssigned()
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local frame = PlayerFrame;
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local icon = _G[frame:GetName().."RoleIcon"];
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local isTank, isHealer, isDamage = UnitGroupRolesAssigned("player");
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if ( isTank ) then
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icon:SetTexCoord(0, 19/64, 22/64, 41/64);
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icon:Show();
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elseif ( isHealer ) then
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icon:SetTexCoord(20/64, 39/64, 1/64, 20/64);
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icon:Show();
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elseif ( isDamage ) then
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icon:SetTexCoord(20/64, 39/64, 22/64, 41/64);
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icon:Show();
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else
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icon:Hide();
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end
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end
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local function PlayerFrame_AnimPos(self, fraction)
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return "TOPLEFT", UIParent, "TOPLEFT", -19, fraction*140-4;
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end
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local PlayerFrameAnimTable = {
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totalTime = 0.3,
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updateFunc = "SetPoint",
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getPosFunc = PlayerFrame_AnimPos,
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}
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function PlayerFrame_AnimateOut(self)
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self.inSeat = false;
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self.animFinished = false;
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self.inSequence = true;
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SetUpAnimation(PlayerFrame, PlayerFrameAnimTable, PlayerFrame_AnimFinished, false)
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end
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function PlayerFrame_AnimFinished(self)
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self.animFinished = true;
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PlayerFrame_UpdateArt(self);
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end
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function PlayerFrame_UpdateArt(self)
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if ( self.animFinished and self.inSeat and self.inSequence) then
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SetUpAnimation(PlayerFrame, PlayerFrameAnimTable, PlayerFrame_SequenceFinished, true)
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if ( UnitHasVehicleUI("player") ) then
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PlayerFrame_ToVehicleArt(self, UnitVehicleSkin("player"));
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else
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PlayerFrame_ToPlayerArt(self);
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end
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end
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end
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function PlayerFrame_SequenceFinished(self)
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self.inSequence = false;
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PetFrame_Update(PetFrame);
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end
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function PlayerFrame_ToVehicleArt(self, vehicleType)
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--Swap frame
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PlayerFrame.state = "vehicle";
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UnitFrame_SetUnit(self, "vehicle", PlayerFrameHealthBar, PlayerFrameManaBar);
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UnitFrame_SetUnit(PetFrame, "player", PetFrameHealthBar, PetFrameManaBar);
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PetFrame_Update(PetFrame);
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PlayerFrame_Update();
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BuffFrame_Update();
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ComboFrame_Update();
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PlayerFrameTexture:Hide();
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if ( vehicleType == "Natural" ) then
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PlayerFrameVehicleTexture:SetTexture("Interface\\Vehicles\\UI-Vehicle-Frame-Organic");
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PlayerFrameHealthBar:SetWidth(103);
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PlayerFrameHealthBar:SetPoint("TOPLEFT",116,-41);
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PlayerFrameManaBar:SetWidth(103);
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PlayerFrameManaBar:SetPoint("TOPLEFT",116,-52);
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else
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PlayerFrameVehicleTexture:SetTexture("Interface\\Vehicles\\UI-Vehicle-Frame");
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PlayerFrameHealthBar:SetWidth(100);
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PlayerFrameHealthBar:SetPoint("TOPLEFT",119,-41);
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PlayerFrameManaBar:SetWidth(100);
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PlayerFrameManaBar:SetPoint("TOPLEFT",119,-52);
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end
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PlayerFrameVehicleTexture:Show();
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PlayerName:SetPoint("CENTER",50,23);
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PlayerLeaderIcon:SetPoint("TOPLEFT",40,-12);
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PlayerMasterIcon:SetPoint("TOPLEFT",86,0);
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PlayerFrameGroupIndicator:SetPoint("BOTTOMLEFT", PlayerFrame, "TOPLEFT", 97, -13);
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PlayerFrameBackground:SetWidth(114);
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PlayerLevelText:Hide();
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end
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function PlayerFrame_ToPlayerArt(self)
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--Unswap frame
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PlayerFrame.state = "player";
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UnitFrame_SetUnit(self, "player", PlayerFrameHealthBar, PlayerFrameManaBar);
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UnitFrame_SetUnit(PetFrame, "pet", PetFrameHealthBar, PetFrameManaBar);
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PetFrame_Update(PetFrame);
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PlayerFrame_Update();
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BuffFrame_Update();
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ComboFrame_Update();
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PlayerFrameTexture:Show();
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PlayerFrameVehicleTexture:Hide();
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PlayerName:SetPoint("CENTER",50,19);
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PlayerLeaderIcon:SetPoint("TOPLEFT",40,-12);
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PlayerMasterIcon:SetPoint("TOPLEFT",80,-10);
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PlayerFrameGroupIndicator:SetPoint("BOTTOMLEFT", PlayerFrame, "TOPLEFT", 97, -20);
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PlayerFrameHealthBar:SetWidth(119);
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PlayerFrameHealthBar:SetPoint("TOPLEFT",106,-41);
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PlayerFrameManaBar:SetWidth(119);
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PlayerFrameManaBar:SetPoint("TOPLEFT",106,-52);
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PlayerFrameBackground:SetWidth(119);
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PlayerLevelText:Show();
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end
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function PlayerFrame_UpdateVoiceStatus (status)
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if ( status ) then
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UIFrameFadeIn(PlayerSpeakerFrame, 0.2, PlayerSpeakerFrame:GetAlpha(), 1);
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VoiceChat_Animate(PlayerSpeakerFrame, 1);
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else
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UIFrameFadeOut(PlayerSpeakerFrame, 0.2, PlayerSpeakerFrame:GetAlpha(), 0);
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VoiceChat_Animate(PlayerSpeakerFrame, nil);
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end
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end
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function PlayerFrame_UpdateReadyCheck ()
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local readyCheckStatus = GetReadyCheckStatus("player");
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if ( readyCheckStatus ) then
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if ( readyCheckStatus == "ready" ) then
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ReadyCheck_Confirm(PlayerFrameReadyCheck, 1);
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elseif ( readyCheckStatus == "notready" ) then
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ReadyCheck_Confirm(PlayerFrameReadyCheck, 0);
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else -- "waiting"
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ReadyCheck_Start(PlayerFrameReadyCheck);
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end
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else
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PlayerFrameReadyCheck:Hide();
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end
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end
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function PlayerFrame_OnUpdate (self, elapsed)
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if ( PlayerStatusTexture:IsShown() ) then
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local alpha = 255;
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local counter = self.statusCounter + elapsed;
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local sign = self.statusSign;
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if ( counter > 0.5 ) then
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sign = -sign;
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self.statusSign = sign;
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end
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counter = mod(counter, 0.5);
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self.statusCounter = counter;
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if ( sign == 1 ) then
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alpha = (55 + (counter * 400)) / 255;
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else
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alpha = (255 - (counter * 400)) / 255;
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end
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PlayerStatusTexture:SetAlpha(alpha);
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PlayerStatusGlow:SetAlpha(alpha);
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end
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if ( PlayerPVPTimerText.timeLeft ) then
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PlayerPVPTimerText.timeLeft = PlayerPVPTimerText.timeLeft - elapsed*1000;
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local timeLeft = PlayerPVPTimerText.timeLeft;
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if ( timeLeft < 0 ) then
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PlayerPVPTimerText:Hide()
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end
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PlayerPVPTimerText:SetFormattedText(SecondsToTimeAbbrev(floor(timeLeft/1000)));
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else
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PlayerPVPTimerText:Hide();
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end
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CombatFeedback_OnUpdate(self, elapsed);
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end
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function PlayerFrame_OnReceiveDrag ()
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if ( CursorHasItem() ) then
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AutoEquipCursorItem();
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end
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end
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function PlayerFrame_UpdateStatus()
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if ( UnitHasVehicleUI("player") ) then
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PlayerStatusTexture:Hide()
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PlayerRestIcon:Hide()
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PlayerAttackIcon:Hide()
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PlayerRestGlow:Hide()
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PlayerAttackGlow:Hide()
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PlayerStatusGlow:Hide()
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PlayerAttackBackground:Hide()
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elseif ( IsResting() ) then
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PlayerStatusTexture:SetVertexColor(1.0, 0.88, 0.25, 1.0);
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PlayerStatusTexture:Show();
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PlayerRestIcon:Show();
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PlayerAttackIcon:Hide();
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PlayerRestGlow:Show();
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PlayerAttackGlow:Hide();
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PlayerStatusGlow:Show();
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PlayerAttackBackground:Hide();
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elseif ( PlayerFrame.inCombat ) then
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PlayerStatusTexture:SetVertexColor(1.0, 0.0, 0.0, 1.0);
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PlayerStatusTexture:Show();
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PlayerAttackIcon:Show();
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PlayerRestIcon:Hide();
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PlayerAttackGlow:Show();
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PlayerRestGlow:Hide();
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PlayerStatusGlow:Show();
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PlayerAttackBackground:Show();
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elseif ( PlayerFrame.onHateList ) then
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PlayerAttackIcon:Show();
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PlayerRestIcon:Hide();
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PlayerStatusGlow:Hide();
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PlayerAttackBackground:Hide();
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else
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PlayerStatusTexture:Hide();
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PlayerRestIcon:Hide();
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PlayerAttackIcon:Hide();
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PlayerStatusGlow:Hide();
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PlayerAttackBackground:Hide();
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end
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end
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function PlayerFrame_UpdateGroupIndicator()
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PlayerFrameGroupIndicator:Hide();
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local name, rank, subgroup;
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if ( GetNumRaidMembers() == 0 ) then
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PlayerFrameGroupIndicator:Hide();
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return;
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end
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local numRaidMembers = GetNumRaidMembers();
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for i=1, MAX_RAID_MEMBERS do
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if ( i <= numRaidMembers ) then
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name, rank, subgroup = GetRaidRosterInfo(i);
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-- Set the player's group number indicator
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if ( name == UnitName("player") ) then
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PlayerFrameGroupIndicatorText:SetText(GROUP.." "..subgroup);
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PlayerFrameGroupIndicator:SetWidth(PlayerFrameGroupIndicatorText:GetWidth()+40);
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PlayerFrameGroupIndicator:Show();
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end
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end
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|
end
|
|
end
|
|
|
|
function PlayerFrameDropDown_OnLoad (self)
|
|
UIDropDownMenu_Initialize(self, PlayerFrameDropDown_Initialize, "MENU");
|
|
end
|
|
|
|
function PlayerFrameDropDown_Initialize ()
|
|
if ( PlayerFrame.unit == "vehicle" ) then
|
|
UnitPopup_ShowMenu(PlayerFrameDropDown, "VEHICLE", "vehicle");
|
|
else
|
|
UnitPopup_ShowMenu(PlayerFrameDropDown, "SELF", "player");
|
|
end
|
|
end
|
|
|
|
function PlayerFrame_UpdatePlaytime()
|
|
if ( PartialPlayTime() ) then
|
|
PlayerPlayTimeIcon:SetTexture("Interface\\CharacterFrame\\UI-Player-PlayTimeTired");
|
|
PlayerPlayTime.tooltip = format(PLAYTIME_TIRED, REQUIRED_REST_HOURS - floor(GetBillingTimeRested()/60));
|
|
PlayerPlayTime:Show();
|
|
elseif ( NoPlayTime() ) then
|
|
PlayerPlayTimeIcon:SetTexture("Interface\\CharacterFrame\\UI-Player-PlayTimeUnhealthy");
|
|
PlayerPlayTime.tooltip = format(PLAYTIME_UNHEALTHY, REQUIRED_REST_HOURS - floor(GetBillingTimeRested()/60));
|
|
PlayerPlayTime:Show();
|
|
else
|
|
PlayerPlayTime:Hide();
|
|
end
|
|
end
|
|
|
|
function PlayerFrame_SetupDeathKnniggetLayout ()
|
|
PlayerFrame:SetHitRectInsets(0,0,0,35);
|
|
|
|
--[[ PlayerFrame:SetPoint("TOPLEFT", -11, -8);
|
|
PlayerFrame:RegisterEvent("UNIT_RUNIC_POWER");
|
|
PlayerPortrait:SetDrawLayer("BACKGROUND");
|
|
PlayerFrameTexture:ClearAllPoints();
|
|
PlayerFrameTexture:SetTexture("Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight");
|
|
PlayerFrameTexture:SetPoint("TOPLEFT", 15, 15);
|
|
PlayerFrameTexture:SetTexCoord(0, 1, 0, 1)
|
|
PlayerFrameTexture:SetHeight(128);
|
|
PlayerFrameTexture:SetWidth(256)
|
|
|
|
PlayerFrame:CreateTexture("PlayerFrameBackgroundTexture", "BACKGROUND");
|
|
PlayerFrameBackgroundTexture:SetTexture("Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-Background");
|
|
PlayerFrameBackgroundTexture:SetPoint("TOPLEFT", 15, 15);
|
|
PlayerFrameBackgroundTexture:SetWidth(256);
|
|
PlayerFrameBackgroundTexture:SetHeight(128);
|
|
PlayerFrameBackgroundTexture:SetDrawLayer("BORDER");
|
|
PlayerFrameBackground:SetDrawLayer("ARTWORK");
|
|
PlayerFrameBackground:SetHeight(4);
|
|
PlayerFrameBackground:SetWidth(4);
|
|
PlayerFrameBackground:SetPoint("TOPLEFT", 108, -24);
|
|
|
|
PlayerName:SetPoint("CENTER", 50, 18);
|
|
PlayerFrameHealthBar:SetPoint("TOPLEFT", PlayerFrame, "TOPLEFT", 113, -41);
|
|
PlayerFrameHealthBar:SetWidth(112);
|
|
PlayerFrameHealthBarText:SetPoint("CENTER", 53, 3);
|
|
|
|
-- Death Knight Specific Border Frame
|
|
PlayerFrame:CreateTexture("PlayerFrameRunicPowerOverlay", "OVERLAY");
|
|
PlayerFrameRunicPowerOverlay:SetPoint("TOPLEFT", 15, 15);
|
|
PlayerFrameRunicPowerOverlay:SetWidth(256);
|
|
PlayerFrameRunicPowerOverlay:SetHeight(128);
|
|
PlayerFrameRunicPowerOverlay:SetTexture("Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-GoldBorder");
|
|
|
|
-- Death Knight Runic Power Glow
|
|
local frame = CreateFrame("Frame");
|
|
frame:SetPoint("TOPLEFT", PlayerFrame);
|
|
frame:SetPoint("BOTTOMRIGHT", PlayerFrame);
|
|
|
|
frame:CreateTexture("PlayerFrameRunicPowerGlow", "BORDER");
|
|
PlayerFrameRunicPowerGlow:SetPoint("TOPLEFT", 15, 15);
|
|
PlayerFrameRunicPowerGlow:SetPoint("BOTTOMRIGHT", PlayerFrameBackgroundTexture);
|
|
PlayerFrameRunicPowerGlow:SetAlpha(0.050);
|
|
PlayerFrameRunicPowerGlow:SetWidth(256);
|
|
PlayerFrameRunicPowerGlow:SetHeight(128);
|
|
PlayerFrameRunicPowerGlow:Hide();
|
|
PlayerFrameRunicPowerGlow:SetTexture("Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-Sword-Glow");
|
|
|
|
--Hoorah for hacks!
|
|
PlayerFrameManaBar:UnregisterAllEvents();
|
|
PlayerFrameManaBar:Hide();
|
|
PlayerFrameManaBar:ClearAllPoints();
|
|
PlayerFrameManaBar:SetPoint("TOPLEFT", UIParent, "BOTTOMRIGHT");
|
|
PlayerFrameManaBarText:SetParent(PlayerFrameManaBar);
|
|
|
|
local runicPowerBar = PlayerFrame:CreateTexture("$parentRunicPowerBar", "ARTWORK");
|
|
-- Mmmm, runic Power Bars, my favorite kind. Tastes like Death Knnigget.
|
|
runicPowerBar:SetTexture("Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-RunicPower");
|
|
runicPowerBar:SetPoint("BOTTOMLEFT", "$parent", "BOTTOMLEFT", 70, 24);
|
|
runicPowerBar:SetWidth(64);
|
|
runicPowerBar:SetHeight(63);
|
|
|
|
PlayerFrame_SetRunicPower(UnitPower("player"));--]]
|
|
end
|
|
|
|
CustomClassLayouts = {
|
|
["DEATHKNIGHT"] = PlayerFrame_SetupDeathKnniggetLayout,
|
|
}
|
|
|
|
local layoutUpdated = false;
|
|
|
|
function PlayerFrame_UpdateLayout ()
|
|
if ( layoutUpdated ) then
|
|
return;
|
|
end
|
|
layoutUpdated = true;
|
|
|
|
local _, class = UnitClass("player");
|
|
|
|
if ( CustomClassLayouts[class] ) then
|
|
CustomClassLayouts[class]();
|
|
end
|
|
end
|
|
|
|
local RUNICPOWERBARHEIGHT = 63;
|
|
local RUNICPOWERBARWIDTH = 64;
|
|
|
|
local RUNICGLOW_FADEALPHA = .050
|
|
local RUNICGLOW_MINALPHA = .40
|
|
local RUNICGLOW_MAXALPHA = .80
|
|
local RUNICGLOW_THROBINTERVAL = .8;
|
|
|
|
RUNICGLOW_FINISHTHROBANDHIDE = false;
|
|
local RUNICGLOW_THROBSTART = 0;
|
|
|
|
function PlayerFrame_SetRunicPower (runicPower)
|
|
PlayerFrameRunicPowerBar:SetHeight(RUNICPOWERBARHEIGHT * (runicPower / 100));
|
|
PlayerFrameRunicPowerBar:SetTexCoord(0, 1, (1 - (runicPower / 100)), 1);
|
|
|
|
if ( runicPower >= 90 ) then
|
|
-- Oh, God help us for these function and variable names.
|
|
RUNICGLOW_FINISHTHROBANDHIDE = false;
|
|
if ( not PlayerFrameRunicPowerGlow:IsShown() ) then
|
|
PlayerFrameRunicPowerGlow:Show();
|
|
end
|
|
PlayerFrameRunicPowerGlow:GetParent():SetScript("OnUpdate", DeathKnniggetThrobFunction);
|
|
elseif ( PlayerFrameRunicPowerGlow:GetParent():GetScript("OnUpdate") ) then
|
|
RUNICGLOW_FINISHTHROBANDHIDE = true;
|
|
else
|
|
PlayerFrameRunicPowerGlow:Hide();
|
|
end
|
|
end
|
|
|
|
local firstFadeIn = true;
|
|
function DeathKnniggetThrobFunction (self, elapsed)
|
|
if ( RUNICGLOW_THROBSTART == 0 ) then
|
|
RUNICGLOW_THROBSTART = GetTime();
|
|
elseif ( not RUNICGLOW_FINISHTHROBANDHIDE ) then
|
|
local interval = RUNICGLOW_THROBINTERVAL - math.abs( .9 - (UnitPower("player") / 100));
|
|
local animTime = GetTime() - RUNICGLOW_THROBSTART;
|
|
if ( animTime >= interval ) then
|
|
-- Fading out
|
|
PlayerFrameRunicPowerGlow:SetAlpha(math.max(RUNICGLOW_MINALPHA, math.min(RUNICGLOW_MAXALPHA, RUNICGLOW_MAXALPHA * interval/animTime)));
|
|
if ( animTime >= interval * 2 ) then
|
|
self.timeSinceThrob = 0;
|
|
RUNICGLOW_THROBSTART = GetTime();
|
|
end
|
|
firstFadeIn = false;
|
|
else
|
|
-- Fading in
|
|
if ( firstFadeIn ) then
|
|
PlayerFrameRunicPowerGlow:SetAlpha(math.max(RUNICGLOW_FADEALPHA, math.min(RUNICGLOW_MAXALPHA, RUNICGLOW_MAXALPHA * animTime/interval)));
|
|
else
|
|
PlayerFrameRunicPowerGlow:SetAlpha(math.max(RUNICGLOW_MINALPHA, math.min(RUNICGLOW_MAXALPHA, RUNICGLOW_MAXALPHA * animTime/interval)));
|
|
end
|
|
end
|
|
elseif ( RUNICGLOW_FINISHTHROBANDHIDE ) then
|
|
local currentAlpha = PlayerFrameRunicPowerGlow:GetAlpha();
|
|
local animTime = GetTime() - RUNICGLOW_THROBSTART;
|
|
local interval = RUNICGLOW_THROBINTERVAL;
|
|
firstFadeIn = true;
|
|
|
|
if ( animTime >= interval ) then
|
|
-- Already fading out, just keep fading out.
|
|
local alpha = math.min(PlayerFrameRunicPowerGlow:GetAlpha(), RUNICGLOW_MAXALPHA * (interval/(animTime*(animTime/2))));
|
|
|
|
PlayerFrameRunicPowerGlow:SetAlpha(alpha);
|
|
if ( alpha <= RUNICGLOW_FADEALPHA ) then
|
|
self.timeSinceThrob = 0;
|
|
RUNICGLOW_THROBSTART = 0;
|
|
PlayerFrameRunicPowerGlow:Hide();
|
|
self:SetScript("OnUpdate", nil);
|
|
RUNICGLOW_FINISHTHROBANDHIDE = false;
|
|
return;
|
|
end
|
|
else
|
|
-- Was fading in, start fading out
|
|
animTime = interval;
|
|
end
|
|
end
|
|
end
|
|
|