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63 lines
2.7 KiB

4 years ago
local Empty = {}
local fallbackColor
ShadowUF:RegisterModule(Empty, "emptyBar", ShadowUF.L["Empty bar"], true)
function Empty:OnEnable(frame)
frame.emptyBar = frame.emptyBar or ShadowUF.Units:CreateBar(frame)
frame.emptyBar:SetMinMaxValues(0, 1)
frame.emptyBar:SetValue(0)
fallbackColor = fallbackColor or {r = 0, g = 0, b = 0}
end
function Empty:OnDisable(frame)
frame:UnregisterAll(self)
end
function Empty:OnLayoutApplied(frame)
if( frame.visibility.emptyBar ) then
local color = frame.emptyBar.background.overrideColor or fallbackColor
frame.emptyBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
if( ShadowUF.db.profile.units[frame.unitType].emptyBar.reactionType or ShadowUF.db.profile.units[frame.unitType].emptyBar.class ) then
frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdateColor")
frame:RegisterUpdateFunc(self, "UpdateColor")
else
self:OnDisable(frame)
end
end
end
function Empty:UpdateColor(frame)
local color
local reactionType = ShadowUF.db.profile.units[frame.unitType].emptyBar.reactionType
if( ( reactionType == "npc" or reactionType == "both" ) and not UnitPlayerControlled(frame.unit) and UnitIsTapDenied(frame.unit) and UnitCanAttack("player", frame.unit) ) then
color = ShadowUF.db.profile.healthColors.tapped
elseif( not UnitPlayerOrPetInRaid(frame.unit) and not UnitPlayerOrPetInParty(frame.unit) and ( ( ( reactionType == "player" or reactionType == "both" ) and UnitIsPlayer(frame.unit) and not UnitIsFriend(frame.unit, "player") ) or ( ( reactionType == "npc" or reactionType == "both" ) and not UnitIsPlayer(frame.unit) ) ) ) then
if( not UnitIsFriend(frame.unit, "player") and UnitPlayerControlled(frame.unit) ) then
if( UnitCanAttack("player", frame.unit) ) then
color = ShadowUF.db.profile.healthColors.hostile
else
color = ShadowUF.db.profile.healthColors.enemyUnattack
end
elseif( UnitReaction(frame.unit, "player") ) then
local reaction = UnitReaction(frame.unit, "player")
if( reaction > 4 ) then
color = ShadowUF.db.profile.healthColors.friendly
elseif( reaction == 4 ) then
color = ShadowUF.db.profile.healthColors.neutral
elseif( reaction < 4 ) then
color = ShadowUF.db.profile.healthColors.hostile
end
end
elseif( ShadowUF.db.profile.units[frame.unitType].emptyBar.class and ( UnitIsPlayer(frame.unit) or UnitCreatureFamily(frame.unit) ) ) then
local class = UnitCreatureFamily(frame.unit) or frame:UnitClassToken()
color = class and ShadowUF.db.profile.classColors[class]
end
color = color or frame.emptyBar.background.overrideColor or fallbackColor
frame.emptyBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
end