local _, Cell = ... local L = Cell.L local F = Cell.funcs local P = Cell.pixelPerfectFuncs ------------------------------------------------- -- battle res ------------------------------------------------- local battleResFrame = CreateFrame("Frame", "CellBattleResFrame", Cell.frames.mainFrame, "BackdropTemplate") Cell.frames.battleResFrame = battleResFrame -- battleResFrame:SetPoint("BOTTOMLEFT", Cell.frames.mainFrame, "TOPLEFT", 0, 17) P:Size(battleResFrame, 75, 20) battleResFrame:Hide() Cell:StylizeFrame(battleResFrame, {0.1, 0.1, 0.1, 0.7}, {0, 0, 0, 0.5}) --------------------------------- -- Animation --------------------------------- local point, relativePoint, onShow, onHide local loaded = false battleResFrame.onMenuShow = battleResFrame:CreateAnimationGroup() battleResFrame.onMenuShow.trans = battleResFrame.onMenuShow:CreateAnimation("translation") battleResFrame.onMenuShow.trans:SetDuration(0.3) battleResFrame.onMenuShow.trans:SetSmoothing("OUT") battleResFrame.onMenuShow:SetScript("OnPlay", function() battleResFrame.onMenuHide:Stop() end) battleResFrame.onMenuShow:SetScript("OnFinished", function() battleResFrame:ClearAllPoints() battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onShow) end) function battleResFrame:OnMenuShow() if not loaded then return end if not battleResFrame:IsShown() then battleResFrame.onMenuShow:GetScript("OnFinished")() return end local currentY = select(5, battleResFrame:GetPoint(1)) if type(currentY) ~= "number" then return end currentY = math.floor(currentY+.5) if onShow ~= currentY then local offset = onShow-currentY battleResFrame.onMenuShow.trans:SetOffset(0, offset) battleResFrame.onMenuShow:Play() end end battleResFrame.onMenuHide = battleResFrame:CreateAnimationGroup() battleResFrame.onMenuHide.trans = battleResFrame.onMenuHide:CreateAnimation("translation") battleResFrame.onMenuHide.trans:SetDuration(0.3) battleResFrame.onMenuHide.trans:SetSmoothing("OUT") battleResFrame.onMenuHide:SetScript("OnPlay", function() battleResFrame.onMenuShow:Stop() end) battleResFrame.onMenuHide:SetScript("OnFinished", function() battleResFrame:ClearAllPoints() battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onHide) end) function battleResFrame:OnMenuHide() if not loaded then return end if not battleResFrame:IsShown() then battleResFrame.onMenuHide:GetScript("OnFinished")() return end local currentY = select(5, battleResFrame:GetPoint(1)) if type(currentY) ~= "number" then return end currentY = math.floor(currentY+.5) if onHide ~= currentY then local offset = onHide-currentY battleResFrame.onMenuHide.trans:SetOffset(0, offset) battleResFrame.onMenuHide:Play() end end --------------------------------- -- Bar --------------------------------- local bar = Cell:CreateStatusBar("CellBattleResBar", battleResFrame, 10, 4, 100, false, nil, false, "Interface\\AddOns\\Cell\\Media\\statusbar", Cell:GetAccentColorTable()) bar:SetPoint("BOTTOMLEFT") bar:SetPoint("BOTTOMRIGHT") -- P:Point(bar, "BOTTOMLEFT", battleResFrame, "BOTTOMLEFT", 1, 1) -- P:Point(bar, "BOTTOMRIGHT", battleResFrame, "BOTTOMRIGHT", -1, 1) -- bar:SetMinMaxValues(0, 100) -- bar:SetValue(50) --------------------------------- -- String --------------------------------- local title = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET") local stack = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET") local rTime = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET") local dummy = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET") -- used for updating width of battleResFrame dummy:Hide() title:SetFont(title:GetFont(), 13, "") stack:SetFont(stack:GetFont(), 13, "") rTime:SetFont(rTime:GetFont(), 13, "") dummy:SetFont(dummy:GetFont(), 13, "") title:SetJustifyH("LEFT") stack:SetJustifyH("LEFT") rTime:SetJustifyH("RIGHT") P:Point(title, "BOTTOMLEFT", bar, "TOPLEFT", 0, 2) stack:SetPoint("LEFT", title, "RIGHT") rTime:SetPoint("LEFT", stack, "RIGHT") dummy:SetPoint("BOTTOMLEFT", bar, "TOPLEFT", 0, 22) title:SetTextColor(0.66, 0.66, 0.66) rTime:SetTextColor(0.66, 0.66, 0.66) title:SetText(L["BR"]..": ") stack:SetText("") rTime:SetText("") dummy:SetText(L["BR"]..": |cffff00000|r 00:00 ") battleResFrame:SetScript("OnShow", function() P:Width(battleResFrame, math.floor(dummy:GetWidth()+.5)) end) battleResFrame:SetScript("OnHide", function() stack:SetText("") rTime:SetText("") end) --------------------------------- -- Update --------------------------------- local GetSpellCharges = C_Spell.GetSpellCharges or GetSpellCharges local GetBRInfo if C_Spell.GetSpellCharges then GetBRInfo = function() local info = GetSpellCharges(20484) if info then return info.currentCharges, info.cooldownStartTime, info.cooldownDuration end end else GetBRInfo = function() local charges, _, started, duration = GetSpellCharges(20484) return charges, started, duration end end local total = 0 -- local isMovable = false battleResFrame:SetScript("OnUpdate", function(self, elapsed) -- if isMovable then return end --设置位置 total = total + elapsed if total >= 0.25 then total = 0 -- Upon engaging a boss, all combat resurrection spells will have their cooldowns reset and begin with 1 charge. -- Charges will accumulate at a rate of 1 per (90/RaidSize) minutes. local charges, started, duration = GetBRInfo() if not charges then -- hide out of encounter battleResFrame:Hide() battleResFrame:RegisterEvent("SPELL_UPDATE_CHARGES") return end local color = (charges > 0) and "|cffffffff" or "|cffff0000" local remaining = duration - (GetTime() - started) local m = floor(remaining / 60) local s = mod(remaining, 60) stack:SetText(("%s%d|r "):format(color, charges)) rTime:SetText(("%d:%02d"):format(m, s)) bar:SetMinMaxValues(0, duration) bar:SetValue(duration - remaining) end end) function battleResFrame:SPELL_UPDATE_CHARGES() local charges = GetBRInfo() if charges then battleResFrame:UnregisterEvent("SPELL_UPDATE_CHARGES") -- isMovable = false battleResFrame:Show() end end function battleResFrame:PLAYER_ENTERING_WORLD() battleResFrame:UnregisterEvent("SPELL_UPDATE_CHARGES") battleResFrame:Hide() local _, instanceType, difficulty = GetInstanceInfo() if instanceType == "raid" then -- raid if IsEncounterInProgress() then --如果 上线时/重载界面后 已在boss战中 battleResFrame:Show() else battleResFrame:RegisterEvent("SPELL_UPDATE_CHARGES") end elseif difficulty == 8 then -- challenge mode battleResFrame:Show() end end function battleResFrame:CHALLENGE_MODE_START() battleResFrame:Show() end battleResFrame:SetScript("OnEvent", function(self, event, ...) battleResFrame[event](self, ...) end) local function UpdateTools(which) if not which or which == "battleRes" then if CellDB["tools"]["showBattleRes"] then battleResFrame:RegisterEvent("PLAYER_ENTERING_WORLD") battleResFrame:RegisterEvent("CHALLENGE_MODE_START") battleResFrame:RegisterEvent("SPELL_UPDATE_CHARGES") else battleResFrame:UnregisterEvent("PLAYER_ENTERING_WORLD") battleResFrame:UnregisterEvent("CHALLENGE_MODE_START") battleResFrame:UnregisterEvent("SPELL_UPDATE_CHARGES") end end end Cell:RegisterCallback("UpdateTools", "BattleRes_UpdateTools", UpdateTools) local function UpdatePosition() local anchor = Cell.vars.currentLayoutTable["main"]["anchor"] battleResFrame:ClearAllPoints() if anchor == "BOTTOMLEFT" then point, relativePoint = "TOPLEFT", "BOTTOMLEFT" onShow, onHide = -4, 10 elseif anchor == "BOTTOMRIGHT" then point, relativePoint = "TOPRIGHT", "BOTTOMRIGHT" onShow, onHide = -4, 10 elseif anchor == "TOPLEFT" then point, relativePoint = "BOTTOMLEFT", "TOPLEFT" onShow, onHide = 4, -10 elseif anchor == "TOPRIGHT" then point, relativePoint = "BOTTOMRIGHT", "TOPRIGHT" onShow, onHide = 4, -10 end if CellDB["general"]["menuPosition"] == "top_bottom" then if CellDB["general"]["fadeOut"] then battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onHide) else battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onShow) end else battleResFrame:SetPoint(point, CellMainFrame, relativePoint, 0, onShow) end end local function UpdateMenu(which) if which == "position" then UpdatePosition() end end Cell:RegisterCallback("UpdateMenu", "BattleRes_UpdateMenu", UpdateMenu) local function UpdateLayout(layout, which) if not loaded or which == "anchor" then UpdatePosition() loaded = true end end Cell:RegisterCallback("UpdateLayout", "BattleRes_UpdateLayout", UpdateLayout) local function UpdatePixelPerfect() P:Resize(battleResFrame) -- P:Repoint(battleResFrame) Cell:StylizeFrame(battleResFrame, {0.1, 0.1, 0.1, 0.7}, {0, 0, 0, 0.5}) bar:UpdatePixelPerfect() P:Repoint(title) end Cell:RegisterCallback("UpdatePixelPerfect", "BattleRes_UpdatePixelPerfect", UpdatePixelPerfect)