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local Health = {}
ShadowUF:RegisterModule(Health, "healthBar", ShadowUF.L["Health bar"], true)
local canCure = ShadowUF.Units.canCure
local function getGradientColor(unit)
local maxHealth = UnitHealthMax(unit)
local percent = maxHealth > 0 and UnitHealth(unit) / maxHealth or 0
if( percent >= 1 ) then return ShadowUF.db.profile.healthColors.green.r, ShadowUF.db.profile.healthColors.green.g, ShadowUF.db.profile.healthColors.green.b end
if( percent == 0 ) then return ShadowUF.db.profile.healthColors.red.r, ShadowUF.db.profile.healthColors.red.g, ShadowUF.db.profile.healthColors.red.b end
local sR, sG, sB, eR, eG, eB = 0, 0, 0, 0, 0, 0
local modifier, inverseModifier = percent * 2, 0
if( percent > 0.50 ) then
sR, sG, sB = ShadowUF.db.profile.healthColors.green.r, ShadowUF.db.profile.healthColors.green.g, ShadowUF.db.profile.healthColors.green.b
eR, eG, eB = ShadowUF.db.profile.healthColors.yellow.r, ShadowUF.db.profile.healthColors.yellow.g, ShadowUF.db.profile.healthColors.yellow.b
modifier = modifier - 1
else
sR, sG, sB = ShadowUF.db.profile.healthColors.yellow.r, ShadowUF.db.profile.healthColors.yellow.g, ShadowUF.db.profile.healthColors.yellow.b
eR, eG, eB = ShadowUF.db.profile.healthColors.red.r, ShadowUF.db.profile.healthColors.red.g, ShadowUF.db.profile.healthColors.red.b
end
inverseModifier = 1 - modifier
return eR * inverseModifier + sR * modifier, eG * inverseModifier + sG * modifier, eB * inverseModifier + sB * modifier
end
Health.getGradientColor = getGradientColor
function Health:OnEnable(frame)
if( not frame.healthBar ) then
frame.healthBar = ShadowUF.Units:CreateBar(frame)
end
frame:RegisterUnitEvent("UNIT_HEALTH", self, "Update")
frame:RegisterUnitEvent("UNIT_MAXHEALTH", self, "Update")
frame:RegisterUnitEvent("UNIT_CONNECTION", self, "Update")
frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdateColor")
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", self, "UpdateColor")
frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", self, "UpdateColor")
if( frame.unit == "pet" ) then
frame:RegisterUnitEvent("UNIT_POWER_UPDATE", self, "UpdateColor")
end
if ( ShadowUF.db.profile.units[frame.unitType].healthBar.colorDispel ) then
frame:RegisterUnitEvent("UNIT_AURA", self, "UpdateAura")
frame:RegisterUpdateFunc(self, "UpdateAura")
end
frame:RegisterUpdateFunc(self, "UpdateColor")
frame:RegisterUpdateFunc(self, "Update")
end
function Health:OnDisable(frame)
frame:UnregisterAll(self)
end
function Health:UpdateAura(frame)
local hadDebuff = frame.healthBar.hasDebuff
frame.healthBar.hasDebuff = nil
if( UnitIsFriend(frame.unit, "player") ) then
local id = 0
while( true ) do
id = id + 1
local name, _, _, auraType = UnitDebuff(frame.unit, id)
if( not name ) then break end
if( canCure[auraType] ) then
frame.healthBar.hasDebuff = auraType
break
end
end
end
if hadDebuff ~= frame.healthBar.hasDebuff then
self:UpdateColor(frame)
end
end
function Health:UpdateColor(frame)
frame.healthBar.hasReaction = nil
frame.healthBar.hasPercent = nil
frame.healthBar.wasOffline = nil
local color
local unit = frame.unit
local reactionType = ShadowUF.db.profile.units[frame.unitType].healthBar.reactionType
if( not UnitIsConnected(unit) ) then
frame.healthBar.wasOffline = true
frame:SetBarColor("healthBar", ShadowUF.db.profile.healthColors.offline.r, ShadowUF.db.profile.healthColors.offline.g, ShadowUF.db.profile.healthColors.offline.b)
return
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorDispel and frame.healthBar.hasDebuff ) then
color = DebuffTypeColor[frame.healthBar.hasDebuff]
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorAggro and UnitThreatSituation(frame.unit) == 3 ) then
frame:SetBarColor("healthBar", ShadowUF.db.profile.healthColors.aggro.r, ShadowUF.db.profile.healthColors.aggro.g, ShadowUF.db.profile.healthColors.aggro.b)
return
elseif( frame.inVehicle ) then
color = ShadowUF.db.profile.classColors.VEHICLE
elseif( not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) and UnitCanAttack("player", unit) ) then
color = ShadowUF.db.profile.healthColors.tapped
elseif( not UnitPlayerOrPetInRaid(unit) and not UnitPlayerOrPetInParty(unit) and ( ( ( reactionType == "player" or reactionType == "both" ) and UnitPlayerControlled(unit) and not UnitIsFriend(unit, "player") ) or ( ( reactionType == "npc" or reactionType == "both" ) and not UnitPlayerControlled(unit) ) ) ) then
if( not UnitIsFriend(unit, "player") and UnitPlayerControlled(unit) ) then
if( UnitCanAttack("player", unit) ) then
color = ShadowUF.db.profile.healthColors.hostile
else
color = ShadowUF.db.profile.healthColors.enemyUnattack
end
elseif( UnitReaction(unit, "player") ) then
local reaction = UnitReaction(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].healthBar.colorType == "class" and (UnitIsPlayer(unit) or unit == "pet") ) then
local class = (unit == "pet") and "PET" or frame:UnitClassToken()
color = class and ShadowUF.db.profile.classColors[class]
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "playerclass" and unit == "pet") then
local class = select(2, UnitClass("player"))
color = class and ShadowUF.db.profile.classColors[class]
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "playerclass" and (frame.unitType == "partypet" or frame.unitType == "raidpet" or frame.unitType == "arenapet") and (frame.parent or frame.unitType == "raidpet") ) then
local unit2
if frame.unitType == "raidpet" then
local id = string.match(frame.unit, "raidpet(%d+)")
if id then
unit2 = "raid" .. id
end
elseif frame.parent then
unit2 = frame.parent.unit
end
if unit2 then
local class = select(2, UnitClass(unit2))
color = class and ShadowUF.db.profile.classColors[class]
end
elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "static" ) then
color = ShadowUF.db.profile.healthColors.static
end
if( color ) then
frame:SetBarColor("healthBar", color.r, color.g, color.b)
else
frame.healthBar.hasPercent = true
frame:SetBarColor("healthBar", getGradientColor(unit))
end
end
function Health:Update(frame)
local isOffline = not UnitIsConnected(frame.unit)
frame.isDead = UnitIsDeadOrGhost(frame.unit)
frame.healthBar.currentHealth = UnitHealth(frame.unit)
frame.healthBar:SetMinMaxValues(0, UnitHealthMax(frame.unit))
frame.healthBar:SetValue(isOffline and UnitHealthMax(frame.unit) or frame.isDead and 0 or frame.healthBar.currentHealth)
-- Unit is offline, fill bar up + grey it
if( isOffline ) then
frame.healthBar.wasOffline = true
frame.unitIsOnline = nil
frame:SetBarColor("healthBar", ShadowUF.db.profile.healthColors.offline.r, ShadowUF.db.profile.healthColors.offline.g, ShadowUF.db.profile.healthColors.offline.b)
-- The unit was offline, but they no longer are so we need to do a forced color update
elseif( frame.healthBar.wasOffline ) then
frame.healthBar.wasOffline = nil
self:UpdateColor(frame)
-- Color health by percentage
elseif( frame.healthBar.hasPercent ) then
frame:SetBarColor("healthBar", getGradientColor(frame.unit))
end
end