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47 lines
1.6 KiB
47 lines
1.6 KiB
local SLE, T, E, L, V, P, G = unpack(select(2, ...))
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local SUF = SLE.UnitFrames
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local UF = E.UnitFrames
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-- GLOBALS: unpack, select, random, UnitGroupRolesAssigned, UnitIsConnected, pairs
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function SUF:UpdateRoleIcon()
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local lfdrole = self.GroupRoleIndicator
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if not self.db then return end
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local db = self.db.roleIcon
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if (not db) or (db and not db.enable) then
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lfdrole:Hide()
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return
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end
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local role = UnitGroupRolesAssigned(self.unit)
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if self.isForced and role == 'NONE' then
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local rnd = random(1, 3)
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role = rnd == 1 and 'TANK' or (rnd == 2 and 'HEALER' or (rnd == 3 and 'DAMAGER'))
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end
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if (self.isForced or UnitIsConnected(self.unit)) and ((role == 'DAMAGER' and db.damager) or (role == 'HEALER' and db.healer) or (role == 'TANK' and db.tank)) then
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lfdrole:SetTexture(SLE.rolePaths[E.db.sle.unitframes.roleicons][role])
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lfdrole:Show()
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else
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lfdrole:Hide()
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end
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end
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function SUF:SetRoleIcons()
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for _, header in pairs(UF.headers) do
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-- local name = header.groupName
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-- local db = UF.db['units'][name]
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for i = 1, header:GetNumChildren() do
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local group = select(i, header:GetChildren())
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for j = 1, group:GetNumChildren() do
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local unitbutton = select(j, group:GetChildren())
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if unitbutton.GroupRoleIndicator and unitbutton.GroupRoleIndicator.Override and not unitbutton.GroupRoleIndicator.sleRoleSetup then
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unitbutton.GroupRoleIndicator.Override = SUF.UpdateRoleIcon
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unitbutton:UnregisterEvent('UNIT_CONNECTION')
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unitbutton:RegisterEvent('UNIT_CONNECTION', SUF.UpdateRoleIcon)
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unitbutton.GroupRoleIndicator.sleRoleSetup = true
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end
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end
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end
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end
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UF:UpdateAllHeaders()
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end
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