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core.lua
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executable file
·230 lines (192 loc) · 8.45 KB
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local Focus = _G['FocusData']
local TEXTURE = [[Interface\AddOns\modui\statusbar\texture\sb.tga]]
local NAME_TEXTURE = [[Interface\AddOns\modui\statusbar\texture\name2.tga]]
local BACKDROP = {bgFile = [[Interface\Tooltips\UI-Tooltip-Background]]}
local unit, class
table.insert(MODUI_COLOURELEMENTS_FOR_UI, FocusFrameTexture)
FocusFrameNameBackground:SetTexture(NAME_TEXTURE)
FocusFrameNameBackground:SetDrawLayer'BORDER'
FocusFrameHealthBar:SetBackdrop(BACKDROP)
FocusFrameHealthBar:SetBackdropColor(0, 0, 0, .6)
FocusFrameHealthBar:SetStatusBarTexture(TEXTURE)
FocusFrameManaBar:SetBackdrop(BACKDROP)
FocusFrameManaBar:SetBackdropColor(0, 0, 0, .6)
FocusFrameManaBar:SetStatusBarTexture(TEXTURE)
FocusDeadText:SetFont(STANDARD_TEXT_FONT, 12, 'OUTLINE')
FocusDeadText:SetShadowOffset(0, 0)
FocusDeadText:SetTextColor(1, 0, 0)
FocusLevelText:SetJustifyH'LEFT'
FocusLevelText:SetPoint('LEFT', FocusFrameTextureFrame, 'CENTER', 56, -16)
FocusPVPIcon:SetWidth(48) FocusPVPIcon:SetHeight(48)
FocusPVPIcon:ClearAllPoints()
FocusPVPIcon:SetPoint('CENTER', FocusFrame, 'RIGHT', -42, 16)
FocusPVPIcon:SetDrawLayer('OVERLAY', 7)
FocusFrame.Elite = FocusFrameTextureFrame:CreateTexture(nil, 'BORDER')
FocusFrame.Elite:SetTexture[[Interface\AddOns\modui\unitframe\UI-TargetingFrame-Elite]]
FocusFrame.Elite:SetWidth(128)
FocusFrame.Elite:SetHeight(128)
FocusFrame.Elite:SetPoint('TOPRIGHT', FocusFrame)
FocusFrame.Elite:Hide()
FocusFrame.Rare = FocusFrameTextureFrame:CreateTexture(nil, 'BORDER')
FocusFrame.Rare:SetTexture[[Interface\AddOns\modui\unitframe\UI-TargetingFrame-Rare-Elite]]
FocusFrame.Rare:SetWidth(128)
FocusFrame.Rare:SetHeight(128)
FocusFrame.Rare:SetPoint('TOPRIGHT', FocusFrame)
FocusFrame.Rare:Hide()
FocusFrame.cast:SetStatusBarTexture(TEXTURE)
FocusFrame.cast:SetStatusBarColor(1, .4, 0)
FocusFrame.cast:SetWidth(142) FocusFrame.cast:SetHeight(8)
FocusFrame.cast:SetBackdrop({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]],
insets = {left = -1, right = -1, top = -1, bottom = -1}})
FocusFrame.cast:SetBackdropColor(0, 0, 0)
FocusFrame.cast.spark:Hide()
FocusFrame.cast.border:Hide()
FocusFrame.cast.text:SetFont(STANDARD_TEXT_FONT, 12)
FocusFrame.cast.text:SetShadowOffset(1, -1)
FocusFrame.cast.text:SetPoint('TOPLEFT', FocusFrame.cast, 'BOTTOMLEFT', 2, -5)
FocusFrame.cast.timer:SetFont(STANDARD_TEXT_FONT, 9)
FocusFrame.cast.timer:SetShadowOffset(1, -1)
FocusFrame.cast.timer:SetPoint('RIGHT', FocusFrame.cast, -1, 1)
FocusFrame.cast.timer:SetText'0s'
FocusFrame.cast.icon:SetWidth(18) FocusFrame.cast.icon:SetHeight(18)
FocusFrame.cast.icon:SetPoint('RIGHT', FocusFrame.cast, 'LEFT', -8, 0)
FocusFrame.cast.icon:SetTexCoord(.1, .9, .1, .9)
local ic = CreateFrame('Frame', nil, FocusFrame.cast)
ic:SetAllPoints(FocusFrame.cast.icon)
modSkin(FocusFrame.cast, 12)
modSkinPadding(FocusFrame.cast, 2, 2, 2, 2, 2, 3, 2, 3)
modSkinColor(FocusFrame.cast, .2, .2, .2)
modSkin(ic, 13.5)
modSkinPadding(ic, 3)
modSkinColor(ic, .2, .2, .2)
for i = 1, 5 do
local bu = _G['FocusFrameBuff'..i]
modSkin(bu, 16)
modSkinPadding(bu, 3)
modSkinColor(bu, .2, .2, .2)
end
for i = 1, 16 do
local bu = _G['FocusFrameDebuff'..i]
modSkin(bu, 16)
modSkinPadding(bu, 3)
modSkinColor(bu, 1, 0, 0)
end
local gradient = function(v, f, min, max)
if v < min or v > max then return end
if (max - min) > 0 then
v = (v - min)/(max - min)
else
v = 0
end
if v > .5 then
r = (1 - v)*2
g = 1
else
r = 1
g = v*2
end
b = 0
if f:GetObjectType() == 'StatusBar' then
f:SetStatusBarColor(r, g, b)
elseif
f:GetObjectType() == 'FontString' then
if _G['modui_vars'].db and _G['modui_vars'].db['modWhiteStatusText'] == 0 then
f:SetTextColor(r*1.5, g*1.5, b*1.5)
else
f:SetTextColor(1, 1, 1)
end
else
f:SetVertexColor(r, g, b)
end
end
local CheckFaction = function()
if Focus:GetData'unitIsPlayer' then
unit = Focus:GetData'unit'
_, class = UnitClass(unit)
local colour = RAID_CLASS_COLORS[class]
FocusFrameNameBackground:SetVertexColor(colour.r, colour.g, colour.b, 1)
end
end
local CheckClassification = function()
local c = Focus:GetData'unitClassification'
FocusFrameTexture:SetTexture[[Interface\TargetingFrame\UI-TargetingFrame]]
for _, v in pairs({FocusFrame.Elite, FocusFrame.Rare}) do
v:Hide()
end
if c == 'worldboss' or c == 'rareelite' or c == 'elite' then
FocusFrame.Elite:Show()
elseif c == 'rare' then
FocusFrame.Rare:Show()
end
end
local HealthUpdate = function()
local hp, hmax = Focus.GetHealth()
if GetCVar'modStatus' == '0' and GetCVar'modBoth' == '0' then
for _, v in pairs({FocusDeadText, FocusFrameHealthBarText, FocusFrameManaBarText}) do
v:SetPoint('CENTER', FocusFrame, v == FocusFrameManaBarText and -26 or -75, -3)
end
end
gradient(hp, FocusFrameHealthBarText, 0, hmax)
gradient(hp, FocusFrameHealthBar, 0, hmax)
if _G['modui_vars'].db['modWhiteStatusText'] == 0 then
local pt = Focus:GetData'powerType'
if class == 'ROGUE' or (class == 'DRUID' and pt == 3) then
FocusFrameManaBarText:SetTextColor(250/255, 240/255, 200/255)
elseif (unit and UnitIsPlayer(unit) and class == 'WARRIOR') or (class == 'DRUID' and pt == 1) then
FocusFrameManaBarText:SetTextColor(250/255, 108/255, 108/255)
else
FocusFrameManaBarText:SetTextColor(.6, .65, 1)
end
else
FocusFrameManaBarText:SetTextColor(1, 1, 1)
end
end
local AuraUpdate = function()
local cv = _G['modui_vars'].db['modAuraOrientation']
local buffData = Focus.GetBuffs()
local debuffs = buffData.debuffs
local debuff, dtype
local numDebuff = 0
for i = 1, 16 do
if unit then
debuff, _, dtype = UnitDebuff(unit, i)
else
debuff = debuffs[i]
dtype = debuff and debuff.debuffType or nil
end
if debuff then
local colour = DebuffTypeColor[dtype] or DebuffTypeColor['none']
modSkinColor(_G['FocusFrameDebuff'..i], colour.r*.7, colour.g*.7, colour.b*.7)
_G['FocusFrameDebuff'..i..'Border']:Hide()
numDebuff = numDebuff + 1
end
end
if Focus:GetData'unitIsFriend' then
if cv == 0 then
FocusFrameBuff1:SetPoint('TOPLEFT', FocusFrame, 'BOTTOMLEFT', 7, 32)
FocusFrameDebuff1:SetPoint('TOPLEFT', _G['FocusFrameBuff1'], 'BOTTOMLEFT', 0, -4)
else
FocusFrameBuff1:SetPoint('BOTTOMLEFT', FocusFrame, 'TOPLEFT', 7, -20)
FocusFrameDebuff1:SetPoint('BOTTOMLEFT', _G['FocusFrameBuff1'], 'TOPLEFT', 0, 5)
end
else
if cv == 0 then
FocusFrameDebuff1:SetPoint('TOPLEFT', FocusFrame, 'BOTTOMLEFT', 7, 32)
FocusFrameBuff1:SetPoint('TOPLEFT', _G['FocusFrameDebuff1'], 'BOTTOMLEFT', 0, -4)
else
FocusFrameDebuff1:SetPoint('BOTTOMLEFT', FocusFrame, 'TOPLEFT', 7, -20)
if numDebuff < 5 then
FocusFrameBuff1:SetPoint('BOTTOMLEFT', _G['FocusFrameDebuff1'], 'TOPLEFT', 2, 5)
elseif numDebuff > 4 and numDebuff < 10 then
FocusFrameBuff1:SetPoint('BOTTOMLEFT', _G['FocusFrameDebuff6'], 'TOPLEFT', 2, 5)
elseif numDebuff > 10 then
FocusFrameBuff1:SetPoint('BOTTOMLEFT', _G['FocusFrameDebuff11'], 'TOPLEFT', 2, 5)
end
end
end
end
Focus:OnEvent('UNIT_FACTION', CheckFaction)
Focus:OnEvent('UNIT_CLASSIFICATION_CHANGED', CheckClassification)
Focus:OnEvent('UNIT_HEALTH_OR_POWER', HealthUpdate)
Focus:OnEvent('UNIT_AURA', AuraUpdate)
--