local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT");
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT");
frame.mana:Hide();
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT");
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT");
frame.mana:Hide();
frame:UnregisterEvent("UNIT_POWER");
frame:UnregisterEvent("UNIT_MAXPOWER");
frame:UnregisterEvent("UNIT_DISPLAYPOWER");
frame:UnregisterEvent("UNIT_POWER");
frame:UnregisterEvent("UNIT_MAXPOWER");
frame:UnregisterEvent("UNIT_DISPLAYPOWER");
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2);
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
frame.mana:Show();
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2);
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
frame.mana:Show();
frame:RegisterUnitEvent("UNIT_POWER", frame.unit);
frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit);
frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit);
frame:RegisterUnitEvent("UNIT_POWER", frame.unit);
frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit);
frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit);
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
frame.health:SetWidth(width);
updateMaxHealth(frame, unit);
frame.health:Show();
frame.health:SetWidth(width);
updateMaxHealth(frame, unit);
frame.health:Show();
local function updateMaxPower(frame, unit)
frame.mana.max = UnitPowerMax(unit);
end
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
local function updateMaxPower(frame, unit)
frame.mana.max = UnitPowerMax(unit);
end
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
frame.mana:SetWidth(width);
updateMaxPower(frame, unit);
frame.mana:SetWidth(width);
updateMaxPower(frame, unit);
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
if role == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
if role == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
elseif role == "TANK" then
frame.role:SetTexCoord(0.5, 0.75, 0, 1);
frame.role:Show();
if frame.role.healer then
elseif role == "TANK" then
frame.role:SetTexCoord(0.5, 0.75, 0, 1);
frame.role:Show();
if frame.role.healer then
- --print(unit, "marker");
+ local index = GetRaidTargetIndex(unit);
+ if index then
+ SetRaidTargetIconTexture(frame.targeticon, index);
+ frame.targeticon:Show();
+ else
+ frame.targeticon:Hide();
+ end
updateShield(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
-- no heal prediction update, that doesn't overflow too much
updateShield(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
-- no heal prediction update, that doesn't overflow too much
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
updatePower(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
updatePower(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
end,
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
end,
end,
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
end,
["PARTY_MEMBER_ENABLE"] = function(frame)
-- new power info possibly (FrameXML/CompactUnitFrame.lua)
updateMaxPower(frame, frame.displayed);
["PARTY_MEMBER_ENABLE"] = function(frame)
-- new power info possibly (FrameXML/CompactUnitFrame.lua)
updateMaxPower(frame, frame.displayed);
updateReadyCheck(frame, frame.unit);
end,
["RAID_TARGET_UPDATE"] = function(frame)
updateReadyCheck(frame, frame.unit);
end,
["RAID_TARGET_UPDATE"] = function(frame)
end,
["UPDATE_ALL_BARS"] = function(frame)
updateRole(frame, frame.unit);
updateVehicle(frame);
updateMaxHealth(frame, frame.displayed);
end,
["UPDATE_ALL_BARS"] = function(frame)
updateRole(frame, frame.unit);
updateVehicle(frame);
updateMaxHealth(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateText(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateText(frame, frame.displayed);
- updatePower(frame, frame.displayed);
+ if frame.role.healer then
+ updateMaxPower(frame, frame.displayed);
+ updatePower(frame, frame.displayed);
+ updatePowerColor(frame, frame.displayed);
+ end
updateAuras(frame, frame.displayed);
updateShield(frame, frame.displayed);
updateHealPred(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
updateAuras(frame, frame.displayed);
updateShield(frame, frame.displayed);
updateHealPred(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
- updateName(frame, frame.displayed);
- updateIncomingRes(frame, frame.unit);
+ updateName(frame, frame.unit);