frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
- frame:RegisterEvent("PARTY_MEMBER_ENABLE");
- frame:RegisterEvent("PARTY_MEMBER_DISABLE");
frame:RegisterEvent("GROUP_ROSTER_UPDATE");
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
end
frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT");
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT");
frame.mana:Hide();
+ frame:UnregisterEvent("PARTY_MEMBER_ENABLE");
+ frame:UnregisterEvent("PARTY_MEMBER_DISABLE");
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:RegisterEvent("PARTY_MEMBER_ENABLE");
+ frame:RegisterEvent("PARTY_MEMBER_DISABLE");
frame:RegisterUnitEvent("UNIT_POWER", frame.unit);
frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit);
frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit);
frame.health:SetWidth(width);
updateMaxHealth(frame, unit);
frame.health:Show();
- elseif UnitIsDeadOrGhost(unit) then
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
frame.health:Hide();
else
frame.health:SetWidth(current/max*width);
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
- if current > max or max <= 0 then
+ if current <= 0 then
+ frame.mana:Hide();
+ elseif current > max or max <= 0 then
frame.mana:SetWidth(width);
updateMaxPower(frame, unit);
+ frame.mana:Show();
else
frame.mana:SetWidth(current/max*width);
+ frame.mana:Show();
end
end
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
- local max = frame.health.max;
local space = width - frame.health:GetWidth();
shield = (shield / frame.health.max) * width;
- if space < shield then
+ if space == 0 then
+ frame.shield:Hide();
+ frame.shieldhl:Show();
+ elseif space < shield then
frame.shield:SetWidth(space);
+ frame.shield:Show();
frame.shieldhl:Show();
else
frame.shield:SetWidth(shield);
+ frame.shield:Show();
frame.shieldhl:Hide();
end
- frame.shield:Show();
else
frame.shield:Hide();
frame.shieldhl:Hide();
updateRole(frame, frame.unit);
updateVehicle(frame);
updateMaxHealth(frame, frame.displayed);
- updateMaxPower(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);
- updatePowerColor(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateName(frame, frame.displayed);
updateIncomingRes(frame, frame.unit);