if frame.unit == "player" then frame:RegisterEvent("PLAYER_ALIVE") end
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
if frame.unit == "target" then frame:RegisterEvent("PLAYER_TARGET_CHANGED") end
+ if frame.boss then frame:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT") end
if frame.raid then
frame:RegisterEvent("PLAYER_REGEN_DISABLED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
- if frame.unit == "focus" or frame.unit == "target" then
+ if frame.unit == "focus" or frame.unit == "target" or frame.boss then
frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", frame.unit, displayed);
end
if frame.raid or frame.unit ~= "player" then
frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_FACTION", frame.unit, displayed);
end
if frame.raid then
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
local color = RAID_CLASS_COLORS[class];
if color then
if not frame.raid then
- if UnitIsEnemy("player", unit) then
- frame.health:SetVertexColor(1, 0, 0);
- else
+ if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then
+ frame.health:SetVertexColor(0.5, 0.5, 0.5);
+ elseif UnitIsPlayer(unit) then
frame.health:SetVertexColor(color.r, color.g, color.b);
+ elseif UnitPlayerControlled(unit) then
+ frame.health:SetVertexColor(0, 1, 0);
+ else
+ frame.health:SetVertexColor(UnitSelectionColor(unit));
end
else
frame.name:SetVertexColor(color.r, color.g, color.b);
end
end
end,
+ ["UNIT_FACTION"] = function(frame)
+ updateName(frame, frame.unit);
+ end,
["PLAYER_ROLES_ASSIGNED"] = function(frame)
updateRole(frame, frame.unit);
end,
eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["PLAYER_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["UNIT_TARGETABLE_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["INSTANCE_ENCOUNTER_ENGAGE_UNIT"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["PLAYER_ALIVE"] = eventFuncs["UPDATE_ALL_BARS"];
function addon.UnitEvent(self, event)