local CreateFrame = CreateFrame;
local UnitAura = UnitAura;
local GameTooltip = GameTooltip;
+local GetTime = GetTime;
+local CTimerAfter = C_Timer.After;
local auraFilters = {"HELPFUL", "HARMFUL"};
+local updateAuras;
local M = {};
OmaUFAuras = M;
i = i + 1;
end
end
+
+ parent.throttle = function()
+ parent.throttled = nil;
+ if UnitExists(unit) then
+ return updateAuras(parent, unit);
+ end
+ end;
end
function M.UpdateAuras(frame, unit)
+ local current = GetTime();
+ if frame.throttled then
+ return;
+ elseif frame.prevUpdate and current - frame.prevUpdate < 0.2 then
+ frame.throttled = true;
+ return CTimerAfter(0.1, frame.throttle); -- faster timer here to reduce the delay, gets called twice
+ end
+
+ frame.prevUpdate = current;
local auras = frame.auras;
local icon, count, duration, expires, caster, id;
local pos = 1;
while true do
_, _, icon, count, _, duration, expires, caster, _, _, id = UnitAura(unit, i, filter);
if not id or not auras[pos] then break end
- -- aura filter self-applied, player-applied, list of important auras TODO
local aura = auras[pos];
aura.icon:SetTexture(icon);
aura.index = i;
pos = pos + 1;
end
end
+updateAuras = M.UpdateAuras;