function addon.RegisterEvents(frame)
frame:RegisterEvent("PLAYER_ENTERING_WORLD");
frame:RegisterEvent("RAID_TARGET_UPDATE");
+ if frame.unit == "player" then frame:RegisterEvent("PLAYER_ALIVE") end
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
- if not frame.nonraid then
+ 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:RegisterEvent("READY_CHECK_FINISHED");
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 ~= "player" 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 not frame.nonraid then
+ if frame.raid then
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
end
local _, class = UnitClass(unit);
local color = RAID_CLASS_COLORS[class];
- if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
+ frame.classname = class;
+
+ if color then
+ if not frame.raid then
+ 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
addon.Events.UpdateName = updateName;
local function updateVehicle(frame)
local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
- UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ UnitTargetsVehicleInRaidUI(frame.unit) and frame.vehicle and UnitExists(frame.vehicle);
if shouldTargetVehicle then
if not frame.inVehicle then
frame.inVehicle = true;
addon.Events.UpdateVehicle = updateVehicle;
local function updateRole(frame, unit)
- local role = UnitGroupRolesAssigned(unit);
- if role == "HEALER" then
+ frame.rolename = UnitGroupRolesAssigned(unit);
+ if frame.rolename == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
- elseif role == "TANK" then
+ elseif frame.rolename == "TANK" then
frame.role:SetTexCoord(0.5, 0.75, 0, 1);
frame.role:Show();
else
end,
["UNIT_NAME_UPDATE"] = function(frame)
updateName(frame, frame.unit);
- if not frame.nonraid then
+ if frame.raid then
if frame.guid then
guids[frame.guid] = nil;
end
end
end
end,
+ ["UNIT_FACTION"] = function(frame)
+ updateName(frame, frame.unit);
+ end,
["PLAYER_ROLES_ASSIGNED"] = function(frame)
updateRole(frame, frame.unit);
end,
updateRaidMarker(frame, frame.displayed);
end,
["PLAYER_REGEN_DISABLED"] = function(frame)
- if not frame.nonraid then
+ if frame.raid then
-- clear buff status on entering combat, should also use UnitAura to re-fill
frame.tankcd = {};
frame.alert = {};
frame.stacks = {};
frame.heal = {};
frame.buff1 = {};
+ frame.buff2 = {};
+ frame.stagger = {};
addon.SetAuras(frame.unit, frame.guid);
end
end,
["UPDATE_ALL_BARS"] = function(frame)
updateVehicle(frame);
updateRaidMarker(frame, frame.displayed);
- if frame.unit ~= "player" then
+ if frame.raid or frame.unit ~= "player" then
updateName(frame, frame.unit);
end
- if not frame.nonraid then
+ if frame.raid then
updateRole(frame, frame.unit);
updateAggro(frame, frame.displayed);
updateReadyCheck(frame, frame.unit);
frame.stacks = {};
frame.heal = {};
frame.buff1 = {};
+ frame.buff2 = {};
addon.SetAuras(frame.unit, frame.guid);
+ else
+ frame.prev = {};
end
end,
};
eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
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)
return eventFuncs[event](self);