function addon.RegisterEvents(frame)
frame:RegisterEvent("PLAYER_ENTERING_WORLD");
- frame:RegisterEvent("READY_CHECK");
- frame:RegisterEvent("READY_CHECK_FINISHED");
- frame:RegisterEvent("GROUP_ROSTER_UPDATE");
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 frame.unit == "target" then frame:RegisterEvent("PLAYER_TARGET_CHANGED") end
+ if not frame.nonraid then
+ frame:RegisterEvent("PLAYER_REGEN_DISABLED");
+ frame:RegisterEvent("READY_CHECK");
+ frame:RegisterEvent("READY_CHECK_FINISHED");
+ frame:RegisterEvent("GROUP_ROSTER_UPDATE");
+ end
end
function addon.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
- frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
- frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", 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);
+ if frame.unit == "focus" or frame.unit == "target" then
+ frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", frame.unit, displayed);
+ end
+ if not frame.nonraid or frame.unit ~= "player" then
+ frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
+ end
+ if not frame.nonraid then
+ frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
+ frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
+ end
end
local registerUnitEvents = addon.RegisterUnitEvents;
local function updateName(frame, unit)
local name = UnitName(unit);
- if not name then return end
+ if not name or not frame.name then return end
name = ssub(name, 1, 6);
if frame.unit == unit then
frame.name:SetText(name);
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;
end,
["UNIT_NAME_UPDATE"] = function(frame)
updateName(frame, frame.unit);
- if frame.guid then
- guids[frame.guid] = nil;
- end
- frame.guid = UnitGUID(frame.unit);
- if frame.guid then
- guids[frame.guid] = frame;
+ if not frame.nonraid then
+ if frame.guid then
+ guids[frame.guid] = nil;
+ end
+ frame.guid = UnitGUID(frame.unit);
+ if frame.guid then
+ guids[frame.guid] = frame;
+ end
end
end,
["PLAYER_ROLES_ASSIGNED"] = function(frame)
["RAID_TARGET_UPDATE"] = function(frame)
updateRaidMarker(frame, frame.displayed);
end,
+ ["PLAYER_REGEN_DISABLED"] = function(frame)
+ if not frame.nonraid 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 = {};
+ addon.SetAuras(frame.unit, frame.guid);
+ end
+ end,
["UPDATE_ALL_BARS"] = function(frame)
- updateRole(frame, frame.unit);
updateVehicle(frame);
- updateAggro(frame, frame.displayed);
- updateName(frame, frame.unit);
- updateReadyCheck(frame, frame.unit);
updateRaidMarker(frame, frame.displayed);
-
- if frame.guid then
- guids[frame.guid] = nil;
+ if not frame.nonraid or frame.unit ~= "player" then
+ updateName(frame, frame.unit);
end
- frame.guid = UnitGUID(frame.unit);
- if frame.guid then
- guids[frame.guid] = frame;
+ if not frame.nonraid then
+ updateRole(frame, frame.unit);
+ updateAggro(frame, frame.displayed);
+ updateReadyCheck(frame, frame.unit);
+ if frame.guid then
+ guids[frame.guid] = nil;
+ end
+ frame.guid = UnitGUID(frame.unit);
+ if frame.guid then
+ guids[frame.guid] = frame;
+ end
+ frame.tankcd = {};
+ frame.alert = {};
+ frame.stacks = {};
+ frame.heal = {};
+ frame.buff1 = {};
+ frame.buff2 = {};
+ addon.SetAuras(frame.unit, frame.guid);
end
- -- TODO update initial aura state
end,
};
eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
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["PLAYER_ALIVE"] = eventFuncs["UPDATE_ALL_BARS"];
function addon.UnitEvent(self, event)
return eventFuncs[event](self);