local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
frame:RegisterEvent("GROUP_ROSTER_UPDATE");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
frame:RegisterEvent("GROUP_ROSTER_UPDATE");
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", 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);
frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", 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);
local function updateMaxPower(frame, unit)
frame.mana.max = UnitPowerMax(unit);
end
local function updateMaxPower(frame, unit)
frame.mana.max = UnitPowerMax(unit);
end
if role == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
if role == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
elseif role == "TANK" then
frame.role:SetTexCoord(0.5, 0.75, 0, 1);
frame.role:Show();
if frame.role.healer then
elseif role == "TANK" then
frame.role:SetTexCoord(0.5, 0.75, 0, 1);
frame.role:Show();
if frame.role.healer then
- --print(unit, "marker");
+ local index = GetRaidTargetIndex(unit);
+ if index then
+ SetRaidTargetIconTexture(frame.targeticon, index);
+ frame.targeticon:Show();
+ else
+ frame.targeticon:Hide();
+ end
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
end,
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
end,
["PARTY_MEMBER_ENABLE"] = function(frame)
-- new power info possibly (FrameXML/CompactUnitFrame.lua)
updateMaxPower(frame, frame.displayed);
["PARTY_MEMBER_ENABLE"] = function(frame)
-- new power info possibly (FrameXML/CompactUnitFrame.lua)
updateMaxPower(frame, frame.displayed);
updateReadyCheck(frame, frame.unit);
end,
["RAID_TARGET_UPDATE"] = function(frame)
updateReadyCheck(frame, frame.unit);
end,
["RAID_TARGET_UPDATE"] = function(frame)
end,
["UPDATE_ALL_BARS"] = function(frame)
updateRole(frame, frame.unit);
end,
["UPDATE_ALL_BARS"] = function(frame)
updateRole(frame, frame.unit);
updateHealAbsorb(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateName(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateName(frame, frame.displayed);