frame.health:SetWidth(width);
updateMaxHealth(frame, unit);
frame.health:Show();
- elseif UnitIsDeadOrGhost(unit) then
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
frame.health:Hide();
else
frame.health:SetWidth(current/max*width);
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
- if current > max or max <= 0 then
+ if current <= 0 then
+ frame.mana:Hide();
+ elseif current > max or max <= 0 then
frame.mana:SetWidth(width);
updateMaxPower(frame, unit);
+ frame.mana:Show();
else
frame.mana:SetWidth(current/max*width);
+ frame.mana:Show();
end
end
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
- local max = frame.health.max;
local space = width - frame.health:GetWidth();
shield = (shield / frame.health.max) * width;
- if space < shield then
+ if space == 0 then
+ frame.shield:Hide();
+ frame.shieldhl:Show();
+ elseif space < shield then
frame.shield:SetWidth(space);
+ frame.shield:Show();
frame.shieldhl:Show();
else
frame.shield:SetWidth(shield);
+ frame.shield:Show();
frame.shieldhl:Hide();
end
- frame.shield:Show();
else
frame.shield:Hide();
frame.shieldhl:Hide();