local function updateMaxHealth(frame, unit)
frame.health.max = UnitHealthMax(unit);
end
+M.UpdateMaxHealth = updateMaxHealth;
local function updateHealth(frame, unit)
local current, max = UnitHealth(unit), frame.health.max;
frame.health:Show();
end
end
+M.UpdateHealth = updateHealth;
local function updateHealthText(frame, unit)
if UnitIsDeadOrGhost(unit) then
end
end
end
+M.UpdateHealthText = updateHealthText;
local function updateMaxPower(frame, unit)
frame.mana.max = UnitPowerMax(unit);
end
+M.UpdateMaxPower = updateMaxPower;
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
frame.mana:Show();
end
end
+M.UpdatePower = updatePower;
local function updatePowerText(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
frame.manaText:Hide();
end
end
+M.UpdatePowerText = updatePowerText;
local function updatePowerColor(frame, unit)
frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
end
+M.UpdatePowerColor = updatePowerColor;
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
frame.name:SetText(ssub(name, 1, frame.name.count));
end
+M.UpdateName = updateName;
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
frame.shieldhl:Hide();
end
end
+M.UpdateShield = updateShield;
local function updateAuras(frame, unit)
updateAuraFrames(frame, unit);
end
+M.UpdateAuras = updateAuras;
local function updateAggro(frame, unit)
local status = UnitThreatSituation(unit);
frame.base:SetVertexColor(unpack(baseColor));
end
end
+M.UpdateAggro = updateAggro;
-- only works for player frame
local function updateVehicle(frame)
registerUnitEvents(frame);
end
end
+M.UpdateVehicle = updateVehicle;
local function updateLevelText(frame, unit, levelup)
if levelup then
frame.level:SetFormattedText("%s%s", leveltext, classtext);
end
end
+M.UpdateLevelText = updateLevelText;
local function updateStatus(frame, unit)
-- coords from FrameXML/PlayerFrame.lua
frame.status:Hide();
end
end
+M.UpdateStatus = updateStatus;
local pvpIcons = {
Alliance = "Interface\\TARGETINGFRAME\\UI-PVP-Alliance",
frame.pvp:Hide();
end
end
+M.UpdatePVP = updatePVP;
local function updateLeaderIcon(frame, unit)
if UnitIsGroupLeader(frame.unit) then
frame.leader:Hide();
end
end
+M.UpdateLeaderIcon = updateLeaderIcon;
local function updateHealthColor(frame, unit)
if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then
frame.health:SetVertexColor(UnitSelectionColor(unit));
end
end
+M.UpdateHealthColor = updateHealthColor;
local function updateRaidMarker(frame, unit)
local index = GetRaidTargetIndex(unit);
frame.targeticon:Hide();
end
end
+M.UpdateRaidMarker = updateRaidMarker;
local eventFuncs = {
["UNIT_HEALTH"] = function(frame)