From 7bcbf28c2a5441a9733894328bab8a7bbb72782e Mon Sep 17 00:00:00 2001 From: Xruptor Date: Sun, 31 Jul 2016 00:15:54 -0400 Subject: [PATCH] Alrighty... so far this is the best setup. Need to condense a few of those loops and functions. But I like how this one is better. --- XanDebuffTimers.lua | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/XanDebuffTimers.lua b/XanDebuffTimers.lua index d99b51d..4c6e14c 100644 --- a/XanDebuffTimers.lua +++ b/XanDebuffTimers.lua @@ -6,6 +6,7 @@ local ICON_SIZE = 20 local BAR_ADJUST = 25 local BAR_TEXT = "llllllllllllllllllllllllllllllllllllllll" local band = bit.band +local locked = false local targetGUID = 0 local focusGUID = 0 @@ -458,6 +459,9 @@ end function f:ArrangeDebuffs(id) + if locked then return end + locked = true + local adj = 0 local sdTimer local tmpList = {} @@ -467,13 +471,13 @@ function f:ArrangeDebuffs(id) elseif id == "focus" then sdTimer = timersFocus else + locked = false return end for i=1, MAX_TIMERS do if sdTimer.data[i].active then table.insert(tmpList, deepcopy(sdTimer.data[i])) - --Debug(i) end end @@ -504,6 +508,8 @@ function f:ArrangeDebuffs(id) if tmpList[i] then sdTimer.data[i] = tmpList[i] + --display the information + --------------------------------------- sdTimer[i].Bar:SetText( string.sub(BAR_TEXT, 1, sdTimer.data[i].totalBarLength) ) sdTimer[i].Bar:SetTextColor(f:getBarColor(sdTimer.data[i].durationTime, sdTimer.data[i].beforeEnd)) sdTimer[i].icon:SetTexture(sdTimer.data[i].iconTex) @@ -513,7 +519,8 @@ function f:ArrangeDebuffs(id) sdTimer[i].stacktext:SetText(nil) end sdTimer[i].timetext:SetText(f:GetTimeText(ceil(sdTimer.data[i].beforeEnd))) - + --------------------------------------- + sdTimer[i]:Show() else sdTimer.data[i].active = false @@ -521,6 +528,7 @@ function f:ArrangeDebuffs(id) end end + locked = false end ---------------------- -- 1.7.9.5