--[[ ############################################################################## _____/\\\\\\\\\\\____/\\\________/\\\__/\\\________/\\\__/\\\\\\\\\\\_ # ___/\\\/////////\\\_\/\\\_______\/\\\_\/\\\_______\/\\\_\/////\\\///__ # __\//\\\______\///__\//\\\______/\\\__\/\\\_______\/\\\_____\/\\\_____ # ___\////\\\__________\//\\\____/\\\___\/\\\_______\/\\\_____\/\\\_____ # ______\////\\\________\//\\\__/\\\____\/\\\_______\/\\\_____\/\\\_____ # _________\////\\\______\//\\\/\\\_____\/\\\_______\/\\\_____\/\\\_____ # __/\\\______\//\\\______\//\\\\\______\//\\\______/\\\______\/\\\_____ # _\///\\\\\\\\\\\/________\//\\\________\///\\\\\\\\\/____/\\\\\\\\\\\_# ___\///////////___________\///___________\/////////_____\///////////_# ############################################################################## S U P E R - V I L L A I N - U I By: Munglunch # ############################################################################## ########################################################## LOCALIZED LUA FUNCTIONS ########################################################## ]]-- --[[ GLOBALS ]]-- local _G = _G; local unpack = _G.unpack; local select = _G.select; local pairs = _G.pairs; local ipairs = _G.ipairs; local type = _G.type; local error = _G.error; local pcall = _G.pcall; local tostring = _G.tostring; local tonumber = _G.tonumber; local math = _G.math; --[[ MATH METHODS ]]-- local random = math.random; --[[ ########################################################## GET ADDON DATA ########################################################## ]]-- local SuperVillain, L = unpack(select(2, ...)); local MOD = SuperVillain.Registry:Expose('SVUnit'); local _, ns = ... local oUF_SuperVillain = ns.oUF --[[ MUNGLUNCH's FASTER ASSERT FUNCTION ]]-- local assert = enforce; assert(oUF_SuperVillain, "SVUI was unable to locate oUF.") --[[ ########################################################## LOCAL FUNCTIONS ########################################################## ]]-- local shardColor = { [1] = {0.6,0,1}, [2] = {1,0,0}, [3] = {1,0.5,0} } local shardUnderColor = { [1] = {0.4,0.1,1}, [2] = {0,0,0}, [3] = {0.5,0.5,0.5} } local shardOverColor = { [1] = {0.87,0.42,0.93}, [2] = {0,0,0}, [3] = {1,1,0} } local shardBGColor = { [1] = {0,0,0,0.9}, [2] = {0,0,0}, [3] = {0.1,0,0} } local SPEC_WARLOCK_DESTRUCTION = SPEC_WARLOCK_DESTRUCTION local SPEC_WARLOCK_AFFLICTION = SPEC_WARLOCK_AFFLICTION local SPEC_WARLOCK_DEMONOLOGY = SPEC_WARLOCK_DEMONOLOGY --[[ ########################################################## POSITIONING ########################################################## ]]-- local Reposition = function(self) local bar = self.WarlockShards; local max = self.MaxClassPower; local height = self.db.classbar.height local size = (height - 4) local width = (size + 2) * max; local dbOffset = (height * 0.15) bar:ClearAllPoints() bar:Size(width, height) if(self.db and self.db.classbar.slideLeft and (not self.db.power.tags or self.db.power.tags == '')) then bar:Point("TOPLEFT", self.InfoPanel, "TOPLEFT", 0, -2) else bar:Point("TOP", self.InfoPanel, "TOP", 0, -2) end bar.DemonBar:ClearAllPoints() bar.DemonBar:Size(width, (height * 1.25)) bar.DemonBar:SetPoint("LEFT", bar, "LEFT", 4, dbOffset) for i = 1, max do bar[i]:ClearAllPoints() bar[i]:SetHeight(size) bar[i]:SetWidth(size) if(i == 1) then bar[i]:SetPoint("LEFT", bar) else bar[i]:Point("LEFT", bar[i - 1], "RIGHT", -2, 0) end end end; --[[ ########################################################## CUSTOM HANDLERS ########################################################## ]]-- local UpdateTextures = function(bar, spec, max) if max == 0 then max = 4 end if spec == SPEC_WARLOCK_DEMONOLOGY then bar[1].overlay:SetTexture(0,0,0,0) bar[1].underlay:SetTexture(0,0,0,0) SuperVillain.Animate:StopFlash(bar[1].overlay) bar[1].underlay.anim:Finish() bar[2].overlay:SetTexture(0,0,0,0) bar[2].underlay:SetTexture(0,0,0,0) SuperVillain.Animate:StopFlash(bar[2].overlay) bar[2].underlay.anim:Finish() bar[3].overlay:SetTexture(0,0,0,0) bar[3].underlay:SetTexture(0,0,0,0) SuperVillain.Animate:StopFlash(bar[3].overlay) bar[3].underlay.anim:Finish() bar[4].overlay:SetTexture(0,0,0,0) bar[4].underlay:SetTexture(0,0,0,0) SuperVillain.Animate:StopFlash(bar[4].overlay) bar[4].underlay.anim:Finish() bar.CurrentSpec = spec elseif spec == SPEC_WARLOCK_AFFLICTION then for i = 1, max do bar[i]:SetStatusBarTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-SHARD") bar[i]:GetStatusBarTexture():SetHorizTile(false) bar[i].backdrop:SetTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-SHARD-BG") bar[i].overlay:SetTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-SHARD-FG") bar[i].underlay:SetTexture('Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-SOUL-ANIMATION') bar[i].backdrop:SetVertexColor(unpack(shardBGColor[spec])) bar[i].overlay:SetVertexColor(unpack(shardOverColor[spec])) bar[i].underlay:SetVertexColor(unpack(shardUnderColor[spec])) end bar.CurrentSpec = spec elseif spec == SPEC_WARLOCK_DESTRUCTION then for i = 1, max do bar[i]:SetStatusBarTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-EMBER") bar[i]:GetStatusBarTexture():SetHorizTile(false) bar[i].backdrop:SetTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-EMBER") bar[i].overlay:SetTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-EMBER-FG") bar[i].underlay:SetTexture('Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-FIRE-ANIMATION') if GetSpecialization() == SPEC_WARLOCK_DESTRUCTION and IsSpellKnown(101508) then -- GREEN FIRE (Codex of Xeroth): 101508 bar[i].backdrop:SetVertexColor(0,0.15,0) bar[i].overlay:SetVertexColor(0.5,1,0) bar[i].underlay:SetVertexColor(0,1,0.2,0.8) else bar[i].backdrop:SetVertexColor(unpack(shardBGColor[spec])) bar[i].overlay:SetVertexColor(unpack(shardOverColor[spec])) bar[i].underlay:SetVertexColor(unpack(shardUnderColor[spec])) end end bar.CurrentSpec = spec end end; local Update = function(self, event, unit, powerType) local bar = self.WarlockShards; local fury = bar.DemonBar; if UnitHasVehicleUI("player") then bar:Hide() else bar:Show() end local spec = GetSpecialization() if spec then if not bar:IsShown() then bar:Show() end if not fury:IsShown() then fury:Show() end for i = 1, 4 do bar[i]:Show() bar[i]:SetStatusBarColor(unpack(shardColor[spec])) end if (spec == SPEC_WARLOCK_DESTRUCTION) then fury:Hide() local maxPower = UnitPowerMax("player", SPELL_POWER_BURNING_EMBERS, true) local power = UnitPower("player", SPELL_POWER_BURNING_EMBERS, true) local numEmbers = power / MAX_POWER_PER_EMBER local numBars = floor(maxPower / MAX_POWER_PER_EMBER) bar.number = numBars if numBars == 3 then bar[4]:Hide() else bar[4]:Show() end if bar.CurrentSpec ~= spec then UpdateTextures(bar, spec, numBars) end for i = 1, numBars do bar[i]:SetMinMaxValues((MAX_POWER_PER_EMBER * i) - MAX_POWER_PER_EMBER, MAX_POWER_PER_EMBER * i) bar[i]:SetValue(power) if (power >= MAX_POWER_PER_EMBER * i) then bar[i].overlay:Show() bar[i].underlay:Show() SuperVillain.Animate:Flash(bar[i].overlay,1,true) if not bar[i].underlay.anim:IsPlaying() then bar[i].underlay.anim:Play() end else SuperVillain.Animate:StopFlash(bar[i].overlay) bar[i].overlay:Hide() bar[i].underlay.anim:Stop() bar[i].underlay:Hide() end end elseif ( spec == SPEC_WARLOCK_AFFLICTION ) then fury:Hide() local numShards = UnitPower("player", SPELL_POWER_SOUL_SHARDS) local maxShards = UnitPowerMax("player", SPELL_POWER_SOUL_SHARDS) bar.number = maxShards if maxShards == 3 then bar[4]:Hide() else bar[4]:Show() end if bar.CurrentSpec ~= spec then UpdateTextures(bar, spec, maxShards) end for i = 1, maxShards do bar[i]:SetMinMaxValues(0, 1) if i <= numShards then bar[i]:SetValue(1) bar[i]:SetAlpha(1) bar[i].overlay:Show() bar[i].underlay:Show() SuperVillain.Animate:Flash(bar[i].overlay,1,true) if not bar[i].underlay.anim:IsPlaying() then bar[i].underlay.anim:Play() end else bar[i]:SetValue(0) bar[i]:SetAlpha(0) SuperVillain.Animate:StopFlash(bar[i].overlay) end end elseif spec == SPEC_WARLOCK_DEMONOLOGY then fury:SetStatusBarColor(unpack(shardColor[spec])) local power = UnitPower("player", SPELL_POWER_DEMONIC_FURY) local maxPower = UnitPowerMax("player", SPELL_POWER_DEMONIC_FURY) bar.number = 1 if bar.CurrentSpec ~= spec then UpdateTextures(bar, spec, 1) end bar[1]:Hide() bar[2]:Hide() bar[3]:Hide() bar[4]:Hide() fury:SetMinMaxValues(0, maxPower) fury:SetValue(power) end else if bar:IsShown() then bar:Hide() end end if(bar.PostUpdate) then return bar:PostUpdate(unit, spec) end end; --[[ ########################################################## WARLOCK ########################################################## ]]-- function MOD:CreateWarlockResourceBar(playerFrame) local max = 4 local bar = CreateFrame("Frame",nil,playerFrame) bar:SetFrameLevel(playerFrame.InfoPanel:GetFrameLevel() + 30) for i = 1, max do bar[i]=CreateFrame("StatusBar", nil, bar) bar[i].noupdate = true; bar[i]:SetOrientation("VERTICAL") bar[i]:SetStatusBarTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\SHARD") bar[i]:GetStatusBarTexture():SetHorizTile(false) bar[i].backdrop = bar[i]:CreateTexture(nil,'BORDER',nil,1) bar[i].backdrop:SetAllPoints(bar[i]) bar[i].backdrop:SetTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\SHARD-BG") bar[i].overlay = bar[i]:CreateTexture(nil,'OVERLAY') bar[i].overlay:SetAllPoints(bar[i]) bar[i].overlay:SetTexture("Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\SHARD-FG") bar[i].overlay:SetBlendMode("BLEND") bar[i].overlay:Hide() bar[i].underlay = bar[i]:CreateTexture(nil,'BORDER') bar[i].underlay:Height(100) bar[i].underlay:Width(100) bar[i].underlay:SetPoint("CENTER",bar[i]) bar[i].underlay:SetTexture('Interface\\Addons\\SVUI\\assets\\artwork\\Unitframe\\Class\\WARLOCK-SOUL-ANIMATION') bar[i].underlay:SetBlendMode('ADD') bar[i].underlay:Hide() SuperVillain.Animate:Sprite(bar[i].underlay,0.15,false,true) bar[i].backdrop:SetVertexColor(unpack(shardBGColor[1])) bar[i].overlay:SetVertexColor(unpack(shardOverColor[1])) bar[i].underlay:SetVertexColor(unpack(shardUnderColor[1])) end; local demonBar = CreateFrame("StatusBar",nil,bar) demonBar.noupdate = true; demonBar:SetOrientation("HORIZONTAL") demonBar:SetStatusBarTexture(SuperVillain.Media.bar.lazer) local bgFrame = CreateFrame("Frame", nil, demonBar) bgFrame:FillInner(demonBar, -2, 10) bgFrame:SetFrameLevel(bgFrame:GetFrameLevel() - 1) demonBar.bg = bgFrame:CreateTexture(nil, "BACKGROUND") demonBar.bg:SetAllPoints(bgFrame) demonBar.bg:SetTexture(0.2,0,0,0.5) local borderB = bgFrame:CreateTexture(nil,"OVERLAY") borderB:SetTexture(0,0,0) borderB:SetPoint("BOTTOMLEFT") borderB:SetPoint("BOTTOMRIGHT") borderB:SetHeight(2) local borderT = bgFrame:CreateTexture(nil,"OVERLAY") borderT:SetTexture(0,0,0) borderT:SetPoint("TOPLEFT") borderT:SetPoint("TOPRIGHT") borderT:SetHeight(2) local borderL = bgFrame:CreateTexture(nil,"OVERLAY") borderL:SetTexture(0,0,0) borderL:SetPoint("TOPLEFT") borderL:SetPoint("BOTTOMLEFT") borderL:SetWidth(2) local borderR = bgFrame:CreateTexture(nil,"OVERLAY") borderR:SetTexture(0,0,0) borderR:SetPoint("TOPRIGHT") borderR:SetPoint("BOTTOMRIGHT") borderR:SetWidth(2) bar.DemonBar = demonBar; bar.CurrentSpec = 0; bar.Override = Update; playerFrame.MaxClassPower = max; playerFrame.ClassBarRefresh = Reposition; bar.Override = Update; return bar end; function MOD:QualifyWarlockShards() local frame = _G['SVUI_Player']; if not frame or not frame.WarlockShards then return end; Update(frame, nil, 'player'); end