--[[ ############################################################################## _____/\\\\\\\\\\\____/\\\________/\\\__/\\\________/\\\__/\\\\\\\\\\\_ # ___/\\\/////////\\\_\/\\\_______\/\\\_\/\\\_______\/\\\_\/////\\\///__ # __\//\\\______\///__\//\\\______/\\\__\/\\\_______\/\\\_____\/\\\_____ # ___\////\\\__________\//\\\____/\\\___\/\\\_______\/\\\_____\/\\\_____ # ______\////\\\________\//\\\__/\\\____\/\\\_______\/\\\_____\/\\\_____ # _________\////\\\______\//\\\/\\\_____\/\\\_______\/\\\_____\/\\\_____ # __/\\\______\//\\\______\//\\\\\______\//\\\______/\\\______\/\\\_____ # _\///\\\\\\\\\\\/________\//\\\________\///\\\\\\\\\/____/\\\\\\\\\\\_# ___\///////////___________\///___________\/////////_____\///////////_# ############################################################################## 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 assert = _G.assert; local math = _G.math; --[[ MATH METHODS ]]-- local random = math.random; local CreateFrame = _G.CreateFrame; local GetSpecialization = _G.GetSpecialization; --[[ ########################################################## GET ADDON DATA ########################################################## ]]-- local SV = select(2, ...) local oUF_Villain = SV.oUF assert(oUF_Villain, "SVUI was unable to locate oUF.") local L = SV.L; if(SV.class ~= "PRIEST") then return end local MOD = SV.SVUnit if(not MOD) then return end local ORB_ICON = [[Interface\AddOns\SVUI\assets\artwork\Unitframe\Class\ORB]] local ORB_BG = [[Interface\AddOns\SVUI\assets\artwork\Unitframe\Class\ORB-BG]] local specEffects = { [1] = "holy", [2] = "holy", [3] = "shadow" }; --[[ ########################################################## POSITIONING ########################################################## ]]-- local OnMove = function() SV.db.SVUnit.player.classbar.detachFromFrame = true end local Reposition = function(self) local db = SV.db.SVUnit.player local bar = self.PriestOrbs; local max = self.MaxClassPower; local size = db.classbar.height local width = size * max; bar.Holder:SetSizeToScale(width, size) if(not db.classbar.detachFromFrame) then SV.Mentalo:Reset(L["Classbar"]) end local holderUpdate = bar.Holder:GetScript('OnSizeChanged') if holderUpdate then holderUpdate(bar.Holder) end bar:ClearAllPoints() bar:SetAllPoints(bar.Holder) for i = 1, max do bar[i]:ClearAllPoints() bar[i]:SetHeight(size) bar[i]:SetWidth(size) if i==1 then bar[i]:SetPoint("TOPLEFT", bar, "TOPLEFT", 0, 0) else bar[i]:SetPointToScale("LEFT", bar[i - 1], "RIGHT", -1, 0) end end end --[[ ########################################################## PRIEST ########################################################## ]]-- local PreUpdate = function(self, spec) if(self.CurrentSpec and (self.CurrentSpec == spec)) then return end local effectName = specEffects[spec] for i = 1, 5 do self[i].FX:SetEffect(effectName) end self.CurrentSpec = spec end function MOD:CreateClassBar(playerFrame) local max = 5 local bar = CreateFrame("Frame", nil, playerFrame) bar:SetFrameLevel(playerFrame.TextGrip:GetFrameLevel() + 30) for i=1, max do bar[i] = CreateFrame("StatusBar", nil, bar) bar[i]:SetStatusBarTexture(ORB_ICON) bar[i]:GetStatusBarTexture():SetHorizTile(false) bar[i].noupdate = true; bar[i].bg = bar[i]:CreateTexture(nil, "BACKGROUND") bar[i].bg:SetAllPoints(bar[i]) bar[i].bg:SetTexture(ORB_BG) local spec = GetSpecialization() local effectName = specEffects[spec] SV.SpecialFX:SetFXFrame(bar[i], effectName) end bar.PreUpdate = PreUpdate local classBarHolder = CreateFrame("Frame", "Player_ClassBar", bar) classBarHolder:SetPointToScale("TOPLEFT", playerFrame, "BOTTOMLEFT", 0, -2) bar:SetPoint("TOPLEFT", classBarHolder, "TOPLEFT", 0, 0) bar.Holder = classBarHolder SV.Mentalo:Add(bar.Holder, L["Classbar"], nil, OnMove) playerFrame.MaxClassPower = max; playerFrame.ClassBarRefresh = Reposition; playerFrame.PriestOrbs = bar return 'PriestOrbs' end