ElvUI/Modules/Nameplates/Elements/Threat.lua

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2020-11-13 14:27:50 -05:00
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local NP = E:GetModule('NamePlates')
local UnitName = UnitName
local UnitExists = UnitExists
local UnitIsUnit = UnitIsUnit
local UnitIsTapDenied = UnitIsTapDenied
function NP:ThreatIndicator_PreUpdate(unit, pass)
local ROLE = NP.IsInGroup and (UnitExists(unit..'target') and not UnitIsUnit(unit..'target', 'player')) and NP.GroupRoles[UnitName(unit..'target')] or 'NONE'
local unitTank, imTank = ROLE == 'TANK', E.myrole == 'TANK'
local isTank, offTank, feedbackUnit = unitTank or imTank, (unitTank and imTank) or false, (unitTank and unit..'target') or 'player'
self.__owner.ThreatScale = nil
if pass then
return isTank, offTank, feedbackUnit, ROLE
else
self.feedbackUnit = feedbackUnit
self.offTank = offTank
self.isTank = isTank
end
end
function NP:ThreatIndicator_PostUpdate(unit, status)
local sf = NP:StyleFilterChanges(self.__owner)
if not status and not sf.Scale then
self.__owner.ThreatScale = 1
NP:ScalePlate(self.__owner, 1)
elseif status and NP.db.threat and NP.db.threat.enable and NP.db.threat.useThreatColor and not UnitIsTapDenied(unit) then
self.__owner.Health.colorTapping = false
self.__owner.Health.colorDisconnected = false
self.__owner.Health.colorClass = false
self.__owner.Health.colorClassNPC = false
self.__owner.Health.colorClassPet = false
self.__owner.Health.colorSelection = false
self.__owner.Health.colorThreat = false
self.__owner.Health.colorReaction = false
self.__owner.Health.colorSmooth = false
self.__owner.Health.colorHealth = false
self.__owner.ThreatStatus = status
local Color, Scale
if status == 3 then -- securely tanking
Color = self.offTank and NP.db.colors.threat.offTankColor or self.isTank and NP.db.colors.threat.goodColor or NP.db.colors.threat.badColor
Scale = self.isTank and NP.db.threat.goodScale or NP.db.threat.badScale
elseif status == 2 then -- insecurely tanking
Color = self.offTank and NP.db.colors.threat.offTankColorBadTransition or self.isTank and NP.db.colors.threat.badTransition or NP.db.colors.threat.goodTransition
Scale = 1
elseif status == 1 then -- not tanking but threat higher than tank
Color = self.offTank and NP.db.colors.threat.offTankColorGoodTransition or self.isTank and NP.db.colors.threat.goodTransition or NP.db.colors.threat.badTransition
Scale = 1
else -- not tanking at all
Color = self.isTank and NP.db.colors.threat.badColor or NP.db.colors.threat.goodColor
Scale = self.isTank and NP.db.threat.badScale or NP.db.threat.goodScale
end
if sf.HealthColor then
self.r, self.g, self.b = Color.r, Color.g, Color.b
else
self.__owner.Health:SetStatusBarColor(Color.r, Color.g, Color.b)
end
if Scale then
self.__owner.ThreatScale = Scale
if not sf.Scale then
NP:ScalePlate(self.__owner, Scale)
end
end
end
end
function NP:Construct_ThreatIndicator(nameplate)
local ThreatIndicator = nameplate:CreateTexture(nil, 'OVERLAY')
ThreatIndicator:Size(16, 16)
ThreatIndicator:Hide()
ThreatIndicator:Point('CENTER', nameplate, 'TOPRIGHT')
ThreatIndicator.PreUpdate = NP.ThreatIndicator_PreUpdate
ThreatIndicator.PostUpdate = NP.ThreatIndicator_PostUpdate
return ThreatIndicator
end
function NP:Update_ThreatIndicator(nameplate)
local db = NP.db.threat
if nameplate.frameType == 'ENEMY_NPC' and db.enable then
if not nameplate:IsElementEnabled('ThreatIndicator') then
nameplate:EnableElement('ThreatIndicator')
end
if db.indicator then
nameplate.ThreatIndicator:SetAlpha(1)
else
nameplate.ThreatIndicator:SetAlpha(0)
end
elseif nameplate:IsElementEnabled('ThreatIndicator') then
nameplate:DisableElement('ThreatIndicator')
end
end