local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local UF = E:GetModule('UnitFrames'); local C_Timer_NewTimer = C_Timer.NewTimer local UnitAffectingCombat = UnitAffectingCombat local CombatTextures = { COMBAT = E.Media.Textures.Combat, DEFAULT = [[Interface\CharacterFrame\UI-StateIcon]], PLATINUM = [[Interface\Challenges\ChallengeMode_Medal_Platinum]], ATTACK = [[Interface\CURSOR\Attack]], ALERT = [[Interface\DialogFrame\UI-Dialog-Icon-AlertNew]], ALERT2 = [[Interface\OptionsFrame\UI-OptionsFrame-NewFeatureIcon]], ARTHAS = [[Interface\LFGFRAME\UI-LFR-PORTRAIT]], SKULL = [[Interface\LootFrame\LootPanel-Icon]], } function UF:Construct_CombatIndicator(frame) return frame.RaisedElementParent.TextureParent:CreateTexture(nil, 'OVERLAY') end local TestingTimer local TestingFrame local function TestingFunc() local inCombat = UnitAffectingCombat('player') if TestingFrame and not inCombat then TestingFrame:Hide() end end function UF:TestingDisplay_CombatIndicator(frame) local Icon = frame.CombatIndicator local db = frame.db.CombatIcon if TestingTimer then TestingTimer:Cancel() end if not db.enable then Icon:Hide() return end Icon:Show() TestingFrame = Icon TestingTimer = C_Timer_NewTimer(10, TestingFunc) end function UF:Configure_CombatIndicator(frame) local Icon = frame.CombatIndicator local db = frame.db.CombatIcon Icon:ClearAllPoints() Icon:Point('CENTER', frame.Health, db.anchorPoint, db.xOffset, db.yOffset) Icon:Size(db.size) if db.defaultColor then Icon:SetVertexColor(1, 1, 1, 1) Icon:SetDesaturated(false) else Icon:SetVertexColor(db.color.r, db.color.g, db.color.b, db.color.a) Icon:SetDesaturated(true) end if db.texture == 'CUSTOM' and db.customTexture then Icon:SetTexture(db.customTexture) Icon:SetTexCoord(0, 1, 0, 1) elseif db.texture ~= 'DEFAULT' and CombatTextures[db.texture] then Icon:SetTexture(CombatTextures[db.texture]) Icon:SetTexCoord(0, 1, 0, 1) else Icon:SetTexture(CombatTextures.DEFAULT) Icon:SetTexCoord(.5, 1, 0, .49) end if db.enable and not frame:IsElementEnabled('CombatIndicator') then frame:EnableElement('CombatIndicator') elseif not db.enable and frame:IsElementEnabled('CombatIndicator') then frame:DisableElement('CombatIndicator') end end