817 lines
17 KiB
Lua
817 lines
17 KiB
Lua
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-- LibAnim by Hydra
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local Version = 2.01
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if (_LibAnim and _LibAnim >= Version) then
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return
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end
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local cos = cos
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local sin = sin
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local pairs = pairs
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local floor = floor
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local tinsert = tinsert
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local tremove = tremove
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local strlower = strlower
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local Updater = CreateFrame("StatusBar")
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local Texture = Updater:CreateTexture()
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local Text = Updater:CreateFontString()
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local AnimTypes = {}
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local UpdateFuncs = {}
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local Callbacks = {["onplay"] = {}, ["onpause"] = {}, ["onresume"] = {}, ["onstop"] = {}, ["onreset"] = {}, ["onfinished"] = {}}
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-- Update all current animations
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local AnimationOnUpdate = function(self, elapsed)
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for i = 1, #self do
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if self[i] then -- Double check the the index still exists, due to pauses/stops removing them on the fly
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self[i]:Update(elapsed, i)
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end
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end
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if (#self == 0) then
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self:SetScript("OnUpdate", nil)
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end
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end
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local StartUpdating = function(anim)
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tinsert(Updater, anim)
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if (not Updater:GetScript("OnUpdate")) then
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Updater:SetScript("OnUpdate", AnimationOnUpdate)
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end
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end
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local GetColor = function(p, r1, g1, b1, r2, g2, b2)
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return r1 + (r2 - r1) * p, g1 + (g2 - g1) * p, b1 + (b2 - b1) * p
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end
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local Set = {
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["backdrop"] = Updater.SetBackdropColor,
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["border"] = Updater.SetBackdropBorderColor,
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["statusbar"] = Updater.SetStatusBarColor,
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["text"] = Text.SetTextColor,
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["texture"] = Texture.SetTexture,
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["vertex"] = Texture.SetVertexColor,
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}
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local Get = {
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["backdrop"] = Updater.GetBackdropColor,
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["border"] = Updater.GetBackdropBorderColor,
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["statusbar"] = Updater.GetStatusBarColor,
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["text"] = Text.GetTextColor,
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["texture"] = Texture.GetVertexColor,
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["vertex"] = Texture.GetVertexColor,
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}
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local Smoothing = {
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["none"] = function(t, b, c, d)
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return c * t / d + b
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end,
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["in"] = function(t, b, c, d)
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t = t / d
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return c * t * t + b
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end,
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["out"] = function(t, b, c, d)
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t = t / d
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return -c * t * (t - 2) + b
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end,
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["inout"] = function(t, b, c, d)
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t = t / (d / 2)
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if (t < 1) then
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return c / 2 * t * t + b
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end
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t = t - 1
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return -c / 2 * (t * (t - 2) - 1) + b
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end,
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["bounce"] = function(t, b, c, d)
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t = t / d
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if (t < (1 / 2.75)) then
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return c * (7.5625 * t * t) + b
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elseif (t < (2 / 2.75)) then
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t = t - (1.5 / 2.75)
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return c * (7.5625 * t * t + 0.75) + b
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elseif (t < (2.5 / 2.75)) then
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t = t - (2.25 / 2.75)
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return c * (7.5625 * t * t + 0.9375) + b
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else
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t = t - (2.625 / 2.75)
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return c * (7.5625 * (t) * t + 0.984375) + b
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end
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end,
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["elastic"] = function(t, b, c, d)
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local s, p, a = 1.70158, d * .3, c;
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if t == 0 then
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return b
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end
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t = t / d
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if t == 1 then
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return b + c
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end
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if a < math.abs(c) then
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a = c
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s = p / 4
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else
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s = p / (2 * math.pi) * math.asin(c / a)
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end
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return a * math.pow(2, -10 * t) * math.sin((t * d - s) * (2 * math.pi) / p) + c + b
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end
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}
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local AnimMethods = {
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All = {
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Play = function(self)
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if (not self.Paused) then
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AnimTypes[self.Type](self)
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self:Callback("OnPlay")
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else
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StartUpdating(self)
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self:Callback("OnResume")
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end
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self.Playing = true
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self.Paused = false
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self.Stopped = false
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end,
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IsPlaying = function(self)
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return self.Playing
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end,
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Pause = function(self)
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for i = 1, #Updater do
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if (Updater[i] == self) then
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tremove(Updater, i)
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break
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end
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end
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self.Playing = false
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self.Paused = true
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self.Stopped = false
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self:Callback("OnPause")
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end,
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IsPaused = function(self)
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return self.Paused
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end,
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Stop = function(self, reset)
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for i = 1, #Updater do
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if (Updater[i] == self) then
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tremove(Updater, i)
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break
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end
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end
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self.Playing = false
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self.Paused = false
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self.Stopped = true
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if reset then
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self:Reset()
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self:Callback("OnReset")
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else
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self:Callback("OnStop")
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end
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end,
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IsStopped = function(self)
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return self.Stopped
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end,
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SetSmoothing = function(self, smoothType)
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smoothType = strlower(smoothType)
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self.Smoothing = Smoothing[smoothType] and smoothType or "none"
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end,
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GetSmoothing = function(self)
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return self.Smoothing
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end,
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SetDuration = function(self, duration)
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self.Duration = duration or 0
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end,
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GetDuration = function(self)
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return self.Duration
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end,
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GetProgressByTimer = function(self)
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return self.Timer
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end,
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SetOrder = function(self, order)
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self.Order = order or 1
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if (order > self.Group.MaxOrder) then
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self.Group.MaxOrder = order
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end
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end,
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GetOrder = function(self)
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return self.Order
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end,
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GetParent = function(self)
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return self.Parent
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end,
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SetScript = function(self, handler, func)
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handler = strlower(handler)
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if (not Callbacks[handler]) then
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return
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end
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Callbacks[handler][self] = func
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end,
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GetScript = function(self, handler)
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handler = strlower(handler)
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if (Callbacks[handler] and Callbacks[handler][self]) then
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return Callbacks[handler][self]
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end
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end,
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Callback = function(self, handler)
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handler = strlower(handler)
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if Callbacks[handler][self] then
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Callbacks[handler][self](self)
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end
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end,
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},
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move = {
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SetOffset = function(self, x, y)
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self.XSetting = x or 0
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self.YSetting = y or 0
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end,
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GetOffset = function(self)
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return self.XSetting, self.YSetting
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end,
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SetRounded = function(self, flag)
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self.IsRounded = flag
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end,
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GetRounded = function(self)
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return self.IsRounded
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end,
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GetProgress = function(self)
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return self.XOffset, self.YOffset
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end,
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Reset = function(self)
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self.Parent:ClearAllPoints()
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self.Parent:SetPoint(self.A1, self.P, self.A2, self.StartX, self.StartY)
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end,
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},
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fade = {
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SetChange = function(self, alpha)
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self.EndAlphaSetting = alpha or 0
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end,
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GetChange = function(self)
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return self.EndAlphaSetting
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end,
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GetProgress = function(self)
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return self.AlphaOffset
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end,
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Reset = function(self)
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self.Parent:SetAlpha(self.StartAlpha)
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end,
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},
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height = {
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SetChange = function(self, height)
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self.EndHeightSetting = height or 0
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end,
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GetChange = function(self)
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return self.EndHeightSetting
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end,
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GetProgress = function(self)
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return self.HeightOffset
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end,
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Reset = function(self)
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self.Parent:SetHeight(self.StartHeight)
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end,
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},
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width = {
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SetChange = function(self, width)
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self.EndWidthSetting = width or 0
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end,
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GetChange = function(self)
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return self.EndWidthSetting
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end,
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GetProgress = function(self)
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return self.WidthOffset
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end,
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Reset = function(self)
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self.Parent:SetWidth(self.StartWidth)
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end,
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},
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color = {
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SetChange = function(self, r, g, b)
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self.EndRSetting = r or 1
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self.EndGSetting = g or 1
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self.EndBSetting = b or 1
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end,
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GetChange = function(self)
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return self.EndRSetting, self.EndGSetting, self.EndBSetting
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end,
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SetColorType = function(self, type)
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type = strlower(type)
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self.ColorType = Set[type] and type or "border"
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end,
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GetColorType = function(self)
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return self.ColorType
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end,
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GetProgress = function(self)
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return self.ColorOffset
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end,
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Reset = function(self)
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Set[self.ColorType](self.Parent, self.StartR, self.StartG, self.StartB)
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end,
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},
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progress = {
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SetChange = function(self, value)
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self.EndValueSetting = value or 0
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end,
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GetChange = function(self)
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return self.EndValueSetting
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end,
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GetProgress = function(self)
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return self.ValueOffset
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end,
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Reset = function(self)
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self.Parent:SetValue(self.StartValue)
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end,
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},
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number = {
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SetChange = function(self, value)
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self.EndNumberSetting = value or 0
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end,
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GetChange = function(self)
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return self.EndNumberSetting
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end,
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SetPrefix = function(self, text)
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self.Prefix = text or ""
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end,
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GetPrefix = function(self)
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return self.Prefix
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end,
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SetPostfix = function(self, text)
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self.Postfix = text or ""
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end,
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GetPostfix = function(self)
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return self.Postfix
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end,
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GetProgress = function(self)
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return self.NumberOffset
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end,
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Reset = function(self)
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self.Parent:SetText(self.StartNumer)
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end,
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},
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}
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local GroupMethods = {
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Play = function(self)
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-- Play!
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for i = 1, #self.Animations do
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if (self.Animations[i].Order == self.Order) then
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self.Animations[i]:Play()
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end
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end
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self.Playing = true
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self.Paused = false
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self.Stopped = false
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end,
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IsPlaying = function(self)
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return self.Playing
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end,
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Pause = function(self)
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-- Only pause current order
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for i = 1, #self.Animations do
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if (self.Animations[i].Order == self.Order) then
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self.Animations[i]:Pause()
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end
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end
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self.Playing = false
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self.Paused = true
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self.Stopped = false
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end,
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IsPaused = function(self)
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return self.Paused
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end,
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Stop = function(self)
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for i = 1, #self.Animations do
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self.Animations[i]:Stop()
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end
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self.Playing = false
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self.Paused = false
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self.Stopped = true
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end,
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IsStopped = function(self)
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return self.Stopped
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end,
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SetLooping = function(self, shouldLoop)
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self.Looping = shouldLoop
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end,
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GetLooping = function(self)
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return self.Looping
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end,
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GetParent = function(self)
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return self.Parent
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end,
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CheckOrder = function(self)
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-- Check if we're done all animations at the current order, then proceed to the next order.
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local NumAtOrder = 0
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local NumDoneAtOrder = 0
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for i = 1, #self.Animations do
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if (self.Animations[i].Order == self.Order) then
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NumAtOrder = NumAtOrder + 1
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if (not self.Animations[i].Playing) then
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NumDoneAtOrder = NumDoneAtOrder + 1
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end
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end
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end
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-- All the animations at x order finished, go to next order
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if (NumAtOrder == NumDoneAtOrder) then
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self.Order = self.Order + 1
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-- We exceeded max order, reset to 1 and bail the function, or restart if we're looping
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if (self.Order > self.MaxOrder) then
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self.Order = 1
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||
|
if (self.Stopped or not self.Looping) then
|
||
|
self.Playing = false
|
||
|
|
||
|
return
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- Play!
|
||
|
for i = 1, #self.Animations do
|
||
|
if (self.Animations[i].Order == self.Order) then
|
||
|
self.Animations[i]:Play()
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end,
|
||
|
|
||
|
CreateAnimation = function(self, type)
|
||
|
type = strlower(type)
|
||
|
|
||
|
if (not AnimTypes[type]) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local Animation = {}
|
||
|
|
||
|
-- General methods
|
||
|
for key, func in pairs(AnimMethods.All) do
|
||
|
Animation[key] = func
|
||
|
end
|
||
|
|
||
|
-- Animation specific methods
|
||
|
if AnimMethods[type] then
|
||
|
for key, func in pairs(AnimMethods[type]) do
|
||
|
Animation[key] = func
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- Set some attributes and defaults
|
||
|
Animation.Paused = false
|
||
|
Animation.Playing = false
|
||
|
Animation.Stopped = false
|
||
|
Animation.Looping = false
|
||
|
Animation.Type = type
|
||
|
Animation.Group = self
|
||
|
Animation.Parent = self.Parent
|
||
|
Animation.Order = 1
|
||
|
Animation.Duration = 0.3
|
||
|
Animation.Smoothing = "none"
|
||
|
Animation.Update = UpdateFuncs[type]
|
||
|
|
||
|
tinsert(self.Animations, Animation)
|
||
|
|
||
|
return Animation
|
||
|
end,
|
||
|
}
|
||
|
|
||
|
CreateAnimationGroup = function(parent)
|
||
|
local Group = {Animations = {}}
|
||
|
|
||
|
-- Add methods to the group
|
||
|
for key, func in pairs(GroupMethods) do
|
||
|
Group[key] = func
|
||
|
end
|
||
|
|
||
|
Group.Parent = parent
|
||
|
Group.Playing = false
|
||
|
Group.Paused = false
|
||
|
Group.Stopped = false
|
||
|
Group.Order = 1
|
||
|
Group.MaxOrder = 1
|
||
|
|
||
|
return Group
|
||
|
end
|
||
|
|
||
|
-- Movement
|
||
|
UpdateFuncs["move"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
|
||
|
if self.IsRounded then
|
||
|
self.ModTimer = Smoothing[self.Smoothing](self.Timer, 0, self.Duration, self.Duration)
|
||
|
self.XOffset = self.StartX - (-1) * (self.XChange * (1 - cos(90 * self.ModTimer / self.Duration)))
|
||
|
self.YOffset = self.StartY + self.YChange * sin(90 * self.ModTimer / self.Duration)
|
||
|
else
|
||
|
self.XOffset = Smoothing[self.Smoothing](self.Timer, self.StartX, self.XChange, self.Duration)
|
||
|
self.YOffset = Smoothing[self.Smoothing](self.Timer, self.StartY, self.YChange, self.Duration)
|
||
|
end
|
||
|
|
||
|
self.Parent:SetPoint(self.A1, self.P, self.A2, (self.EndX ~= 0 and self.XOffset or self.StartX), (self.EndY ~= 0 and self.YOffset or self.StartY))
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Parent:SetPoint(self.A1, self.P, self.A2, self.EndX, self.EndY)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["move"] = function(self)
|
||
|
if self:IsPlaying() then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local A1, P, A2, X, Y = self.Parent:GetPoint()
|
||
|
|
||
|
self.Timer = 0
|
||
|
self.A1 = A1
|
||
|
self.P = P
|
||
|
self.A2 = A2
|
||
|
self.StartX = X
|
||
|
self.EndX = X + self.XSetting or 0
|
||
|
self.StartY = Y
|
||
|
self.EndY = Y + self.YSetting or 0
|
||
|
self.XChange = self.EndX - self.StartX
|
||
|
self.YChange = self.EndY - self.StartY
|
||
|
|
||
|
if self.IsRounded then
|
||
|
if (self.XChange == 0 or self.YChange == 0) then -- Double check if we're valid to be rounded
|
||
|
self.IsRounded = false
|
||
|
else
|
||
|
self.ModTimer = 0
|
||
|
end
|
||
|
end
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Fade
|
||
|
UpdateFuncs["fade"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
self.AlphaOffset = Smoothing[self.Smoothing](self.Timer, self.StartAlpha, self.Change, self.Duration)
|
||
|
self.Parent:SetAlpha(self.AlphaOffset)
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Parent:SetAlpha(self.EndAlpha)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["fade"] = function(self)
|
||
|
if self:IsPlaying() then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
self.Timer = 0
|
||
|
self.StartAlpha = self.Parent:GetAlpha() or 1
|
||
|
self.EndAlpha = self.EndAlphaSetting or 0
|
||
|
self.Change = self.EndAlpha - self.StartAlpha
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Height
|
||
|
UpdateFuncs["height"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
self.HeightOffset = Smoothing[self.Smoothing](self.Timer, self.StartHeight, self.HeightChange, self.Duration)
|
||
|
self.Parent:SetHeight(self.HeightOffset)
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Parent:SetHeight(self.EndHeight)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["height"] = function(self)
|
||
|
if self:IsPlaying() then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
self.Timer = 0
|
||
|
self.StartHeight = self.Parent:GetHeight() or 0
|
||
|
self.EndHeight = self.EndHeightSetting or 0
|
||
|
self.HeightChange = self.EndHeight - self.StartHeight
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Width
|
||
|
UpdateFuncs["width"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
self.WidthOffset = Smoothing[self.Smoothing](self.Timer, self.StartWidth, self.WidthChange, self.Duration)
|
||
|
self.Parent:SetWidth(self.WidthOffset)
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Parent:SetWidth(self.EndWidth)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["width"] = function(self)
|
||
|
if self:IsPlaying() then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
self.Timer = 0
|
||
|
self.StartWidth = self.Parent:GetWidth() or 0
|
||
|
self.EndWidth = self.EndWidthSetting or 0
|
||
|
self.WidthChange = self.EndWidth - self.StartWidth
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Color
|
||
|
UpdateFuncs["color"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
self.ColorOffset = Smoothing[self.Smoothing](self.Timer, 0, self.Duration, self.Duration)
|
||
|
Set[self.ColorType](self.Parent, GetColor(self.Timer / self.Duration, self.StartR, self.StartG, self.StartB, self.EndR, self.EndG, self.EndB))
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
Set[self.ColorType](self.Parent, self.EndR, self.EndG, self.EndB)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["color"] = function(self)
|
||
|
self.Timer = 0
|
||
|
self.ColorType = self.ColorType or "backdrop"
|
||
|
self.StartR, self.StartG, self.StartB = Get[self.ColorType](self.Parent)
|
||
|
self.EndR = self.EndRSetting or 1
|
||
|
self.EndG = self.EndGSetting or 1
|
||
|
self.EndB = self.EndBSetting or 1
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Progress
|
||
|
UpdateFuncs["progress"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
self.ValueOffset = Smoothing[self.Smoothing](self.Timer, self.StartValue, self.ProgressChange, self.Duration)
|
||
|
self.Parent:SetValue(self.ValueOffset)
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Parent:SetValue(self.EndValue)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["progress"] = function(self)
|
||
|
self.Timer = 0
|
||
|
self.StartValue = self.Parent:GetValue() or 0
|
||
|
self.EndValue = self.EndValueSetting or 0
|
||
|
self.ProgressChange = self.EndValue - self.StartValue
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Sleep
|
||
|
UpdateFuncs["sleep"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["sleep"] = function(self)
|
||
|
self.Timer = 0
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
-- Number
|
||
|
UpdateFuncs["number"] = function(self, elapsed, i)
|
||
|
self.Timer = self.Timer + elapsed
|
||
|
self.NumberOffset = Smoothing[self.Smoothing](self.Timer, self.StartNumber, self.NumberChange, self.Duration)
|
||
|
self.Parent:SetText(self.Prefix..floor(self.NumberOffset)..self.Postfix)
|
||
|
|
||
|
if (self.Timer >= self.Duration) then
|
||
|
tremove(Updater, i)
|
||
|
self.Parent:SetText(self.Prefix..floor(self.EndNumber)..self.Postfix)
|
||
|
self.Playing = false
|
||
|
self:Callback("OnFinished")
|
||
|
self.Group:CheckOrder()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
AnimTypes["number"] = function(self)
|
||
|
self.Timer = 0
|
||
|
self.StartNumber = tonumber(self.Parent:GetText()) or 0
|
||
|
self.EndNumber = self.EndNumberSetting or 0
|
||
|
self.NumberChange = self.EndNumberSetting - self.StartNumber
|
||
|
self.Prefix = self.Prefix or ""
|
||
|
self.Postfix = self.Postfix or ""
|
||
|
|
||
|
StartUpdating(self)
|
||
|
end
|
||
|
|
||
|
_G["_LibAnim"] = Version
|