MxW_Addon/Libraries/oUF_Plugins/oUF_CombatFader/oUF_CombatFader.lua

127 lines
3.8 KiB
Lua

--By Elv, for E.
local parent, ns = ...
local oUF = ns.oUF
local frames, allFrames = {}, {}
local showStatus
local CheckForReset = function()
for frame, unit in pairs(allFrames) do
if frame.fadeInfo and frame.fadeInfo.reset then
frame:SetAlpha(1)
frame.fadeInfo.reset = nil
end
end
end
local FadeFramesInOut = function(fade, unit)
local E = unpack(ElvUI)
for frame, unit in pairs(frames) do
if not UnitExists(unit) then return end
if fade then
if frame:GetAlpha() ~= 1 or (frame.fadeInfo and frame.fadeInfo.endAlpha == 0) then
E:UIFrameFadeIn(frame, 0.15)
end
else
if frame:GetAlpha() ~= 0 then
E:UIFrameFadeOut(frame, 0.15)
frame.fadeInfo.finishedFunc = CheckForReset
else
showStatus = false;
return
end
end
end
if unit == 'player' then
showStatus = fade
end
end
local Update = function(self, arg1, arg2)
if arg1 == "UNIT_HEALTH" and self and self.unit ~= arg2 then return end
if type(arg1) == 'boolean' and not frames[self] then
return
end
local E = unpack(ElvUI)
if not frames[self] then
E:UIFrameFadeIn(self, 0.15)
self.fadeInfo.reset = true
return
end
local combat = UnitAffectingCombat("player")
local cur, max = UnitHealth("player"), UnitHealthMax("player")
local cast, channel = UnitCastingInfo("player"), UnitChannelInfo("player")
local target, focus = UnitExists("target"), UnitExists("focus")
if (cast or channel) and showStatus ~= true then
FadeFramesInOut(true, frames[self])
elseif cur ~= max and showStatus ~= true then
FadeFramesInOut(true, frames[self])
elseif (target or focus) and showStatus ~= true then
FadeFramesInOut(true, frames[self])
elseif arg1 == true and showStatus ~= true then
FadeFramesInOut(true, frames[self])
else
if combat and showStatus ~= true then
FadeFramesInOut(true, frames[self])
elseif not target and not combat and not focus and (cur == max) and not (cast or channel) then
FadeFramesInOut(false, frames[self])
end
end
end
local Enable = function(self, unit)
if self.CombatFade then
frames[self] = self.unit
allFrames[self] = self.unit
if unit == 'player' then
showStatus = false;
end
self:RegisterEvent("PLAYER_ENTERING_WORLD", Update)
self:RegisterEvent("PLAYER_REGEN_ENABLED", Update)
self:RegisterEvent("PLAYER_REGEN_DISABLED", Update)
self:RegisterEvent("PLAYER_TARGET_CHANGED", Update)
self:RegisterEvent("PLAYER_FOCUS_CHANGED", Update)
self:RegisterEvent("UNIT_HEALTH", Update)
self:RegisterEvent("UNIT_SPELLCAST_START", Update)
self:RegisterEvent("UNIT_SPELLCAST_STOP", Update)
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START", Update)
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", Update)
self:RegisterEvent("UNIT_PORTRAIT_UPDATE", Update)
self:RegisterEvent("UNIT_MODEL_CHANGED", Update)
if not self.CombatFadeHooked then
self:HookScript("OnEnter", function(self) Update(self, true) end)
self:HookScript("OnLeave", function(self) Update(self, false) end)
self.CombatFadeHooked = true
end
return true
end
end
local Disable = function(self)
if(self.CombatFade) then
frames[self] = nil
Update(self)
self:UnregisterEvent("PLAYER_ENTERING_WORLD", Update)
self:UnregisterEvent("PLAYER_REGEN_ENABLED", Update)
self:UnregisterEvent("PLAYER_REGEN_DISABLED", Update)
self:UnregisterEvent("PLAYER_TARGET_CHANGED", Update)
self:UnregisterEvent("PLAYER_FOCUS_CHANGED", Update)
self:UnregisterEvent("UNIT_HEALTH", Update)
self:UnregisterEvent("UNIT_SPELLCAST_START", Update)
self:UnregisterEvent("UNIT_SPELLCAST_STOP", Update)
self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_START", Update)
self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", Update)
self:UnregisterEvent("UNIT_PORTRAIT_UPDATE", Update)
self:UnregisterEvent("UNIT_MODEL_CHANGED", Update)
end
end
oUF:AddElement('CombatFade', Update, Enable, Disable)