glow test 20s
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@ -305,7 +305,7 @@ function Cooldowns:Test(unit)
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if Gladdy.frame.testing then
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self:UpdateTestCooldowns(unit)
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end
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Cooldowns:AURA_GAIN(_, AURA_TYPE_BUFF, "22812", "Barkskin", _, 10, _, _, _, _, unit, true) -- unit, auraType, spellID, spellName, texture, duration, expirationTime
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Cooldowns:AURA_GAIN(_, AURA_TYPE_BUFF, "22812", "Barkskin", _, 20, _, _, _, _, unit, true) -- unit, auraType, spellID, spellName, texture, duration, expirationTime
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end
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function Cooldowns:UpdateTestCooldowns(unit)
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@ -351,7 +351,7 @@ end
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/run local a=LibStub("Gladdy").modules["Cooldowns"] a:AURA_FADE("arena1",22812)
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--]]
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function Cooldowns:AURA_GAIN(_, auraType, spellID, spellName, _, duration, _, _, _, _, unitCaster, test)
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local arenaUnit = test and unitCaster or Gladdy:GetArenaUnit(unitCaster)
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local arenaUnit = test and unitCaster or Gladdy:GetArenaUnit(unitCaster, true)
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if not Gladdy.db.cooldownIconGlow or not arenaUnit or not Gladdy.buttons[arenaUnit] or auraType ~= AURA_TYPE_BUFF then
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return
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end
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@ -538,7 +538,7 @@ function Cooldowns:AddCooldown(spellID, value, button)
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icon.texture:SetTexture(self.spellTextures[spellID])
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tinsert(button.spellCooldownFrame.icons, icon)
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self:IconsSetPoint(button)
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Gladdy:Debug("Cooldowns:AddCooldown", button.unit, GetSpellInfo(spellID))
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Gladdy:Debug("INFO", "Cooldowns:AddCooldown", button.unit, GetSpellInfo(spellID))
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end
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end
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