option show seconds or milliseconds added
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@ -106,7 +106,7 @@ function Auras:CreateFrame(unit)
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Auras:AURA_FADE(self.unit, self.track)
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else
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self.timeLeft = self.timeLeft - elapsed
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self.text:SetFormattedText("%.1f", self.timeLeft >= 0.0 and self.timeLeft or 0.0)
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Gladdy:FormatTimer(self.text, self.timeLeft, self.timeLeft < 10)
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end
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else
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self:SetAlpha(0.01)
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@ -170,11 +170,11 @@ function Auras:CreateInterrupt(unit)
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self.active = false
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self.priority = nil
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self.spellSchool = nil
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self.cooldown:SetCooldown(GetTime(), 0)
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self.cooldown:Clear()
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self:SetAlpha(0.01)
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else
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self.timeLeft = self.timeLeft - elapsed
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self.text:SetFormattedText("%.1f", self.timeLeft >= 0.0 and self.timeLeft or 0.0)
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Gladdy:FormatTimer(self.text, self.timeLeft, self.timeLeft < 10)
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end
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else
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self:SetAlpha(0.01)
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@ -282,12 +282,12 @@ function Auras:Test(unit)
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self:AURA_GAIN(unit,AURA_TYPE_DEBUFF, 27010, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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self:SPELL_INTERRUPT(unit,19244, select(1, GetSpellInfo(19244)), "physical", 25396, select(1, GetSpellInfo(25396)), 64)
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elseif (unit == "arena3") then
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spellName, _, icon = GetSpellInfo(31224)
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spellName, _, icon = GetSpellInfo(34709)
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self:AURA_FADE(unit, AURA_TYPE_BUFF)
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self:AURA_GAIN(unit,AURA_TYPE_BUFF, 31224, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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self:AURA_GAIN(unit,AURA_TYPE_BUFF, 34709, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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spellName, _, icon = GetSpellInfo(18425)
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self:AURA_FADE(unit, AURA_TYPE_DEBUFF)
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self:AURA_GAIN(unit,AURA_TYPE_DEBUFF, 18425, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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--self:AURA_FADE(unit, AURA_TYPE_DEBUFF)
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--self:AURA_GAIN(unit,AURA_TYPE_DEBUFF, 18425, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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end
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end
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@ -348,7 +348,7 @@ function Auras:AURA_FADE(unit, auraType)
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return
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end
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if auraFrame.active then
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auraFrame.cooldown:SetCooldown(GetTime(), 0)
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auraFrame.cooldown:Clear()
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end
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--auraFrame.cooldown:Hide()
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auraFrame.active = false
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