fix AuraModule not showing Buffs
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7015bb989e
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ded321e772
@ -13,6 +13,7 @@ local function defaultSpells(auraType)
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spells[tostring(v.spellID)] = {}
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spells[tostring(v.spellID)].enabled = true
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spells[tostring(v.spellID)].priority = v.priority
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spells[tostring(v.spellID)].track = v.track
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end
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end
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return spells
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@ -70,16 +71,6 @@ function Auras:CreateFrame(unit)
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local classIcon = Gladdy.modules.Classicon.frames[unit]
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auraFrame:ClearAllPoints()
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auraFrame:SetAllPoints(classIcon)
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auraFrame:SetScript("OnUpdate", function(self, elapsed)
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if (self.active) then
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if (self.timeLeft <= 0) then
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Auras:AURA_FADE(unit)
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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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end
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end
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end)
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auraFrame.text = auraFrame.cooldownFrame:CreateFontString(nil, "OVERLAY")
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auraFrame.text:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.auraFont), 10, "OUTLINE")
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@ -90,6 +81,17 @@ function Auras:CreateFrame(unit)
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auraFrame.text:SetPoint("CENTER")
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auraFrame.unit = unit
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auraFrame:SetScript("OnUpdate", function(self, elapsed)
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if (self.active) then
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if (self.timeLeft <= 0) then
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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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end
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end
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end)
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self.frames[unit] = auraFrame
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self:ResetUnit(unit)
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end
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@ -123,6 +125,7 @@ function Auras:UpdateFrame(unit)
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else
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auraFrame.icon.overlay:SetVertexColor(0, 0, 0, 1)
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end
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auraFrame.icon.overlay:Hide()
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if Gladdy.db.auraDisableCircle then
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auraFrame.cooldown:SetAlpha(0)
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end
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@ -130,21 +133,32 @@ end
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function Auras:ResetUnit(unit)
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self.frames[unit]:UnregisterAllEvents()
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self:AURA_FADE(unit)
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self:AURA_FADE(unit, AURA_TYPE_DEBUFF)
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self:AURA_FADE(unit, AURA_TYPE_BUFF)
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end
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function Auras:Test(unit)
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local aura, _, icon
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local spellName, _, icon
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if (unit == "arena1") then
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aura, _, icon = GetSpellInfo(12826)
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self:AURA_GAIN(unit,nil, 12826, aura, icon, self.auras[aura].duration, GetTime() + self.auras[aura].duration)
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spellName, _, icon = GetSpellInfo(12826)
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self:AURA_FADE(unit, AURA_TYPE_BUFF)
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self:AURA_FADE(unit, AURA_TYPE_DEBUFF)
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self:AURA_GAIN(unit,AURA_TYPE_DEBUFF, 12826, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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elseif (unit == "arena2") then
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aura, _, icon = GetSpellInfo(6770)
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self:AURA_GAIN(unit,nil, 6770, aura, icon, self.auras[aura].duration, GetTime() + self.auras[aura].duration)
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spellName, _, icon = GetSpellInfo(6770)
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self:AURA_FADE(unit, AURA_TYPE_BUFF)
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self:AURA_FADE(unit,AURA_TYPE_DEBUFF)
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self:AURA_GAIN(unit,AURA_TYPE_DEBUFF, 6770, spellName, icon, self.auras[spellName].duration, GetTime() + self.auras[spellName].duration)
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elseif (unit == "arena3") then
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aura, _, icon = GetSpellInfo(31224)
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self:AURA_GAIN(unit,nil, 31224, aura, icon, self.auras[aura].duration, GetTime() + self.auras[aura].duration)
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spellName, _, icon = GetSpellInfo(17)
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self:AURA_FADE(unit, AURA_TYPE_BUFF)
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self:AURA_GAIN(unit,AURA_TYPE_BUFF, 17, 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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spellName, _, icon = GetSpellInfo(6770)
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self:AURA_FADE(unit, AURA_TYPE_BUFF)
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self:AURA_FADE(unit, AURA_TYPE_DEBUFF)
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self:AURA_GAIN(unit,AURA_TYPE_DEBUFF, 6770, 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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@ -155,35 +169,36 @@ function Auras:JOINED_ARENA()
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end
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end
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function Auras:AURA_GAIN(unit, auraType, spellID, aura, icon, duration, expirationTime, count, debuffType)
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function Auras:AURA_GAIN(unit, auraType, spellID, spellName, icon, duration, expirationTime, count, debuffType)
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local auraFrame = self.frames[unit]
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if (not auraFrame) then
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return
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end
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if not self.auras[aura] then
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if not self.auras[spellName] then
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return
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end
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-- don't use spellId from combatlog, in case of different spellrank
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if not Gladdy.db.auraListDefault[tostring(self.auras[aura].spellID)] or not Gladdy.db.auraListDefault[tostring(self.auras[aura].spellID)].enabled then
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if not Gladdy.db.auraListDefault[tostring(self.auras[spellName].spellID)] or not Gladdy.db.auraListDefault[tostring(self.auras[spellName].spellID)].enabled then
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return
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end
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if (auraFrame.priority and auraFrame.priority > Gladdy.db.auraListDefault[tostring(self.auras[aura].spellID)].priority) then
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if (auraFrame.priority and auraFrame.priority > Gladdy.db.auraListDefault[tostring(self.auras[spellName].spellID)].priority) then
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return
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end
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auraFrame.startTime = expirationTime - duration
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auraFrame.endTime = expirationTime
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auraFrame.name = aura
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auraFrame.name = spellName
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auraFrame.timeLeft = expirationTime - GetTime()
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auraFrame.priority = Gladdy.db.auraListDefault[tostring(self.auras[aura].spellID)].priority
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auraFrame.priority = Gladdy.db.auraListDefault[tostring(self.auras[spellName].spellID)].priority
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auraFrame.icon:SetTexture(icon)
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auraFrame.track = self.auras[aura].track
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auraFrame.track = auraType
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auraFrame.active = true
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auraFrame.icon.overlay:SetTexture(Gladdy.db.auraBorderStyle)
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auraFrame.icon.overlay:Show()
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auraFrame.cooldownFrame:Show()
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if auraFrame.track and auraFrame.track == AURA_TYPE_DEBUFF then
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if auraType == AURA_TYPE_DEBUFF then
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auraFrame.icon.overlay:SetVertexColor(Gladdy.db.auraDebuffBorderColor.r, Gladdy.db.auraDebuffBorderColor.g, Gladdy.db.auraDebuffBorderColor.b, Gladdy.db.auraDebuffBorderColor.a)
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elseif auraFrame.track and auraFrame.track == AURA_TYPE_BUFF then
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elseif auraType == AURA_TYPE_BUFF then
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auraFrame.icon.overlay:SetVertexColor(Gladdy.db.auraBuffBorderColor.r, Gladdy.db.auraBuffBorderColor.g, Gladdy.db.auraBuffBorderColor.b, Gladdy.db.auraBuffBorderColor.a)
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else
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auraFrame.icon.overlay:SetVertexColor(Gladdy.db.frameBorderColor.r, Gladdy.db.frameBorderColor.g, Gladdy.db.frameBorderColor.b, Gladdy.db.frameBorderColor.a)
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@ -194,9 +209,9 @@ function Auras:AURA_GAIN(unit, auraType, spellID, aura, icon, duration, expirati
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end
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end
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function Auras:AURA_FADE(unit)
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function Auras:AURA_FADE(unit, auraType)
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local auraFrame = self.frames[unit]
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if (not auraFrame) then
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if (not auraFrame or auraFrame.track ~= auraType) then
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return
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end
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if auraFrame.active then
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@ -211,7 +226,7 @@ function Auras:AURA_FADE(unit)
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auraFrame.endTime = nil
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auraFrame.icon:SetTexture("")
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auraFrame.text:SetText("")
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auraFrame.icon.overlay:SetTexture("")
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auraFrame.icon.overlay:Hide()
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auraFrame.cooldownFrame:Hide()
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end
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