完成焦点等开发
This commit is contained in:
103
Units/Party.lua
103
Units/Party.lua
@@ -129,6 +129,17 @@ function SFrames.Party:ApplyFrameStyle(frame, metrics)
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frame.healthBGFrame:SetPoint("BOTTOMRIGHT", frame.health, "BOTTOMRIGHT", 1, -1)
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end
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local bgA = (SFramesDB and type(SFramesDB.partyBgAlpha) == "number") and SFramesDB.partyBgAlpha or 0.9
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local A = SFrames.ActiveTheme
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if A and A.panelBg and bgA < 0.89 then
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if frame.pbg and frame.pbg.SetBackdropColor then
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frame.pbg:SetBackdropColor(A.panelBg[1], A.panelBg[2], A.panelBg[3], bgA)
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end
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if frame.healthBGFrame and frame.healthBGFrame.SetBackdropColor then
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frame.healthBGFrame:SetBackdropColor(A.panelBg[1], A.panelBg[2], A.panelBg[3], bgA)
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end
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end
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if frame.power then
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frame.power:ClearAllPoints()
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frame.power:SetPoint("TOPLEFT", frame.health, "BOTTOMLEFT", 0, -1)
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@@ -302,6 +313,10 @@ function SFrames.Party:Initialize()
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end)
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f:SetScript("OnClick", function()
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if arg1 == "LeftButton" then
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if IsShiftKeyDown() and SFrames.Focus and SFrames.Focus.SetFromUnit then
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pcall(SFrames.Focus.SetFromUnit, SFrames.Focus, this.unit)
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return
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end
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if TryDropCursorOnUnit(this.unit) then
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return
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end
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@@ -324,10 +339,12 @@ function SFrames.Party:Initialize()
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end
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end)
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f:SetScript("OnEnter", function()
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if SetMouseoverUnit then SetMouseoverUnit(this.unit) end
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GameTooltip_SetDefaultAnchor(GameTooltip, this)
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GameTooltip:SetUnit(this.unit)
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end)
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f:SetScript("OnLeave", function()
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if SetMouseoverUnit then SetMouseoverUnit() end
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GameTooltip:Hide()
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end)
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f.unit = unit
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@@ -376,13 +393,21 @@ function SFrames.Party:Initialize()
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f.health.healPredMine = f.health:CreateTexture(nil, "OVERLAY")
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f.health.healPredMine:SetTexture(SFrames:GetTexture())
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f.health.healPredMine:SetVertexColor(0.4, 1.0, 0.55, 0.78)
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f.health.healPredMine:SetDrawLayer("OVERLAY", 7)
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f.health.healPredMine:Hide()
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f.health.healPredOther = f.health:CreateTexture(nil, "OVERLAY")
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f.health.healPredOther:SetTexture(SFrames:GetTexture())
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f.health.healPredOther:SetVertexColor(0.2, 0.9, 0.35, 0.5)
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f.health.healPredOther:SetDrawLayer("OVERLAY", 7)
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f.health.healPredOther:Hide()
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f.health.healPredOver = f.health:CreateTexture(nil, "OVERLAY")
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f.health.healPredOver:SetTexture(SFrames:GetTexture())
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f.health.healPredOver:SetVertexColor(1.0, 0.3, 0.3, 0.6)
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f.health.healPredOver:SetDrawLayer("OVERLAY", 7)
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f.health.healPredOver:Hide()
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-- Power Bar
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f.power = SFrames:CreateStatusBar(f, "SFramesPartyFrame"..i.."Power")
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f.power:SetPoint("TOPLEFT", f.health, "BOTTOMLEFT", 0, -1)
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@@ -470,10 +495,14 @@ function SFrames.Party:Initialize()
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pf:RegisterForClicks("LeftButtonUp", "RightButtonUp")
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pf:SetScript("OnClick", function() TargetUnit(this.unit) end)
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pf:SetScript("OnEnter", function()
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if SetMouseoverUnit then SetMouseoverUnit(this.unit) end
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GameTooltip_SetDefaultAnchor(GameTooltip, this)
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GameTooltip:SetUnit(this.unit)
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end)
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pf:SetScript("OnLeave", function() GameTooltip:Hide() end)
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pf:SetScript("OnLeave", function()
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if SetMouseoverUnit then SetMouseoverUnit() end
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GameTooltip:Hide()
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end)
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pf:Hide()
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f.petFrame = pf
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@@ -882,14 +911,16 @@ function SFrames.Party:UpdateHealPrediction(unit)
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local data = self:GetFrameByUnit(unit)
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if not data then return end
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local f = data.frame
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if not (f.health and f.health.healPredMine and f.health.healPredOther) then return end
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if not (f.health and f.health.healPredMine and f.health.healPredOther and f.health.healPredOver) then return end
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local predMine = f.health.healPredMine
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local predOther = f.health.healPredOther
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local predOver = f.health.healPredOver
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local function HidePredictions()
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predMine:Hide()
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predOther:Hide()
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predOver:Hide()
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end
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if not UnitExists(unit) or not UnitIsConnected(unit) then
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@@ -899,14 +930,39 @@ function SFrames.Party:UpdateHealPrediction(unit)
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local hp = UnitHealth(unit) or 0
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local maxHp = UnitHealthMax(unit) or 0
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if maxHp <= 0 or hp >= maxHp then
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if CheckSuperWow then
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local ok, hasSW = pcall(CheckSuperWow)
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if ok and hasSW then
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local ok2, realHp = pcall(UnitHealth, unit)
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if ok2 then
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hp = realHp or hp
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end
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local ok3, realMaxHp = pcall(UnitHealthMax, unit)
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if ok3 then
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maxHp = realMaxHp or maxHp
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end
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end
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end
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if maxHp <= 0 then
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HidePredictions()
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return
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end
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local _, mineIncoming, othersIncoming = GetIncomingHeals(unit)
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if CheckSuperWow then
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local ok, hasSW = pcall(CheckSuperWow)
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if ok and hasSW then
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local ok2, _, realMine, realOther = pcall(GetIncomingHeals, unit)
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if ok2 then
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mineIncoming = realMine or mineIncoming
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othersIncoming = realOther or othersIncoming
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end
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end
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end
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local missing = maxHp - hp
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if missing <= 0 then
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if missing <= 0 and (mineIncoming <= 0 and othersIncoming <= 0) then
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HidePredictions()
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return
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end
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@@ -914,29 +970,30 @@ function SFrames.Party:UpdateHealPrediction(unit)
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local mineShown = math.min(math.max(0, mineIncoming), missing)
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local remaining = missing - mineShown
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local otherShown = math.min(math.max(0, othersIncoming), remaining)
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if mineShown <= 0 and otherShown <= 0 then
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if mineIncoming <= 0 and othersIncoming <= 0 then
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HidePredictions()
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return
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end
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local barWidth = f.health:GetWidth() or 0
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local barWidth = f:GetWidth() - (f.portrait:GetWidth() + 4)
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if barWidth <= 0 then
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HidePredictions()
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return
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end
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local currentWidth = math.floor((hp / maxHp) * barWidth + 0.5)
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local currentWidth = (hp / maxHp) * barWidth
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if currentWidth < 0 then currentWidth = 0 end
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if currentWidth > barWidth then currentWidth = barWidth end
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local availableWidth = barWidth - currentWidth
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if availableWidth <= 0 then
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HidePredictions()
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return
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end
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if availableWidth < 0 then availableWidth = 0 end
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local mineWidth = math.floor((mineShown / maxHp) * barWidth + 0.5)
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local otherWidth = math.floor((otherShown / maxHp) * barWidth + 0.5)
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local mineWidth = 0
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local otherWidth = 0
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if missing > 0 then
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mineWidth = (mineShown / missing) * availableWidth
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otherWidth = (otherShown / missing) * availableWidth
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end
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if mineWidth < 0 then mineWidth = 0 end
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if otherWidth < 0 then otherWidth = 0 end
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if mineWidth > availableWidth then mineWidth = availableWidth end
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@@ -949,6 +1006,7 @@ function SFrames.Party:UpdateHealPrediction(unit)
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predMine:SetPoint("TOPLEFT", f.health, "TOPLEFT", currentWidth, 0)
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predMine:SetPoint("BOTTOMLEFT", f.health, "BOTTOMLEFT", currentWidth, 0)
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predMine:SetWidth(mineWidth)
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predMine:SetHeight(f.health:GetHeight())
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predMine:Show()
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else
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predMine:Hide()
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@@ -959,10 +1017,29 @@ function SFrames.Party:UpdateHealPrediction(unit)
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predOther:SetPoint("TOPLEFT", f.health, "TOPLEFT", currentWidth + mineWidth, 0)
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predOther:SetPoint("BOTTOMLEFT", f.health, "BOTTOMLEFT", currentWidth + mineWidth, 0)
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predOther:SetWidth(otherWidth)
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predOther:SetHeight(f.health:GetHeight())
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predOther:Show()
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else
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predOther:Hide()
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end
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local totalIncoming = mineIncoming + othersIncoming
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local overHeal = totalIncoming - missing
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if overHeal > 0 then
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local overWidth = (overHeal / maxHp) * barWidth
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if overWidth > 0 then
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predOver:ClearAllPoints()
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predOver:SetPoint("TOPLEFT", f.health, "TOPLEFT", currentWidth + mineWidth + otherWidth, 0)
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predOver:SetPoint("BOTTOMLEFT", f.health, "BOTTOMLEFT", currentWidth + mineWidth + otherWidth, 0)
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predOver:SetWidth(overWidth)
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predOver:SetHeight(f.health:GetHeight())
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predOver:Show()
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else
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predOver:Hide()
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end
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else
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predOver:Hide()
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end
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end
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function SFrames.Party:UpdatePowerType(unit)
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