View Single Post
05-22-09, 05:37 PM   #7
Dgrimes
A Black Drake
 
Dgrimes's Avatar
AddOn Author - Click to view addons
Join Date: Oct 2008
Posts: 89
Sigg what about using this to create and destroy the animation groups
Code:
local createCode = [[
frame._a = ]] .. tname .. [[:CreateAnimationGroup();
_a:SetLooping(]] .. desc.loop .. [[);
frame.]] .. objname .. [[ = _a;
]];

local destroyCode = [[
frame.]] .. objname .. [[:Stop();
frame.]] .. objname .. [[ = nil;
]];
It seems to work fine for me on my warlock, not getting any weird side effects that I can tell that I used to get before without called the "frame.objname = nil;" in the destroy code. Just another 2 cents. Who knows I might be completely wrong here but it seems to be working fine for my unit frames that have 2 animation groups for 2 textures.

The reason I wish to be able to have more then one animation on more then one region is due to the fact that the animation group controls the looping state of its child animations. So if I wanted to have a bounce effect on on animation and a repeat effect on another I have to create more then one animation group. (I blame blizzard!)

Hope this helps.
__________________
What was is, what will be was.
  Reply With Quote