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01-26-10, 04:08 PM   #10
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Originally Posted by Torhal View Post
You'll want to hide the frame doing the OnUpdate when it's done, else you'll be needlessly using CPU.
Just as a quick test, I set it to pulse my Minimap (lulz) and it's using so little CPU time that it could simply just be an error. By comparison, the tool I used to measure this used 24 times as much CPU time as the pulse addon.

Originally Posted by nightcracker View Post
If this is going to be a reference, then I'll add something new, a variable to determine speed of the pulse in seconds(don't set it to 0, dividing by 0 FTW):

lua Code:
  1. local speed = 1
  2. frame.mult = 1
  3. frame.alpha = 1
  4. frame:SetScript("OnUpdate", function(self, elapsed)
  5.     elapsed = elapsed*(1/speed)
  6.     self:SetAlpha(self.alpha)
  7.     self.alpha = self.alpha - elapsed*self.mult
  8.     if self.alpha < 0 and self.mult > 0 then
  9.         self.mult = self.mult*-1
  10.         self.alpha = 0
  11.     elseif self.alpha > 1 and frame.mult < 1 then
  12.         self.mult = self.mult*-1
  13.     end
  14. end)
Hm, I'll have to give that a go. In the previous incarnation, I was just adjusting the value of frame.mult to adjust the speed.
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