Originally Posted by Torhal
You'll want to hide the frame doing the OnUpdate when it's done, else you'll be needlessly using CPU.
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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
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:
local speed = 1 frame.mult = 1 frame.alpha = 1 frame:SetScript("OnUpdate", function(self, elapsed) elapsed = elapsed*(1/speed) self:SetAlpha(self.alpha) self.alpha = self.alpha - elapsed*self.mult if self.alpha < 0 and self.mult > 0 then self.mult = self.mult*-1 self.alpha = 0 elseif self.alpha > 1 and frame.mult < 1 then self.mult = self.mult*-1 end end)
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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.