I Kinda achieve this using oUF_AuraBars as example. I tried to implement it using the Aura system more instead of reading all the aura info and dumping into a vector, anyway I will try to rework it sometime in the feature.
oUF_AuraBars haven't been updated to 1.4 and this way I have it working.
Anyway I ran into a problem that is driving me nuts.
The problem is when I deselect my current target the Bar Timers still remain up. They are no longer updated but they remain on the screen till I switch to another target or re-target the same unit.
I thought of in the update function to check for if self == target and if unitexists(self) and if not hide the bartimers frame, but it's not working. :S
Could anyway give me some help on how to achieve this and why I'm failing?
My oUF Code is here:
http://code.google.com/p/lumenui/sou.../oUF_lumen.lua
It starts on line:
1173.
I tried this to hide when the targer doesn't exist:
Code:
-- Trying to Hide the frames if Target doesn't exist
if(self == 'target' and not UnitExists('target')) then
for index = lastIndex, #bars do
bars[index]:Hide()
end
end
Thanks!