09-16-09, 07:00 AM | #1181 |
09-16-09, 07:18 AM | #1182 |
Feel free to write/update some docs! :3
|
|
09-16-09, 10:16 AM | #1183 |
Well, when working with tags, checking tags.lua first seems logical.
|
|
09-16-09, 12:07 PM | #1184 |
After alot of messing about i finally figured out through trial and error lol that if i use:
Code:
-- RESTING ICON if(unit == "player") then if UnitLevel("player") ~= MAX_PLAYER_LEVEL then self.Resting = self.Health:CreateTexture(nil, "OVERLAY") self.Resting:SetHeight(6) self.Resting:SetWidth(6) self.Resting:SetPoint("BOTTOMLEFT", 10, -15) self.Resting:SetTexture(0, 1, 0) end end I'm now trying to figure out how do i go about putting a very think black boarder around my small green square? I very much a nub but its fun learning, looking forward to the reply's Last edited by Icerat : 09-16-09 at 12:11 PM. |
|
09-16-09, 01:13 PM | #1185 |
Just do it the same way one would add a background to the health/power bar.
like this: Code:
self.Resting.bg = self.Resting:CreateTexture(nil, "BACKGROUND") self.Resting.bg:SetPoint("TOPLEFT",self.Health,"TOPLEFT",-1,1) self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Health,"BOTTOMRIGHT",1,-1) self.Resting.bg:SetVertexColor(0, 0, 0, 1) |
|
09-16-09, 05:14 PM | #1186 |
or
Code:
self.Resting:SetBackdrop({ bgFile = [[Interface\ChatFrame\ChatFrameBackground]], insets = {top = -1, left = -1, bottom = -1, right = -1} }) self.Resting:SetBackdropColor(0, 0, 0) |
|
09-16-09, 05:36 PM | #1187 |
Hi and many thanks for the reply
If i add what you sugested i get an error and at this time my knowladge is not there to fix it. I have: Code:
-- RESTING ICON if(unit == "player") then if UnitLevel("player") ~= MAX_PLAYER_LEVEL then self.Resting = self.Health:CreateTexture(nil, "OVERLAY") self.Resting:SetHeight(6) self.Resting:SetWidth(6) self.Resting:SetPoint("BOTTOMLEFT", 13, -15) self.Resting:SetTexture(1, 1, 0) self.Resting.bg = self.Resting:CreateTexture(nil, "BACKGROUND") self.Resting.bg:SetPoint("TOPLEFT",self.Health,"TOPLEFT",-1,1) self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Health,"BOTTOMRIGHT",1,-1) self.Resting.bg:SetVertexColor(0, 0, 0, 1) end end Code:
[2009/09/17 00:19:34-5479-x1]: oUF_Harpz-1.1h\oUF_Harpz.lua:575: attempt to call method 'CreateTexture' (a nil value) oUF-1.3.21\ouf.lua:250: in function <Interface\AddOns\oUF\ouf.lua:242> oUF-1.3.21\ouf.lua:318: in function <Interface\AddOns\oUF\ouf.lua:315> oUF-1.3.21\ouf.lua:368: in function `Spawn' oUF_Harpz-1.1h\oUF_Harpz.lua:755: in main chunk --- Code:
-- RESTING ICON if(unit == "player") then if UnitLevel("player") ~= MAX_PLAYER_LEVEL then self.Resting = self.Health:CreateTexture(nil, "OVERLAY") self.Resting:SetHeight(6) self.Resting:SetWidth(6) self.Resting:SetPoint("BOTTOMLEFT", 13, -15) self.Resting:SetTexture(1, 1, 0) self.Resting.bg = self.Health:CreateTexture(nil, "BACKGROUND") self.Resting.bg:SetPoint("BOTTOMLEFT", 10, -19) self.Resting.bg:SetHeight(13) self.Resting.bg:SetWidth(13) self.Resting.bg:SetTexture(0, 0, 0, 1) end end Also another nub question why are there 2 set points Code:
self.Resting.bg:SetPoint("TOPLEFT",self.Health,"TOPLEFT",-1,1) self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Health,"BOTTOMRIGHT",1,-1) |
|
09-16-09, 06:30 PM | #1188 |
Code:
self.Health:CreateTexture These 2 set points tell the game to start drawing the first edge of the rectangle at the first set point to the "last" edge of the rectangle at the second set point. It only needs to know 2 edges out of 4 because the others are defined by being logic (don't know how to describe it better in English, sorry). Code:
1---X | | | | X---2 |
|
09-18-09, 12:57 AM | #1189 | |
local function truncate(value) if(value >= 1e7) then return gsub(format('%.1fm', value / 1e6), '%.?0([km])$', '%1') elseif(value >= 1e6) then return gsub(format('%.2fm', value / 1e6), '%.?0+([km])$', '%1') elseif(value >= 1e5) then return format('%.0fk', value / 1e3) elseif (value >= 1e3) or (value <= -1e3) then return gsub(format('%.1fk', value / 1e3), '%.?0([km])$', '%1') else return value end end And: oUF.TagEvents['[customstatus]'] = 'UNIT_HEALTH' oUF.Tags['[customstatus]'] = function(unit) return not UnitIsConnected(unit) and 'Off' or UnitIsGhost(unit) and 'Ghost' or UnitIsDead(unit) and 'Dead' end oUF.TagEvents['[customhp]'] = 'UNIT_HEALTH UNIT_MAXHEALTH' oUF.Tags['[customhp]'] = function(unit) local status = oUF.Tags['[customstatus]'](unit) local min, max = UnitHealth(unit), UnitHealthMax(unit) local r,g,b = ColourGradient(min/max) return status and status or (unit ~= 'player' and unit ~= 'target' and min-max ~= 0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(min-max)) or (unit ~= 'player' and unit ~= 'target' and min-max == 0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(max)) or (unit == 'target' and unit == 'player' and min-max ~=0) and format('|cff%02x%02x%02x%s|r | |cff%02x%02x%02x%s|r', truncate(min), r, g, b, truncate(max)) or (unit == 'target' and unit == 'player' and min-max ==0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(max)) end |
||
09-25-09, 01:12 PM | #1190 |
Currently using the following to show a small yellow square to indicate if my toon is resting or not.
Code:
-- RESTING ICON -- if(unit == "player") then if UnitLevel("player") ~= MAX_PLAYER_LEVEL then self.Resting = self.Health:CreateTexture(nil, "OVERLAY") self.Resting:SetHeight(6) self.Resting:SetWidth(6) self.Resting:SetPoint("BOTTOMLEFT", 13, -15) self.Resting:SetTexture(1, 1, 0) self.Resting.bg = self.Health:CreateTexture(nil, "BACKGROUND") self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2) self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2) self.Resting.bg:SetTexture(0, 0, 0) end end How can i make the background square disappear also? Thanks in advance for helping a nub out |
|
09-25-09, 01:30 PM | #1191 |
Code:
--- 1 2009-09-25 21:28:37.678699761 +0000 +++ 2 2009-09-25 21:29:45.950873460 +0000 @@ -11,5 +11,6 @@ self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2) self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2) self.Resting.bg:SetTexture(0, 0, 0) + self.Resting.bg:SetParent(self.Resting) end end
__________________
「貴方は1人じゃないよ」 |
|
09-25-09, 03:33 PM | #1192 |
So I've been trying to add Auras to my target frame for some time now but I must be doing something terribly wrong as it just won't show them.
My aura code is based on oUF_ALZA, however my layout code is based on oUF_P3lim. Here's the code I try to spawn my auras with. Code:
if(unit == 'target') then local auras = CreateFrame("Frame", nil, self) auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -3) auras.initialAnchor = "TOPLEFT" auras["growth-x"] = "RIGHT" auras["growth-y"] = "DOWN" auras.numDebuffs = 16 auras:SetHeight(500) auras:SetWidth(180 + 30 / 2) auras.spacing = 1 auras.size = 30 auras.gap = true --auras.onlyShowPlayer = true self.Auras = auras self.PostCreateAuraIcon = PostCreateAuraIcon end Code:
--[[ Adrian L Lange grants anyone the right to use this work for any purpose, without any conditions, unless such conditions are required by law. --]] local max = math.max local floor = math.floor local barTex = [=[Interface\AddOns\!media\textures\statusbar.tga]=] local backdrop = { bgFile = [=[Interface\ChatFrame\ChatFrameBackground]=], insets = {top = -1, bottom = -1, left = -1, right = -1} } local bordertex = "Interface\\AddOns\\!media\\textures\\gloss" -- border for aura icons local debufftex = "Interface\\AddOns\\!media\\textures\\dh" -- for oUF_DebuffHighlight -- Configure font settings here. http://www.wowwiki.com/API_FontInstance_SetFont local font = [=[Interface\AddOns\!media\fonts\Semplice Regular.ttf]=] local fsize = 8 local fstyle = 'THINOUTLINE' local removeShadows = true local MyUnits = { -- used for hiding cooldowns on target frame player = true, pet = true, vehicle = true, } local _, class = UnitClass('player') r = RAID_CLASS_COLORS[class].r g = RAID_CLASS_COLORS[class].g b = RAID_CLASS_COLORS[class].b local colors = setmetatable({ power = setmetatable({ MANA = {0, 144/255, 1} }, {__index = oUF.colors.power}), runes = setmetatable({ [1] = {0.8, 0, 0}, [3] = {0, 0.4, 0.7}, [4] = {0.8, 0.8, 0.8} }, {__index = oUF.colors.runes}) }, {__index = oUF.colors}) local buffFilter = { [GetSpellInfo(62600)] = true, [GetSpellInfo(61336)] = true, [GetSpellInfo(52610)] = true, [GetSpellInfo(22842)] = true, [GetSpellInfo(22812)] = true, [GetSpellInfo(16870)] = true } local function menu(self) local drop = _G[string.gsub(self.unit, '(.)', string.upper, 1) .. 'FrameDropDown'] if(drop) then ToggleDropDownMenu(1, nil, drop, 'cursor') end end --[[ Font creation func ]] MakeFS = function(parent, justify) local f = parent:CreateFontString(nil, "OVERLAY") f:SetFont(font, fsize, fstyle) f:SetShadowColor(0, 0, 0, 0) if(justify) then f:SetJustifyH(justify) end return f end --[[ Background creation func ]] MakeBG = function(parent) local bg = parent:CreateTexture(nil, "BACKGROUND") bg:SetPoint("TOPLEFT", parent, -2, 2) bg:SetPoint("BOTTOMRIGHT", parent, 2, -2) bg:SetTexture(0, 0, 0) end local function updateCombo(self, event, unit) if(unit == PlayerFrame.unit and unit ~= self.CPoints.unit) then self.CPoints.unit = unit end end local function updatePower(self, event, unit, bar, minVal, maxVal) if(unit ~= 'target') then return end if(maxVal ~= 0) then self.Health:SetHeight(22) bar:Show() else self.Health:SetHeight(27) bar:Hide() end end local function castIcon(self, event, unit) local castbar = self.Castbar if(castbar.interrupt) then castbar.Button:SetBackdropColor(0, 0.9, 1) else castbar.Button:SetBackdropColor(0, 0, 0) end end local function castTime(self, duration) if(self.channeling) then self.Time:SetFormattedText('%.1f ', duration) elseif(self.casting) then self.Time:SetFormattedText('%.1f ', self.max - duration) end end local function updateTime(self, elapsed) self.remaining = max(self.remaining - elapsed, 0) self.time:SetText(self.remaining < 90 and floor(self.remaining) or '') end local noHide = function(self) self:SetVertexColor(0, 0, 0) end local PostCreateAuraIcon = function(self, button, icons, index, isDebuff) button.cd:SetReverse() button.count:ClearAllPoints() button.count:SetPoint("TOP") button.count:SetJustifyH("CENTER") button.count:SetFont(font, fsize, fstyle) button.count:SetTextColor(.8, .8, .8) button.icon:SetTexCoord(0, 1, 0, 1) button.overlay:SetTexture(bordertex) button.overlay:SetTexCoord(0, 1, 0, 1) button.overlay.Hide = noHide end local PostUpdateAuraIcon = function(self, icons, unit, icon, index, offset, filter, isDebuff) if(icon.cd:IsShown() and isDebuff and not MyUnits[icon.owner] and not UnitIsPlayer(self.unit)) then icon.cd:Hide() end end local function customFilter(icons, unit, icon, name, rank, texture, count, dtype, duration, expiration, caster) if(buffFilter[name] and caster == 'player') then return true end end --[[ Disabling default buff frames ]] _G["BuffFrame"]:Hide() _G["BuffFrame"]:UnregisterAllEvents() _G["BuffFrame"]:SetScript("OnUpdate", nil) --[[ Temporary enchant stuff ]] for i = 1, 2 do _G["TempEnchant"..i.."Icon"]:Hide() _G["TempEnchant"..i.."Count"]:Hide() _G["TempEnchant"..i.."Border"]:Hide() _G["TempEnchant"..i.."Duration"] = MakeFS(UIParent) _G["TempEnchant"..i]:ClearAllPoints() _G["TempEnchant"..i]:SetAllPoints(_G["TempEnchant"..i.."Duration"]) end local function style(self, unit) self.colors = colors self.menu = menu self:RegisterForClicks('AnyUp') self:SetAttribute('type2', 'menu') self:SetScript('OnEnter', UnitFrame_OnEnter) self:SetScript('OnLeave', UnitFrame_OnLeave) self:SetBackdrop(backdrop) self:SetBackdropColor(0, 0, 0) self.Health = CreateFrame('StatusBar', nil, self) self.Health:SetPoint('TOPRIGHT') self.Health:SetPoint('TOPLEFT') self.Health:SetStatusBarTexture(barTex) self.Health.colorClass = false self.Health.colorReaction = false self.Health:SetStatusBarColor(0.2, 0.2, 0.2) self.Health:SetHeight((unit == 'focus' or unit == 'targettarget') and 20 or 22) self.Health.frequentUpdates = true self.Health.bg = self.Health:CreateTexture(nil, 'BORDER') self.Health.bg:SetAllPoints(self.Health) self.Health.bg:SetTexture(0.3, 0.3, 0.3) local health = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallRight') health:SetPoint('RIGHT', self.Health, -2, -1) health.frequentUpdates = 0.25 self:Tag(health, '[phealth]') local power = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft') power:SetPoint('LEFT', self.Health, 2, -1) power.frequentUpdates = 0.1 self:Tag(power, '[ppower]') local info = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft') info:SetPoint('LEFT', self.Health, 2, -1) info:SetPoint('RIGHT', health, 'LEFT') self:Tag(info, '[raidcolor][name]') if removeShadows == true then info:SetShadowOffset(0, 0) power:SetShadowOffset(0, 0) health:SetShadowOffset(0, 0) end self.RaidIcon = self.Health:CreateTexture(nil, 'OVERLAY') self.RaidIcon:SetPoint('TOP', self, 0, 8) self.RaidIcon:SetHeight(16) self.RaidIcon:SetWidth(16) if(unit == 'focus' or unit == 'targettarget') then else self.Power = CreateFrame('StatusBar', nil, self) self.Power:SetPoint('BOTTOMRIGHT') self.Power:SetPoint('BOTTOMLEFT') self.Power:SetPoint('TOP', self.Health, 'BOTTOM', 0, -1) self.Power:SetStatusBarTexture(barTex) self.Power.frequentUpdates = true self.Power.colorClass = false self.Power.colorTapping = false self.Power.colorDisconnected = false self.Power.colorReaction = false self.Power.colorHappiness = unit == 'pet' self.Power.colorPower = true self.Power.bg = self.Power:CreateTexture(nil, 'BORDER') self.Power.bg:SetAllPoints(self.Power) self.Power.bg:SetTexture([=[Interface\ChatFrame\ChatFrameBackground]=]) self.Power.bg.multiplier = 0.3 end if(unit == 'player') then if IsAddOnLoaded("oUF_Experience") and UnitLevel("Player") < 80 then self.Experience = CreateFrame('StatusBar', nil, self) --self.Experience:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -20) --self.Experience:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, -20) self.Experience:SetPoint('CENTER', self, 'CENTER', 0, -19) self.Experience:SetHeight(4) self.Experience:SetWidth(180) self.Experience:SetStatusBarTexture(barTex) self.Experience:SetStatusBarColor(0.15, 0.7, 0.1) self.Experience.Tooltip = true self.Experience.Rested = CreateFrame('StatusBar', nil, self) self.Experience.Rested:SetAllPoints(self.Experience) self.Experience.Rested:SetStatusBarTexture(barTex) self.Experience.Rested:SetStatusBarColor(0, 0.4, 1, 0.6) self.Experience.Rested:SetBackdrop(backdrop) self.Experience.Rested:SetBackdropColor(0, 0, 0) self.Experience.Text = self.Experience:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall') self.Experience.Text:SetPoint('CENTER', self.Experience, 'CENTER', 0, -15) self.Experience.Text:SetFont(font, fsize, fstyle) self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER') self.Experience.bg:SetAllPoints(self.Experience) self.Experience.bg:SetTexture(0.2, 0.2, 0.2) end end if(unit == 'player') then if IsAddOnLoaded('oUF_Reputation') and UnitLevel("player") == 80 then self.Reputation = CreateFrame('StatusBar', nil, self) --self.Reputation:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -20) --self.Reputation:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, -20) self.Reputation:SetPoint('CENTER', self, 'CENTER', 0, -116) self.Reputation:SetHeight(11) self.Reputation:SetWidth(417) self.Reputation:SetStatusBarTexture(barTex) self.Reputation:SetStatusBarColor(0.15, 0.7, 0.1) self.Reputation.Tooltip = true self.Reputation:SetBackdrop(backdrop) self.Reputation:SetBackdropColor(0, 0, 0) self.Reputation.Text = self.Reputation:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall') self.Reputation.Text:SetPoint('CENTER', self.Reputation) self.Reputation.bg = self.Reputation:CreateTexture(nil, 'BORDER') self.Reputation.bg:SetAllPoints(self.Reputation) self.Reputation.bg:SetTexture(0.2, 0.2, 0.2) end local buffs = CreateFrame("Frame", nill, self) buffs:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", -25, -25) buffs.initialAnchor = "TOPRIGHT" buffs["growth-y"] = "DOWN" buffs["growth-x"] = "LEFT" buffs:SetHeight(500) buffs:SetWidth((30 + 3) * 10) buffs.spacing = 3 buffs.size = 30 self.Buffs = buffs local debuffs = CreateFrame("Frame", nill, self) debuffs:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 2, -23) debuffs.initialAnchor = "TOPRIGHT" debuffs["growth-x"] = "LEFT" debuffs["growth-y"] = "DOWN" debuffs:SetHeight(500) debuffs:SetWidth(180 + 30 / 2) debuffs.spacing = 3 debuffs.size = 30 self.Debuffs = debuffs local dur1 = _G["TempEnchant1Duration"] local dur2 = _G["TempEnchant2Duration"] if(self.RuneBar or self.DruidPower) then dur2:SetPoint("TOPRIGHT", ppp or hpp, "TOPLEFT") dur1:SetPoint("TOPRIGHT", dur2, "TOPLEFT") else dur1:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -2, 3) dur2:SetPoint("TOPLEFT", dur1, "TOPRIGHT") end dur1:SetVertexColor(1, 1, 1) dur2:SetVertexColor(1, 1, 1) dur1.SetVertexColor = function() end dur2.SetVertexColor = function() end self.PostCreateAuraIcon = PostCreateAuraIcon self.PostUpdateAuraIcon = PostUpdateAuraIcon end if(unit == 'pet') then self.Auras = CreateFrame('Frame', nil, self) self.Auras:SetPoint('TOPRIGHT', self, 'TOPLEFT', -4, 0) self.Auras:SetHeight(4) self.Auras:SetWidth(256) self.Auras.size = 22 self.Auras.spacing = 4 self.Auras.initialAnchor = 'TOPRIGHT' self.Auras['growth-x'] = 'LEFT' self.PostCreateAuraIcon = PostCreateAuraIcon end if(unit == 'player' or unit == 'target') then if(unit == 'target') then local auras = CreateFrame("Frame", nil, self) auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -3) auras.initialAnchor = "TOPLEFT" auras["growth-x"] = "RIGHT" auras["growth-y"] = "DOWN" auras.numDebuffs = 16 auras:SetHeight(500) auras:SetWidth(180 + 30 / 2) auras.spacing = 1 auras.size = 30 auras.gap = true --auras.onlyShowPlayer = true self.Auras = auras self.PostCreateAuraIcon = PostCreateAuraIcon end self.Castbar = CreateFrame('StatusBar', nil, self) self.Castbar:SetHeight(16) self.Castbar:SetStatusBarTexture(barTex) self.Castbar:SetBackdrop(backdrop) self.Castbar:SetBackdropColor(0, 0, 0) self.Castbar.bg = self.Castbar:CreateTexture(nil, 'BORDER') self.Castbar.bg:SetAllPoints(self.Castbar) self.Castbar.bg:SetTexture(barTex) self.Castbar.Text = self.Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft') self.Castbar.Time = self.Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallRight') self.Castbar.CustomTimeText = castTime self.Castbar.Button = CreateFrame('Frame', nil, self.Castbar) self.Castbar.Button:SetHeight(16) self.Castbar.Button:SetWidth(16) self.Castbar.Button:SetBackdrop(backdrop) self.Castbar.Button:SetBackdropColor(0, 0, 0) self.Castbar.Icon = self.Castbar.Button:CreateTexture(nil, 'ARTWORK') self.Castbar.Icon:SetAllPoints(self.Castbar.Button) self.Castbar.Icon:SetTexCoord(0.08, 0.92, 0.08, 0.92) self.Castbar.Time:SetFont(font, fsize, fstyle) self.Castbar.Text:SetFont(font, fsize, fstyle) if(unit == 'target') then self.PostCastStart = castIcon self.PostChannelStart = castIcon self.Castbar:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -60) self.Castbar.Button:SetPoint('LEFT', self.Castbar, 'RIGHT', 4, 0) self.Castbar:SetStatusBarColor(1, 0, 0) self.Castbar.bg:SetVertexColor(0.3, 0.3, 0,3) self.Castbar.Text:SetPoint('LEFT', 2, 1) self.Castbar.Time:SetPoint('RIGHT', -2, 1) self.Castbar:SetWidth(230) else self.Castbar:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, 50) --self.Castbar.Button:SetPoint('BOTTOMRIGHT', self.Castbar, 'BOTTOMLEFT', -3, 0) self.Castbar:SetStatusBarColor(r, g, b) self.Castbar.bg:SetVertexColor(0.3, 0.3, 0,3) self.Castbar.Text:SetPoint('LEFT', 0, 17) self.Castbar.Time:SetPoint('RIGHT', 0, 17) self.Castbar:SetWidth(180) end self.PostUpdatePower = updatePower end if(unit == 'player') then self:SetAttribute('initial-height', 22) self:SetAttribute('initial-width', 180) self.Health:SetHeight(17) self.Power:SetHeight(5) power:SetFont(font, fsize, fstyle) health:SetFont(font, fsize, fstyle) info:Hide() elseif(unit == 'target') then self:SetAttribute('initial-height', 27) self:SetAttribute('initial-width', 230) health:SetFont(font, fsize, fstyle) info:SetFont(font, fsize, fstyle) power:Hide() elseif(unit == 'focus') then self:SetAttribute('initial-height', 15) self:SetAttribute('initial-width', 180) self.Health:SetHeight(15) --self.Power:Hide() health:SetFont(font, fsize, fstyle) info:SetFont(font, fsize, fstyle) health:SetPoint('RIGHT', self.Health, -2, 0) info:SetPoint('LEFT', self.Health, 2, 0) power:Hide() elseif(unit == 'targettarget') then self:SetAttribute('initial-height', 15) self:SetAttribute('initial-width', 230) self.Health:SetHeight(15) health:SetFont(font, fsize, fstyle) info:SetFont(font, fsize, fstyle) health:SetPoint('RIGHT', self.Health, -2, 0) info:SetPoint('LEFT', self.Health, 2, 0) power:Hide() elseif(unit == 'pet') then self:SetAttribute('initial-height', 22) self:SetAttribute('initial-width', 140) self.Health:SetHeight(17) self.Power:SetHeight(5) power:SetFont(font, fsize, fstyle) health:SetFont(font, fsize, fstyle) info:Hide() end if(unit == 'target') then self.CPoints = self:CreateFontString(nil, 'OVERLAY', 'SubZoneTextFont') self.CPoints:SetPoint('RIGHT', self, 'LEFT', -9, 0) self.CPoints:SetTextColor(1, 1, 1) self.CPoints:SetJustifyH('RIGHT') self.CPoints.unit = PlayerFrame.unit self:RegisterEvent('UNIT_COMBO_POINTS', updateCombo) self.CustomAuraFilter = customFilter end if(unit == 'player') then if(select(2, UnitClass('player')) == 'DEATHKNIGHT') then self.Runes = CreateFrame('Frame', nil, self) self.Runes:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -1) self.Runes:SetHeight(4) self.Runes:SetWidth(180) self.Runes:SetBackdrop(backdrop) self.Runes:SetBackdropColor(0, 0, 0) self.Runes.anchor = 'TOPLEFT' self.Runes.growth = 'RIGHT' self.Runes.height = 4 self.Runes.width = 180 / 6 - 0.85 for index = 1, 6 do self.Runes[index] = CreateFrame('StatusBar', nil, self.Runes) self.Runes[index]:SetStatusBarTexture(barTex) self.Runes[index].bg = self.Runes[index]:CreateTexture(nil, 'BACKGROUND') self.Runes[index].bg:SetAllPoints(self.Runes[index]) self.Runes[index].bg:SetTexture(0.2, 0.2, 0,2) end end self.Leader = self.Health:CreateTexture(nil, 'OVERLAY') self.Leader:SetPoint('TOPLEFT', self, 0, 8) self.Leader:SetHeight(16) self.Leader:SetWidth(16) self.Assistant = self.Health:CreateTexture(nil, 'OVERLAY') self.Assistant:SetPoint('TOPLEFT', self, 0, 8) self.Assistant:SetHeight(16) self.Assistant:SetWidth(16) end self.DebuffHighlightBackdrop = true self.DebuffHighlightFilter = true end oUF:RegisterStyle('Hariyama', style) oUF:SetActiveStyle('Hariyama') oUF:Spawn('player', 'oUF_Player'):SetPoint('CENTER', UIParent, 0, -350) oUF:Spawn('target', 'oUF_Target'):SetPoint('CENTER', UIParent, 220, -100) oUF:Spawn('targettarget', 'oUF_ToT'):SetPoint('BOTTOMRIGHT', oUF.units.target, 'TOPRIGHT', 0, 3) oUF:Spawn('focus', 'oUF_Focus'):SetPoint('BOTTOMLEFT', oUF.units.player, 'TOPLEFT', 0, 5) oUF:Spawn('pet', 'oUF_Pet'):SetPoint('RIGHT', oUF.units.player, 'LEFT', -25, 0) - Wimpzter.
__________________
All I see is strobe lights blinding me in my hindsight. |
|
09-25-09, 05:38 PM | #1193 |
Your PostUpdateAuraIcon seems a little strange. If I'm reading it right, it's basically saying:
If the icon is supposed to be shown and the icon is for a debuff that is not created by me, my pet, or my vehicle, and the unit is not a player, then hide the icon. I think it may be the last part tripping you up. You're saying to hide the icon if your target is not a player, so any NPC will have the icons hidden. |
|
09-25-09, 05:46 PM | #1194 | |
__________________
All I see is strobe lights blinding me in my hindsight. |
||
09-26-09, 02:35 AM | #1195 | |
Code:
-- RESTING ICON -- if(unit == "player") then if UnitLevel("player") ~= MAX_PLAYER_LEVEL then self.Resting = self.Health:CreateTexture(nil, "OVERLAY") self.Resting:SetHeight(6) self.Resting:SetWidth(6) self.Resting:SetPoint("BOTTOMLEFT", 13, -15) self.Resting:SetTexture(1, 1, 0) self.Resting.bg = self.Health:CreateTexture(nil, "BACKGROUND") self.Resting.bg:SetParent(self.Resting) self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2) self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2) self.Resting.bg:SetTexture(0, 0, 0) end end Code:
[2009/09/26 09:24:28-5601-x1]: oUF_Harpz-1.1h\oUF_Harpz.lua:576: <unnamed>:SetParent(): Wrong parent object type, expected Frame oUF_Harpz-1.1h\oUF_Harpz.lua:576: in function `style' oUF-1.3.21\ouf.lua:250: in function <Interface\AddOns\oUF\ouf.lua:242> oUF-1.3.21\ouf.lua:318: in function <Interface\AddOns\oUF\ouf.lua:315> oUF-1.3.21\ouf.lua:368: in function `Spawn' oUF_Harpz-1.1h\oUF_Harpz.lua:761: in main chunk --- I look forward to the reply's, learnings fun |
||
09-26-09, 03:32 AM | #1196 |
lua Code:
self.Resting is a texture. You can't anchor an object to a texture. |
|
09-26-09, 04:41 AM | #1197 |
09-26-09, 05:24 AM | #1198 |
I actually believed you could parent textures to other textures, but since that isn't the case you have to create a container frame and handle it through that. Another options would be to insert your own OnShow/OnHide, or use a OnShow/OnHide script to toggle the other textures.
__________________
「貴方は1人じゃないよ」 |
|
09-27-09, 02:22 PM | #1199 |
I've yet to find a solution to this, please point me in the right direction anyone.
__________________
All I see is strobe lights blinding me in my hindsight. |
|
09-28-09, 06:32 AM | #1200 |
Back again sorry:
I have the following to show my experience bar and it works great does all i expected it to do, hide until mouse over and show a tooltip on my player. For some reason though it wont show a bar for my hunters pet (pets not max lvl nor is me hunter) Code:
-- EXPERIENCE BAR -- if(IsAddOnLoaded('oUF_Experience') and (unit == 'player' or unit == 'pet')) then self.Experience = CreateFrame('StatusBar', nil, self) self.Experience:SetPoint('BOTTOMLEFT', self, 'TOPLEFT', 0, 5) self.Experience:SetPoint('BOTTOMRIGHT', self, 'TOPRIGHT', 0, 5) if(unit == "pet") then self.Experience:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 0, -25) self.Experience:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -25) end self.Experience:SetHeight(3) self.Experience:SetStatusBarTexture(texture2) self.Experience:SetStatusBarColor(0.15, 0.7, 0.1) self.Experience.Tooltip = true self.Experience.Rested = CreateFrame('StatusBar', nil, self) self.Experience.Rested:SetParent(self.Experience) -- Parent to the Experiance bar to get it to hide self.Experience.Rested:SetAllPoints(self.Experience) self.Experience.Rested:SetStatusBarTexture(texture2) self.Experience.Rested:SetStatusBarColor(0, 0.4, 1, 0.6) self.Experience.Rested:SetBackdrop(backdrop) self.Experience.Rested:SetBackdropColor(0, 0, 0) -- self.Experience.Text = self.Experience:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallOutline') -- self.Experience.Text:SetPoint('CENTER', self.Experience) self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER') self.Experience.bg:SetAllPoints(self.Experience) self.Experience.bg:SetTexture(0.3, 0.3, 0.3) self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end) self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end) self.Experience:SetAlpha(0) end |
|
WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » oUF - Layout discussion |
«
Previous Thread
|
Next Thread
»
|
Display Modes |
Linear Mode |
Switch to Hybrid Mode |
Switch to Threaded Mode |
|
|