Code:
local PostUpdateHealth = function(Health, unit, min, max)
local self = Health:GetParent()
local d =(round(min/max, 2)*100)
local c = UnitClassification(unit)
if(UnitIsDead(unit)) then
Health:SetValue(0)
Health.value:SetText"Dead"
Health.value:SetTextColor(1,0,0)
Health.percent:SetText""
elseif(UnitIsGhost(unit)) then
Health:SetValue(0)
Health.value:SetText"Ghost"
Health.value:SetTextColor(1,0,0)
elseif(not UnitIsConnected(unit)) then
Health.value:SetText"d/c"
elseif(unit == "player" or unit == "target") then
Health.value:SetText(CoolNumber(min))
Health.value:SetTextColor(1,1,1))
if (min ~= max) then
local r, g, b = oUF.ColorGradient(min / max, unpack(oUF.colors.smooth))
Health.percent:SetText(floor(min / max * 100).."%")
Health.percent:SetTextColor(r,g,b)
else
Health.percent:SetText""
self.Health.bg:SetVertexColor(.3,.3,.3)
end
else
local r, g, b = oUF.ColorGradient(min / max, unpack(oUF.colors.smooth))
Health.value:SetText(CoolNumber(min))
Health.value:SetTextColor(r,g,b)
self.Health:SetStatusBarColor(0.09, 0.09, 0.09)
self.Health.bg:SetVertexColor(.3,.3,.3)
end
end
so If I add this (marked green above)
Code:
self.Health:SetStatusBarColor(0.09, 0.09, 0.09)
I'd be save. since there is a failback am I right?