--UpdateHealth also tracks max hp |
AuraUnitFramesPlayer_Events.UNIT_MAXHEALTH = AuraUnitFramesPlayer_Events.UNIT_HEALTH; |
|
function AuraUnitFramesPlayer_Events:UNIT_MANA() |
AuraUnitFramesCore_UpdatePower(self, "player"); |
end |
|
function AuraUnitFramesPlayer_Events:UNIT_MAXMANA() |
AuraUnitFramesCore_UpdateMaxPower(self, "player"); |
end |
|
--all other power update methods do the same as the 2 above |
AuraUnitFramesPlayer_Events.UNIT_MAXENERGY = AuraUnitFramesPlayer_Events.UNIT_MAXMANA; |
AuraUnitFramesPlayer_Events.UNIT_MAXRAGE = AuraUnitFramesPlayer_Events.UNIT_MAXMANA; |
AuraUnitFramesPlayer_Events.UNIT_MAXRUNIC_POWER = AuraUnitFramesPlayer_Events.UNIT_MAXMANA; |
--AuraUnitFramesPlayer_Events.UNIT_MAXFOCUS = AuraUnitFramesPlayer_Events.UNIT_MAXMANA; |
AuraUnitFramesPlayer_Events.UNIT_ENERGY = AuraUnitFramesPlayer_Events.UNIT_MANA; |
AuraUnitFramesPlayer_Events.UNIT_RAGE = AuraUnitFramesPlayer_Events.UNIT_MANA; |
AuraUnitFramesPlayer_Events.UNIT_RUNIC_POWER = AuraUnitFramesPlayer_Events.UNIT_MANA; |
--AuraUnitFramesPlayer_Events.UNIT_FOCUS = AuraUnitFramesPlayer_Events.UNIT_MANA; |
|
function AuraUnitFramesPlayer_Events:UNIT_DISPLAYPOWER() |
AuraUnitFramesCore_UpdatePowerType(self, "player"); |
end |
|
--[[================================================= |
UPDATE METHODS |
===================================================]]-- |
|
function AuraUnitFramesPlayer_UpdateAll(self) |
AuraUnitFramesCore_UpdateHealth(self, "player"); |
AuraUnitFramesCore_UpdatePowerType(self, "player"); |
AuraUnitFramesCore_UpdateMaxPower(self, "player"); |
|
end |
|
function AuraUnitFramesPlayer_ManaBar_OnUpdate(self) |
-- using a copy of the blizzard code for this few edits here and there |
local currValue = UnitPower(self.unit); |
if ( currValue ~= self.currValue ) then |
self:SetValue(currValue); |
self.currValue = currValue; |
-- edited for own setup |
self.Text:SetText(currValue); |
end |
end |
|
--[[================================================= |
SETUP |