/trunk/RDX/Designs/Colors
end |
-- add tmp |
if not desc.runeColor then desc.runeColor = {r=0, g=0.75, b=1,a=1} end |
if not desc.focusColor then desc.focusColor = {r=1, g=0.5, b=0.2,a=1} end |
state:AddSlot("Var_powerColor"); |
state:AddSlot("ColorVar_powerColor"); |
return true; |
local powerColor_cf = {}; |
powerColor_cf[0] = ]] .. Serialize(desc.manaColor) .. [[; |
powerColor_cf[1] = ]] .. Serialize(desc.rageColor) .. [[; |
powerColor_cf[2] = powerColor_cf[0]; |
powerColor_cf[2] = ]] .. Serialize(desc.focusColor) .. [[; |
powerColor_cf[3] = ]] .. Serialize(desc.energyColor) .. [[; |
powerColor_cf[4] = powerColor_cf[0]; |
powerColor_cf[5] = powerColor_cf[0]; |
er:EmbedChild(swatch_ragec); er:Show(); |
ui:InsertFrame(er); |
local er = VFLUI.EmbedRight(ui, VFLI.i18n("Focus Color:")); |
local swatch_focusc = VFLUI.ColorSwatch:new(er); |
swatch_focusc:Show(); |
if desc and desc.focusColor then swatch_focusc:SetColor(VFL.explodeRGBA(desc.focusColor)); end |
er:EmbedChild(swatch_focusc); er:Show(); |
ui:InsertFrame(er); |
local er = VFLUI.EmbedRight(ui, VFLI.i18n("Rune Color:")); |
local swatch_runec = VFLUI.ColorSwatch:new(er); |
swatch_runec:Show(); |
feature = "ColorVariable: Unit PowerType Color"; |
manaColor = swatch_manac:GetColor(); |
energyColor = swatch_energyc:GetColor(); |
rageColor = swatch_ragec:GetColor(); |
rageColor = swatch_ragec:GetColor(); |
focusColor = swatch_focusc:GetColor(); |
runeColor = swatch_runec:GetColor(); |
}; |
end |
CreateDescriptor = function() |
return { |
feature = "ColorVariable: Unit PowerType Color"; |
manaColor = {r=0, g=0, b=0.75,a=1}, rageColor = {r=1,g=0,b=0,a=1}, energyColor = {r=0.75,g=0.75,b=0,a=1}, runeColor = {r=0, g=0.75, b=1,a=1}; |
manaColor = {r=0, g=0, b=0.75,a=1}, rageColor = {r=1,g=0,b=0,a=1}, focusColor = {r=1, g=0.5, b=0.2,a=1}, energyColor = {r=0.75,g=0.75,b=0,a=1}, runeColor = {r=0, g=0.75, b=1,a=1}; |
}; |
end; |
}); |