Make status colors configurable #12
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@@ -26,6 +26,8 @@ local colors = {
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disease = { 0.4, 0.2, 0.0 },
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poison = { 0.0, 0.7, 0.7 },
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curse = { 0.7, 0.0, 0.7 },
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immune = { 0.0, 0.2, 0.4 },
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bomb = { 1.0, 0.7, 0.7 },
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red = { 1, 0, 0 },
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blue = { 0.4, 0.4, 1 },
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light_blue = { 0.7, 0.7, 1 },
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@@ -833,6 +835,51 @@ local function TriggerConfig()
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return triggers
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end
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local function StatusColorClassConfig()
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local _, class = UnitClass("player")
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if class == "DRUID" then
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return {
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{ status = "Curse", color = colors.curse },
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{ status = "Poison", color = colors.poison },
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}
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elseif class == "MAGE" then
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return {
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{ status = "Curse", color = colors.curse },
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}
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elseif class == "PALADIN" then
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return {
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{ status = "Magic", color = colors.magic },
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{ status = "Poison", color = colors.poison },
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{ status = "Disease", color = colors.disease },
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}
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elseif class == "PRIEST" then
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return {
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{ status = "Magic", color = colors.magic },
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{ status = "Disease", color = colors.disease },
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}
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elseif class == "SHAMAN" then
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return {
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{ status = "Poison", color = colors.poison },
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{ status = "Disease", color = colors.disease },
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}
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end
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return {}
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end
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local function StatusColorConfig()
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local statusColors = {
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{ status = "Immune", color = colors.immune },
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{ status = "Bomb", color = colors.bomb },
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}
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for _, entry in ipairs(StatusColorClassConfig()) do
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table.insert(statusColors, entry)
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end
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return statusColors
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end
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local types = omif.GetModule("types")
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local UnitFrame = types.UnitFrame
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local UnitGroup = types.UnitGroup
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+18
-21
@@ -50,12 +50,6 @@ local colors = {
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low = { 1.0, 0.0, 0 },
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offline = { 0.7, 0.7, 0.7 },
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dead = { 0.7, 0.7, 0.7 },
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magic = { 0.4, 0.4, 1.0 },
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disease = { 0.4, 0.2, 0.0 },
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poison = { 0.0, 0.7, 0.7 },
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curse = { 0.7, 0.0, 0.7 },
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immune = { 0.0, 0.2, 0.4 },
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bomb = { 1.0, 0.7, 0.7 },
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cyan = { 0.0, 0.8, 0.8 },
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white = { 1.0, 1.0, 1.0 },
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shield = { 0.85, 0.95, 1.0 },
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@@ -90,6 +84,8 @@ function UnitFrame:Init(unit, config)
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self.rangeEnemy = config.range.enemy
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self.rangeFade = config.range.fade
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self.statusColors = config.statusColors
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local secure = self:CreateSecureFrame(width, height)
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secure:Hide()
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@@ -652,23 +648,24 @@ function UnitFrame:UpdateHealthColor()
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if not isFriend then
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self.hp:SetColor(unpack(colors.hostile))
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elseif self.auras.statusCount["Immune"] then
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self.hp:SetColor(unpack(colors.immune))
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elseif self.auras.statusCount["Bomb"] then
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self.hp:SetColor(unpack(colors.bomb))
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elseif self.auras.statusCount["Magic"] then
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self.hp:SetColor(unpack(colors.magic))
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elseif self.auras.statusCount["Curse"] then
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self.hp:SetColor(unpack(colors.curse))
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elseif self.auras.statusCount["Poison"] then
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self.hp:SetColor(unpack(colors.poison))
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elseif self.auras.statusCount["Disease"] then
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self.hp:SetColor(unpack(colors.disease))
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elseif isFriend and UnitIsDead(unit) then
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return
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end
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local statusColor = nil
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for _, entry in ipairs(self.statusColors) do
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if self.auras.statusCount[entry.status] then
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statusColor = entry.color
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break
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end
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end
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if statusColor then
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self.hp:SetColor(unpack(statusColor))
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elseif UnitIsDead(unit) then
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self.hp:SetColor(unpack(colors.dead))
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elseif isFriend and pct >= 0.90 then
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elseif pct >= 0.90 then
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self.hp:SetColor(unpack(colors.healthy))
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elseif isFriend and pct >= 0.75 then
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elseif pct >= 0.75 then
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local progress = (pct - 0.75) / (0.90 - 0.75)
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self.hp:SetInterpolatedColor(colors.mid, colors.high, progress)
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else
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