Make status colors configurable #12

Merged
omicron merged 1 commits from Andreas/OmicronFrames:configurable-dispel-types into main 2026-10-31 11:59:52 +00:00
2 changed files with 65 additions and 21 deletions

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+47
View File
@@ -26,6 +26,8 @@ local colors = {
disease = { 0.4, 0.2, 0.0 },
poison = { 0.0, 0.7, 0.7 },
curse = { 0.7, 0.0, 0.7 },
immune = { 0.0, 0.2, 0.4 },
bomb = { 1.0, 0.7, 0.7 },
red = { 1, 0, 0 },
blue = { 0.4, 0.4, 1 },
light_blue = { 0.7, 0.7, 1 },
@@ -833,6 +835,51 @@ local function TriggerConfig()
return triggers
end
local function StatusColorClassConfig()
local _, class = UnitClass("player")
if class == "DRUID" then
return {
{ status = "Curse", color = colors.curse },
{ status = "Poison", color = colors.poison },
}
elseif class == "MAGE" then
return {
{ status = "Curse", color = colors.curse },
}
elseif class == "PALADIN" then
return {
{ status = "Magic", color = colors.magic },
{ status = "Poison", color = colors.poison },
{ status = "Disease", color = colors.disease },
}
elseif class == "PRIEST" then
return {
{ status = "Magic", color = colors.magic },
{ status = "Disease", color = colors.disease },
}
elseif class == "SHAMAN" then
return {
{ status = "Poison", color = colors.poison },
{ status = "Disease", color = colors.disease },
}
end
return {}
end
local function StatusColorConfig()
local statusColors = {
{ status = "Immune", color = colors.immune },
{ status = "Bomb", color = colors.bomb },
}
for _, entry in ipairs(StatusColorClassConfig()) do
table.insert(statusColors, entry)
end
return statusColors
end
local types = omif.GetModule("types")
local UnitFrame = types.UnitFrame
local UnitGroup = types.UnitGroup
+18 -21
View File
@@ -50,12 +50,6 @@ local colors = {
low = { 1.0, 0.0, 0 },
offline = { 0.7, 0.7, 0.7 },
dead = { 0.7, 0.7, 0.7 },
magic = { 0.4, 0.4, 1.0 },
disease = { 0.4, 0.2, 0.0 },
poison = { 0.0, 0.7, 0.7 },
curse = { 0.7, 0.0, 0.7 },
immune = { 0.0, 0.2, 0.4 },
bomb = { 1.0, 0.7, 0.7 },
cyan = { 0.0, 0.8, 0.8 },
white = { 1.0, 1.0, 1.0 },
shield = { 0.85, 0.95, 1.0 },
@@ -90,6 +84,8 @@ function UnitFrame:Init(unit, config)
self.rangeEnemy = config.range.enemy
self.rangeFade = config.range.fade
self.statusColors = config.statusColors
local secure = self:CreateSecureFrame(width, height)
secure:Hide()
@@ -652,23 +648,24 @@ function UnitFrame:UpdateHealthColor()
if not isFriend then
self.hp:SetColor(unpack(colors.hostile))
elseif self.auras.statusCount["Immune"] then
self.hp:SetColor(unpack(colors.immune))
elseif self.auras.statusCount["Bomb"] then
self.hp:SetColor(unpack(colors.bomb))
elseif self.auras.statusCount["Magic"] then
self.hp:SetColor(unpack(colors.magic))
elseif self.auras.statusCount["Curse"] then
self.hp:SetColor(unpack(colors.curse))
elseif self.auras.statusCount["Poison"] then
self.hp:SetColor(unpack(colors.poison))
elseif self.auras.statusCount["Disease"] then
self.hp:SetColor(unpack(colors.disease))
elseif isFriend and UnitIsDead(unit) then
return
end
local statusColor = nil
for _, entry in ipairs(self.statusColors) do
if self.auras.statusCount[entry.status] then
statusColor = entry.color
break
end
end
if statusColor then
self.hp:SetColor(unpack(statusColor))
elseif UnitIsDead(unit) then
self.hp:SetColor(unpack(colors.dead))
elseif isFriend and pct >= 0.90 then
elseif pct >= 0.90 then
self.hp:SetColor(unpack(colors.healthy))
elseif isFriend and pct >= 0.75 then
elseif pct >= 0.75 then
local progress = (pct - 0.75) / (0.90 - 0.75)
self.hp:SetInterpolatedColor(colors.mid, colors.high, progress)
else