Small changes for ElvUI.
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local E, L, V, P, G = unpack(ElvUI)
local _G = _G
local UF = E:GetModule("UnitFrames")
local hooksecurefunc = hooksecurefunc
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
local color = {
r = 1,
g = 1,
b = 1
}
local bgColor = {
r = 0.1,
g = 0.1,
b = 0.1
}
-- PowerBar & AdditionalPowerBar
local function hook_PostUpdatePower(self)
self:SetStatusBarColor(color.r, color.g, color.b)
self.bg:SetVertexColor(bgColor.r, bgColor.g, bgColor.b)
end
local function hook_PostUpdateAdditionalPower(self)
self:Hide()
end
local f = CreateFrame("Frame")
f:RegisterEvent("PLAYER_ENTERING_WORLD")
f:SetScript("OnEvent", function(self)
self:UnregisterEvent("PLAYER_ENTERING_WORLD")
local unitframe = _G["ElvUF_Player"]
local power = unitframe and unitframe.Power
if power then
hooksecurefunc(power, "PostUpdate", hook_PostUpdatePower)
end
local apower = unitframe and unitframe.AdditionalPower
if apower then
hooksecurefunc(apower, "PostUpdate", hook_PostUpdateAdditionalPower)
end
end)
-- ClassBar
local function hook_Configure_ClassBar(self, frame)
local bars = frame[frame.ClassBar]
if not bars then return end
if (frame.ClassBar == 'ClassPower' or frame.ClassBar == 'Runes') then
local maxClassBarButtons = max(UF.classMaxResourceBar[E.myclass] or 0, MAX_COMBO_POINTS)
for i = 1, maxClassBarButtons do
if i <= frame.MAX_CLASS_BAR and bars[i].bg then
bars[i]:SetStatusBarColor(color.r, color.g, color.b)
bars[i].bg:SetVertexColor(bgColor.r, bgColor.g, bgColor.b)
end
end
end
end
hooksecurefunc(UF, "Configure_ClassBar", hook_Configure_ClassBar)