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DurabilityFrame.lua
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DurabilityFrame.lua
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INVENTORY_ALERT_STATUS_SLOTS = {};
INVENTORY_ALERT_STATUS_SLOTS[1] = {slot = "Head"};
INVENTORY_ALERT_STATUS_SLOTS[2] = {slot ="Shoulders"};
INVENTORY_ALERT_STATUS_SLOTS[3] = {slot ="Chest"};
INVENTORY_ALERT_STATUS_SLOTS[4] = {slot ="Waist"};
INVENTORY_ALERT_STATUS_SLOTS[5] = {slot ="Legs"};
INVENTORY_ALERT_STATUS_SLOTS[6] = {slot ="Feet"};
INVENTORY_ALERT_STATUS_SLOTS[7] = {slot ="Wrists"};
INVENTORY_ALERT_STATUS_SLOTS[8] = {slot ="Hands"};
INVENTORY_ALERT_STATUS_SLOTS[9] = {slot ="Weapon", showSeparate = 1};
INVENTORY_ALERT_STATUS_SLOTS[10] = {slot ="Shield", showSeparate = 1};
INVENTORY_ALERT_STATUS_SLOTS[11] = {slot ="Ranged", showSeparate = 1};
INVENTORY_ALERT_COLORS = {};
INVENTORY_ALERT_COLORS[1] = {r = 1, g = 0.82, b = 0.18};
INVENTORY_ALERT_COLORS[2] = {r = 0.93, g = 0.07, b = 0.07};
function DurabilityFrame_SetAlerts()
local numAlerts = 0;
local texture, color, showDurability;
for index, value in pairs(INVENTORY_ALERT_STATUS_SLOTS) do
texture = _G["Durability"..value.slot];
if ( value.slot == "Shield" ) then
if ( OffhandHasWeapon() ) then
DurabilityShield:Hide();
texture = DurabilityOffWeapon;
else
DurabilityOffWeapon:Hide();
texture = DurabilityShield;
end
end
color = INVENTORY_ALERT_COLORS[GetInventoryAlertStatus(index)];
if ( color ) then
texture:SetVertexColor(color.r, color.g, color.b, 1.0);
if ( value.showSeparate ) then
texture:Show();
else
showDurability = 1;
end
numAlerts = numAlerts + 1;
else
texture:SetVertexColor(1.0, 1.0, 1.0, 0.5);
if ( value.showSeparate ) then
texture:Hide();
end
end
end
for index, value in pairs(INVENTORY_ALERT_STATUS_SLOTS) do
if ( not value.showSeparate ) then
if ( showDurability ) then
_G["Durability"..value.slot]:Show();
else
_G["Durability"..value.slot]:Hide();
end
end
end
if ( numAlerts > 0 and (not VehicleSeatIndicator:IsShown()) and ((not ArenaEnemyFrames) or (not ArenaEnemyFrames:IsShown())) ) then
DurabilityFrame:Show();
else
DurabilityFrame:Hide();
end
end