-- TODO: flashDuration = -1 to keep running forever? check blizz's code function TNE_LowHealth_OnLoad() local health, mana, sound = "UNIT_HEALTH", "UNIT_MANA", "SOUND" TNE_LowHealth_Version = "2.0" -- these are the default values TNE_LowHealth_Default_Enabled = true TNE_LowHealth_Default_SoundEnabled = true TNE_LowHealth_Default_HealthEnabled = true TNE_LowHealth_Default_ManaEnabled = true TNE_LowHealth_Default_SoundCombatOnly = false TNE_LowHealth_Default_HealthCombatOnly = false TNE_LowHealth_Default_ManaCombatOnly = false TNE_LowHealth_Default_HealthSync = false TNE_LowHealth_Default_ManaSync = false TNE_LowHealth_Default_HealthEmote = false TNE_LowHealth_Default_Thresholds = { [health] = { [1] = 40, [2] = 20 }, -- regular and critical, in percent [mana] = { [1] = 40, [2] = 20 }, [sound] = { [1] = 50 }, } -- set variables to their default values. these will be overriden when variables are loaded TNE_LowHealth_Enabled = TNE_LowHealth_Default_Enabled TNE_LowHealth_SoundEnabled = TNE_LowHealth_Default_SoundEnabled TNE_LowHealth_HealthEnabled = TNE_LowHealth_Default_HealthEnabled TNE_LowHealth_ManaEnabled = TNE_LowHealth_Default_ManaEnabled TNE_LowHealth_SoundCombatOnly = TNE_LowHealth_Default_SoundCombatOnly TNE_LowHealth_HealthCombatOnly = TNE_LowHealth_Default_HealthCombatOnly TNE_LowHealth_ManaCombatOnly = TNE_LowHealth_Default_ManaCombatOnly TNE_LowHealth_HealthSync = TNE_LowHealth_Default_HealthSync TNE_LowHealth_ManaSync = TNE_LowHealth_Default_ManaSync TNE_LowHealth_HealthEmote = TNE_LowHealth_Default_HealthEmote TNE_LowHealth_Thresholds = TNE_LowHealth_Default_Thresholds -- these values keep track of animation this.states = { [health] = 0, [mana] = 0 } -- change the blue frame to act as the red one OutOfControlFrame:ClearAllPoints() OutOfControlFrame:SetParent("WorldFrame") OutOfControlFrame:SetAllPoints("WorldFrame") -- set both frames transparent to avoid onload flashing LowHealthFrame:SetAlpha(0) OutOfControlFrame:SetAlpha(0) -- command line SlashCmdList["LOWHEALTHWARNINGCMD"] = TNE_LowHealth_CMD SLASH_LOWHEALTHWARNINGCMD1 = "/lowhealthwarning" SLASH_LOWHEALTHWARNINGCMD2 = "/lowhealth" SLASH_LOWHEALTHWARNINGCMD3 = "/lhw" end function TNE_LowHealth_ApplySettings(leavingWorld) -- for compatibility with older versions of saved variables if (not TNE_LowHealth_Thresholds["SOUND"]) then TNE_LowHealth_Thresholds["SOUND"] = { [1] = 30 } end local frame = getglobal("LowHealthWarningFrame") -- register or unregister events (always unregister when we leave the world) if (TNE_LowHealth_Enabled and not leavingWorld) then frame:RegisterEvent("UNIT_DISPLAYPOWER") if (TNE_LowHealth_HealthEnabled or TNE_LowHealth_SoundEnabled) then frame:RegisterEvent("UNIT_HEALTH") end TNE_LowHealth_ManaCheck() else frame:UnregisterEvent("UNIT_HEALTH") frame:UnregisterEvent("UNIT_HEALTH") frame:UnregisterEvent("UNIT_DISPLAYPOWER") TNE_LowHealth_FlashFrameStop(LowHealthFrame, "UNIT_HEALTH") TNE_LowHealth_FlashFrameStop(OutOfControlFrame, "UNIT_MANA") end end function TNE_LowHealth_FlashFrame(value, regular, critical, frame, state) local REGULAR_FLASH, CRITICAL_FLASH = 1, 2 -- disable if (value > regular or TNE_LowHealth_CombatCheck(state) or UnitIsDeadOrGhost("player")) then TNE_LowHealth_FlashFrameStop(frame, state) -- regular flash elseif (value > critical) then if (not (LowHealthWarningFrame.states[state] == REGULAR_FLASH)) then if (UIFrameIsFlashing(frame)) then frame.flashDuration = frame.flashDuration + 10 frame.fadeInTime = 0.4 frame.fadeOutTime = 0.6 frame.flashInHoldTime = 1 else UIFrameFlash(frame, 0.4, 0.6, 60, nil, 1, 0) end LowHealthWarningFrame.states[state] = REGULAR_FLASH end -- critical flash else if (not (LowHealthWarningFrame.states[state] == CRITICAL_FLASH)) then if (TNE_LowHealth_HealthEmote and state == "UNIT_HEALTH") then DoEmote("healme") end if (UIFrameIsFlashing(frame)) then frame.flashDuration = frame.flashDuration + 10 frame.fadeInTime = 0.2 frame.fadeOutTime = 0.8 frame.flashInHoldTime = 0 else UIFrameFlash(frame, 0.2, 0.8, 60, nil, 0, 0) end LowHealthWarningFrame.states[state] = CRITICAL_FLASH end end end function TNE_LowHealth_SmoothFlashFrame(value, threshold, frame, state) -- disable if (value > threshold or TNE_LowHealth_CombatCheck(state) or UnitIsDeadOrGhost("player")) then TNE_LowHealth_FlashFrameStop(frame, state) -- smooth flash else local rate = TNE_LowHealth_GetHeartRate(state) local flashIn, flashOut = rate * 0.1, rate * 0.4 if (UIFrameIsFlashing(frame)) then frame.flashDuration = frame.flashDuration + rate + 1 if (rate < 1) then frame.fadeInTime = rate * 0.15 frame.fadeOutTime = rate * 0.85 frame.flashInHoldTime = 0 else frame.fadeInTime = 0.2 frame.fadeOutTime = 0.8 frame.flashInHoldTime = rate - 1 end else UIFrameFlash(frame, 0.2, 0.8, 10, nil, rate -1, 0) end end end function TNE_LowHealth_FlashFrameStop(frame, state) UIFrameFlashRemoveFrame(frame) UIFrameFadeRemoveFrame(frame) UIFrameFadeOut(frame, 0.5, frame:GetAlpha(), 0) LowHealthWarningFrame.states[state] = 0 end function TNE_LowHealth_OnEvent() if (event == "UNIT_DISPLAYPOWER") then TNE_LowHealth_ManaCheck() return end -- unpacks regular threshold, critical threshold, nil, nil, nil local t1, t2, value, frame, smooth = unpack(TNE_LowHealth_Thresholds[event]) -- pick frame based on event if (event == "UNIT_HEALTH") then value = UnitHealth("player") / UnitHealthMax("player") TNE_LowHealth_SoundCheck(this, value * 100, unpack(TNE_LowHealth_Thresholds["SOUND"])) if (not TNE_LowHealth_HealthEnabled) then return -- this 'hack' is because both sound and health flash need this event end frame = LowHealthFrame smooth = TNE_LowHealth_HealthSync elseif (event == "UNIT_MANA") then value = UnitMana("player") / UnitManaMax("player") frame = OutOfControlFrame smooth = TNE_LowHealth_ManaSync end if (smooth) then -- flash differently depending on settings TNE_LowHealth_SmoothFlashFrame(value * 100, t1, frame, event) else TNE_LowHealth_FlashFrame(value * 100, t1, t2, frame, event) end end function TNE_LowHealth_CombatCheck(state) local combat = UnitAffectingCombat("player") if (not state or state == "UNIT_HEALTH") then return TNE_LowHealth_HealthCombatOnly and not combat elseif (state == "UNIT_MANA") then return TNE_LowHealth_ManaCombatOnly and not combat else return TNE_LowHealth_SoundCombatOnly and not combat end end function TNE_LowHealth_SoundCheck(frame, value, threshold) -- disable if (value > threshold or not TNE_LowHealth_SoundEnabled or TNE_LowHealth_CombatCheck("SOUND") or UnitIsDeadOrGhost("player")) then if (frame.heartRate) then frame:SetScript("OnUpdate", nil) frame.heartRate = nil end -- regular elseif (not frame.heartRate) then frame:SetScript("OnUpdate", TNE_LowHealth_OnUpdate) frame.timer = 1 frame.heartRate = 0 end end function TNE_LowHealth_ManaCheck() local mana, frame = "UNIT_MANA", getglobal("LowHealthWarningFrame") if (TNE_LowHealth_ManaEnabled and UnitPowerType("player") == 0) then -- player is using mana frame:RegisterEvent(mana) else frame:UnregisterEvent(mana) TNE_LowHealth_FlashFrameStop(OutOfControlFrame, mana) end end function TNE_LowHealth_OnUpdate() if (this.timer > this.heartRate) then PlaySoundFile("Interface\\AddOns\\TNE_LowHealthWarning\\Sounds\\Heartbeat.wav") this.heartRate = TNE_LowHealth_GetHeartRate() this.timer = 0 else this.timer = this.timer + arg1 end end function TNE_LowHealth_GetHeartRate(state) if (state and state == "UNIT_MANA") then return 0.5 + 2.0 * UnitMana("player") / UnitManaMax("player") else return 0.5 + 2.0 * UnitHealth("player") / UnitHealthMax("player") end end function TNE_LowHealth_CMD(arg1) if (not arg1) then return end if (string.find(arg1, "^settings$") or arg1 == "") then ShowUIPanel(LowHealthSettingsFrame) return end end