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Libraries/oUF/elements/classicons.lua
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291
Libraries/oUF/elements/classicons.lua
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--[[ Element: Class Icons
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Toggles the visibility of icons depending on the player's class and
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specialization.
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Widget
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ClassIcons - An array consisting of as many UI Textures as the theoretical
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maximum return of `UnitPowerMax`.
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Notes
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All - Combo Points
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Mage - Arcane Charges
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Monk - Chi Orbs
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Paladin - Holy Power
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Warlock - Soul Shards
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Examples
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local ClassIcons = {}
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for index = 1, 6 do
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local Icon = self:CreateTexture(nil, 'BACKGROUND')
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-- Position and size.
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Icon:SetSize(16, 16)
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Icon:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * Icon:GetWidth(), 0)
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ClassIcons[index] = Icon
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end
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-- Register with oUF
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self.ClassIcons = ClassIcons
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Hooks
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OverrideVisibility(self) - Used to completely override the internal visibility
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function. Removing the table key entry will make
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the element fall-back to its internal function
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again.
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Override(self) - Used to completely override the internal update
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function. Removing the table key entry will make the
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element fall-back to its internal function again.
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UpdateTexture(element) - Used to completely override the internal function
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for updating the power icon textures. Removing the
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table key entry will make the element fall-back to
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its internal function again.
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]]
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local parent, ns = ...
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local oUF = ns.oUF
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local _, PlayerClass = UnitClass'player'
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-- Holds the class specific stuff.
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local ClassPowerID, ClassPowerType
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local ClassPowerEnable, ClassPowerDisable
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local RequireSpec, RequireSpell, RequireFormID
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local UpdateTexture = function(element)
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local color = oUF.colors.power[ClassPowerType or 'COMBO_POINTS']
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for i = 1, #element do
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local icon = element[i]
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if(icon.SetDesaturated) then
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icon:SetDesaturated(PlayerClass ~= 'PRIEST')
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end
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icon:SetVertexColor(color[1], color[2], color[3])
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end
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end
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local Update = function(self, event, unit, powerType)
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if(not (unit == 'player' and powerType == ClassPowerType
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or unit == 'vehicle' and powerType == 'COMBO_POINTS')) then
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return
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end
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local element = self.ClassIcons
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--[[ :PreUpdate()
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Called before the element has been updated
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Arguments
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self - The ClassIcons element
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event - The event, that the update is being triggered for
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]]
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if(element.PreUpdate) then
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element:PreUpdate(event)
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end
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local cur, max, oldMax
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if(event ~= 'ClassPowerDisable') then
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if(unit == 'vehicle') then
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-- XXX: UnitPower is bugged for vehicles, always returns 0 combo points
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cur = GetComboPoints(unit)
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max = MAX_COMBO_POINTS
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else
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cur = UnitPower('player', ClassPowerID)
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max = UnitPowerMax('player', ClassPowerID)
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end
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for i = 1, max do
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if(i <= cur) then
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element[i]:Show()
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else
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element[i]:Hide()
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end
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end
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oldMax = element.__max
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if(max ~= oldMax) then
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if(max < oldMax) then
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for i = max + 1, oldMax do
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element[i]:Hide()
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end
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end
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element.__max = max
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end
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end
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--[[ :PostUpdate(cur, max, hasMaxChanged, event)
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Called after the element has been updated
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Arguments
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self - The ClassIcons element
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cur - The current amount of power
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max - The maximum amount of power
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hasMaxChanged - Shows if the maximum amount has changed since the last
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update
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powerType - The type of power used
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event - The event, which the update happened for
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]]
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if(element.PostUpdate) then
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return element:PostUpdate(cur, max, oldMax ~= max, powerType, event)
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end
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end
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local Path = function(self, ...)
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return (self.ClassIcons.Override or Update) (self, ...)
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end
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local function Visibility(self, event, unit)
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local element = self.ClassIcons
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local shouldEnable
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if(UnitHasVehicleUI('player')) then
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shouldEnable = true
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unit = 'vehicle'
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elseif(ClassPowerID) then
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if(not RequireSpec or RequireSpec == GetSpecialization()) then
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if(not RequireFormID or RequireFormID == GetShapeshiftFormID()) then
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if(not RequireSpell or IsPlayerSpell(RequireSpell)) then
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if(not RequirePower or RequirePower == UnitPowerType('player')) then
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self:UnregisterEvent('SPELLS_CHANGED', Visibility)
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shouldEnable = true
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else
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self:RegisterEvent('SPELLS_CHANGED', Visibility, true)
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end
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else
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self:RegisterEvent('SPELLS_CHANGED', Visibility, true)
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end
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end
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end
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end
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local isEnabled = element.isEnabled
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if(shouldEnable and not isEnabled) then
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ClassPowerEnable(self)
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elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
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ClassPowerDisable(self)
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elseif(shouldEnable and isEnabled) then
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Path(self, event, unit, unit == 'vehicle' and 'COMBO_POINTS' or ClassPowerType)
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end
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end
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local VisibilityPath = function(self, ...)
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return (self.ClassIcons.OverrideVisibility or Visibility) (self, ...)
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end
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local ForceUpdate = function(element)
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return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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do
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ClassPowerEnable = function(self)
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self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
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self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
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self:RegisterEvent('UNIT_MAXPOWER', Path)
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if(UnitHasVehicleUI('player')) then
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Path(self, 'ClassPowerEnable', 'vehicle', 'COMBO_POINTS')
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else
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Path(self, 'ClassPowerEnable', 'player', ClassPowerType)
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end
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self.ClassIcons.isEnabled = true
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end
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ClassPowerDisable = function(self)
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self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
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self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
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self:UnregisterEvent('UNIT_MAXPOWER', Path)
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local element = self.ClassIcons
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for i = 1, #element do
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element[i]:Hide()
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end
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Path(self, 'ClassPowerDisable', 'player', ClassPowerType)
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self.ClassIcons.isEnabled = false
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end
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if(PlayerClass == 'MONK') then
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ClassPowerID = SPELL_POWER_CHI
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ClassPowerType = "CHI"
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RequireSpec = SPEC_MONK_WINDWALKER
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elseif(PlayerClass == 'PALADIN') then
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ClassPowerID = SPELL_POWER_HOLY_POWER
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ClassPowerType = "HOLY_POWER"
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RequireSpec = SPEC_PALADIN_RETRIBUTION
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elseif(PlayerClass == 'WARLOCK') then
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ClassPowerID = SPELL_POWER_SOUL_SHARDS
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ClassPowerType = "SOUL_SHARDS"
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elseif(PlayerClass == 'ROGUE' or PlayerClass == 'DRUID') then
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ClassPowerID = SPELL_POWER_COMBO_POINTS
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ClassPowerType = 'COMBO_POINTS'
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if(PlayerClass == 'DRUID') then
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RequireFormID = 1 --CAT_FORM
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RequireSpell = 5221 -- Shred
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end
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elseif(PlayerClass == 'MAGE') then
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ClassPowerID = SPELL_POWER_ARCANE_CHARGES
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ClassPowerType = 'ARCANE_CHARGES'
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RequireSpec = SPEC_MAGE_ARCANE
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end
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end
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local Enable = function(self, unit)
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if(unit ~= 'player') then return end
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local element = self.ClassIcons
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if(not element) then return end
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element.__owner = self
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element.__max = #element
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element.ForceUpdate = ForceUpdate
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if(RequireSpec or RequireSpell) then
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self:RegisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath, true)
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end
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if(RequireFormID) then
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self:RegisterEvent('UPDATE_SHAPESHIFT_FORM', VisibilityPath, true)
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end
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element.ClassPowerEnable = ClassPowerEnable
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element.ClassPowerDisable = ClassPowerDisable
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local isChildrenTextures
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for i = 1, #element do
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local icon = element[i]
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if(icon:IsObjectType'Texture') then
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if(not icon:GetTexture()) then
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icon:SetTexCoord(0.45703125, 0.60546875, 0.44531250, 0.73437500)
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icon:SetTexture([[Interface\PlayerFrame\Priest-ShadowUI]])
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end
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isChildrenTextures = true
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end
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end
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if(isChildrenTextures) then
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(element.UpdateTexture or UpdateTexture) (element)
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end
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return true
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end
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local Disable = function(self)
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local element = self.ClassIcons
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if(not element) then return end
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ClassPowerDisable(self)
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end
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oUF:AddElement('ClassIcons', VisibilityPath, Enable, Disable)
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