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local _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local hp = self.HealPrediction
if(hp.PreUpdate) then hp:PreUpdate(unit) end
local myIncomingHeal = UnitGetIncomingHeals(unit, 'player') or 0
local allIncomingHeal = UnitGetIncomingHeals(unit) or 0
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
if(health + allIncomingHeal > maxHealth * hp.maxOverflow) then
allIncomingHeal = maxHealth * hp.maxOverflow - health
end
if(allIncomingHeal < myIncomingHeal) then
myIncomingHeal = allIncomingHeal
allIncomingHeal = 0
else
allIncomingHeal = allIncomingHeal - myIncomingHeal
end
if(hp.myBar) then
hp.myBar:SetMinMaxValues(0, maxHealth)
hp.myBar:SetValue(myIncomingHeal)
hp.myBar:Show()
end
if(hp.otherBar) then
hp.otherBar:SetMinMaxValues(0, maxHealth)
hp.otherBar:SetValue(allIncomingHeal)
hp.otherBar:Show()
end
if(hp.PostUpdate) then
return hp:PostUpdate(unit)
end
end
local function Path(self, ...)
return (self.HealPrediction.Override or Update) (self, ...)
end
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self)
local hp = self.HealPrediction
if(hp) then
hp.__owner = self
hp.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_HEAL_PREDICTION', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
self:RegisterEvent('UNIT_HEALTH', Path)
if(not hp.maxOverflow) then
hp.maxOverflow = 1.05
end
if(hp.myBar and not hp.myBar:GetStatusBarTexture()) then
hp.myBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if(hp.otherBar and not hp.otherBar:GetStatusBarTexture()) then
hp.otherBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
return true
end
end
local function Disable(self)
local hp = self.HealPrediction
if(hp) then
self:UnregisterEvent('UNIT_HEAL_PREDICTION', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_HEALTH', Path)
end
end
oUF:AddElement('HealPrediction', Path, Enable, Disable)
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