ZoneFadeInDuration = 0.5;
ZoneHoldDuration = 1.0;
ZoneFadeOutDuration = 2.0;
ZonePVPType = nil;
function SetZoneText(showZone)
local pvpType, isSubZonePvP, factionName = GetZonePVPInfo();
PVPArenaTextString:SetText("");
PVPInfoTextString:SetText("");
local pvpTextString = PVPInfoTextString;
if ( isSubZonePvP ) then
pvpTextString = PVPArenaTextString;
end
if ( pvpType == "sanctuary" ) then
pvpTextString:SetText(SANCTUARY_TERRITORY);
pvpTextString:SetTextColor(0.41, 0.8, 0.94);
ZoneTextString:SetTextColor(0.41, 0.8, 0.94);
SubZoneTextString:SetTextColor(0.41, 0.8, 0.94);
elseif ( pvpType == "arena" ) then
pvpTextString:SetText(FREE_FOR_ALL_TERRITORY);
pvpTextString:SetTextColor(1.0, 0.1, 0.1);
ZoneTextString:SetTextColor(1.0, 0.1, 0.1);
SubZoneTextString:SetTextColor(1.0, 0.1, 0.1);
elseif ( pvpType == "friendly" ) then
pvpTextString:SetFormattedText(FACTION_CONTROLLED_TERRITORY, factionName);
pvpTextString:SetTextColor(0.1, 1.0, 0.1);
ZoneTextString:SetTextColor(0.1, 1.0, 0.1);
SubZoneTextString:SetTextColor(0.1, 1.0, 0.1);
elseif ( pvpType == "hostile" ) then
pvpTextString:SetFormattedText(FACTION_CONTROLLED_TERRITORY, factionName);
pvpTextString:SetTextColor(1.0, 0.1, 0.1);
ZoneTextString:SetTextColor(1.0, 0.1, 0.1);
SubZoneTextString:SetTextColor(1.0, 0.1, 0.1);
elseif ( pvpType == "contested" ) then
pvpTextString:SetText(CONTESTED_TERRITORY);
pvpTextString:SetTextColor(1.0, 0.7, 0);
ZoneTextString:SetTextColor(1.0, 0.7, 0);
SubZoneTextString:SetTextColor(1.0, 0.7, 0);
elseif ( pvpType == "combat" ) then
pvpTextString = PVPArenaTextString;
pvpTextString:SetText(COMBAT_ZONE);
pvpTextString:SetTextColor(1.0, 0.1, 0.1);
ZoneTextString:SetTextColor(1.0, 0.1, 0.1);
SubZoneTextString:SetTextColor(1.0, 0.1, 0.1);
else
ZoneTextString:SetTextColor(1.0, 0.9294, 0.7607);
SubZoneTextString:SetTextColor(1.0, 0.9294, 0.7607);
end
if ( ZonePVPType ~= pvpType ) then
ZonePVPType = pvpType;
-- FadingFrame_Show(ZoneTextFrame);
elseif ( not showZone ) then
PVPInfoTextString:SetText("");
SubZoneTextString:SetPoint("TOP", "ZoneTextString", "BOTTOM", 0, 0);
end
if ( PVPInfoTextString:GetText() == "" ) then
SubZoneTextString:SetPoint("TOP", "ZoneTextString", "BOTTOM", 0, 0);
else
SubZoneTextString:SetPoint("TOP", "PVPInfoTextString", "BOTTOM", 0, 0);
end
end
function ZoneText_OnLoad(self)
FadingFrame_OnLoad(self);
FadingFrame_SetFadeInTime(self, ZoneFadeInDuration);
FadingFrame_SetHoldTime(self, ZoneHoldDuration);
FadingFrame_SetFadeOutTime(self, ZoneFadeOutDuration);
self:RegisterEvent("ZONE_CHANGED");
self:RegisterEvent("ZONE_CHANGED_INDOORS");
self:RegisterEvent("ZONE_CHANGED_NEW_AREA");
self.zoneText = "";
ZonePVPType = nil;
end
function ZoneText_OnEvent(self, event, ...)
local showZoneText = false;
local zoneText = GetZoneText();
if ( (zoneText ~= self.zoneText) or (event == "ZONE_CHANGED_NEW_AREA") ) then
self.zoneText = zoneText;
ZoneTextString:SetText( zoneText );
showZoneText = true;
SetZoneText( showZoneText );
FadingFrame_Show( self );
end
local subzoneText = GetSubZoneText();
if ( subzoneText == "" and not showZoneText) then
subzoneText = zoneText;
end
SubZoneTextString:SetText( "" );
if ( subzoneText == zoneText ) then
showZoneText = false;
if ( not self:IsShown() ) then
SubZoneTextString:SetText( subzoneText );
SetZoneText( showZoneText );
FadingFrame_Show( SubZoneTextFrame );
end
else
if (self:IsShown()) then
showZoneText = true;
end
SubZoneTextString:SetText( subzoneText );
SetZoneText( showZoneText );
FadingFrame_Show( SubZoneTextFrame );
end
end
function SubZoneText_OnLoad(self)
FadingFrame_OnLoad(self);
FadingFrame_SetFadeInTime(self, ZoneFadeInDuration);
FadingFrame_SetHoldTime(self, ZoneHoldDuration);
FadingFrame_SetFadeOutTime(self, ZoneFadeOutDuration);
PVPArenaTextString:SetTextColor(1.0, 0.1, 0.1);
SetZoneText(true);
SubZoneTextString:SetText(GetSubZoneText());
end
AUTOFOLLOW_STATUS_FADETIME = 4.0;
function AutoFollowStatus_OnLoad(self)
self:RegisterEvent("AUTOFOLLOW_BEGIN");
self:RegisterEvent("AUTOFOLLOW_END");
self:RegisterEvent("PLAYER_ENTERING_WORLD");
end
function AutoFollowStatus_OnEvent(self, event, ...)
if ( event == "AUTOFOLLOW_BEGIN" ) then
local arg1 = ...;
self.unit = arg1;
self.fadeTime = nil;
self:SetAlpha(1.0);
AutoFollowStatusText:SetFormattedText(AUTOFOLLOWSTART,self.unit);
self:Show();
end
if ( event == "AUTOFOLLOW_END" ) then
self.fadeTime = AUTOFOLLOW_STATUS_FADETIME;
AutoFollowStatusText:SetFormattedText(AUTOFOLLOWSTOP,self.unit);
self:Show();
end
if ( event == "PLAYER_ENTERING_WORLD" ) then
self:Hide();
end
end
function AutoFollowStatus_OnUpdate(self, elapsed)
if( self.fadeTime ) then
if( elapsed >= self.fadeTime ) then
self:Hide();
else
self.fadeTime = self.fadeTime - elapsed;
local alpha = self.fadeTime / AUTOFOLLOW_STATUS_FADETIME;
self:SetAlpha(alpha);
end
end
end