About the caster
dwWei opened this issue ยท 9 comments
Hello, I always have this bug when I use the caster.
Occasionally rollback animation after I or the target casting skill
CastBar
">>>>>
<<<<<"
It seems that this situation does not occur without using Spark?
My settings are as follows
--CreateCastBar
local Spark = s:CreateTexture(nil, "OVERLAY")
Spark:SetTexture("Interface\CastingBar\UI-CastingBar-Spark")
Spark:SetBlendMode("ADD")
Spark:SetAlpha(.8)
Spark:SetPoint("TOPLEFT", s:GetStatusBarTexture(), "TOPRIGHT", -10, 10)
Spark:SetPoint("BOTTOMRIGHT", s:GetStatusBarTexture(), "BOTTOMRIGHT", 10, -10)
s.Spark = Spark
There is a CastBar rollback situation
I am not seeing anything unexpected when using the spark with my layout, so I think it is an issue with your layout.
Feel free to reopen this issue with a GIF to illustrate your problem precisely if you are still convinced this is caused by oUF and is not a layout problem.
I am not seeing anything unexpected when using the spark with my layout, so I think it is an issue with your layout.
Feel free to reopen this issue with a GIF to illustrate your problem precisely if you are still convinced this is caused by oUF and is not a layout problem.
Hello, please see GIF.
I still suspect a layout issue here. Do you set castbar.channeling = true
somewhere in your layout code? Do you have a link to your layout?
Do you have a link to your layout?
Hello here
https://github.com/zorker/rothui/blob/master/wow8.0/oUF_Simple/core/functions.lua
I still suspect a layout issue here. Do you set
castbar.channeling = true
somewhere in your layout code? Do you have a link to your layout?
local function SetCastBarColorShielded(self)
self.__owner:SetStatusBarColor(unpack(L.C.colors.castbar.shielded))
--self.__owner.bg:SetVertexColor(unpack(L.C.colors.castbar.shieldedBG))
end
local function SetCastBarColorDefault(self)
self.__owner:SetStatusBarColor(unpack(L.C.colors.castbar.default))
--self.__owner.bg:SetVertexColor(unpack(L.C.colors.castbar.defaultBG))
end
--CreateCastBar
local function CreateCastBar(self)
if not self.cfg.castbar or not self.cfg.castbar.enabled then return end
--statusbar
local s = CreateFrame("StatusBar", nil, self.Health)
s:SetStatusBarTexture(L.C.textures.statusbar)
s:SetFrameStrata("MEDIUM")
s:SetSize(unpack(self.cfg.castbar.size))
SetPoint(s,self,self.cfg.castbar.point)
s:SetStatusBarColor(unpack(L.C.colors.castbar.default))
--Spark
local Spark = s:CreateTexture(nil, "OVERLAY")
Spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
Spark:SetBlendMode("ADD")
Spark:SetAlpha(.8)
Spark:SetPoint("TOPLEFT", s:GetStatusBarTexture(), "TOPRIGHT", -10, 10)
Spark:SetPoint("BOTTOMRIGHT", s:GetStatusBarTexture(), "BOTTOMRIGHT", 10, -10)
s.Spark = Spark
--icon for player and target only
if self.cfg.castbar.icon and self.cfg.castbar.icon.enabled then
--icon
local i = s:CreateTexture(nil,"BACKGROUND",nil,-8)
i:SetSize(unpack(self.cfg.castbar.icon.size))
SetPoint(i,s,self.cfg.castbar.icon.point)
if self.cfg.castbar.icon.texCoord then
i:SetTexCoord(unpack(self.cfg.castbar.icon.texCoord))
else
i:SetTexCoord(0.1, 0.9, 0.1, 0.9)
end
s.Icon = i
--backdrop (for the icon)
CreateBackdrop(s,i)
end
--shield
local shield = s:CreateTexture(nil,"BACKGROUND",nil,-8)
shield.__owner = s
s.Shield = shield
--use a trick here...we use the show/hide on the shield texture to recolor the castbar
hooksecurefunc(shield,"Show",SetCastBarColorShielded)
hooksecurefunc(shield,"Hide",SetCastBarColorDefault)
--text
if self.cfg.castbar.name and self.cfg.castbar.name.enabled then
local cfg = self.cfg.castbar.name
local name = CreateText(s,cfg.font,cfg.size,cfg.outline,cfg.align,cfg.noshadow)
if cfg.points then
SetPoints(name,s,cfg.points)
else
SetPoint(name,s,cfg.point)
end
s.Text = name
end
return s
end
L.F.CreateCastBar = CreateCastBar
I am using the oUF_Simple UI code.
No castbar.channeling = true
oUF_Simple\core\functions.lua
I did another experiment just now. It's not related to Spark.
The cause of the error is that the last Casting is channeling, and this will happen later.
This is very likely a layout bug or a bug in your ouf fork, who knows. But in worst case scenario, you could try pulling my castbar rework PR #480 and updating your layout code accordingly. It's tested and used millions of times at this point since it's used in ElvUI.