vanilla-wow-addons – Rev 1

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local module = ArcHUD:NewModule("TargetHealth")
module.unit = "target"
module.defaults = {
        Enabled = true,
        Outline = true,
        ShowPerc = true,
        Side = 1,
        Level = 1,
}
module.options = {
        {name = "ShowPerc", text = "SHOWPERC", tooltip = "SHOWPERC"},
        attach = true,
}
module.localized = true

function module:Initialize()
        -- Setup the frame we need
        self.f = self:CreateRing(true, ArcHUDFrame)
        self.f:SetAlpha(0)

        self.HPPerc = self:CreateFontString(self.f, "BACKGROUND", {40, 12}, 11, "RIGHT", {1.0, 1.0, 1.0}, {"TOPLEFT", self.f, "BOTTOMLEFT", -100, -115})
end

function module:Update()
        if(self.db.profile.ShowPerc) then
                self.HPPerc:Show()
        else
                self.HPPerc:Hide()
        end

        if(self.db.profile.Outline) then
                self.f.BG:Show()
        else
                self.f.BG:Hide()
        end

        -- Clear all points for the ring
        self.f:ClearAllPoints()

        -- Clear all points for the percentage display
        self.HPPerc:ClearAllPoints()
        self.f:SetValue(0)
        if(self.db.profile.Side == 1) then
                -- Attach to left side
                self.f:SetPoint("TOPLEFT", self.parent:GetModule("Anchors").Left, "TOPLEFT", self.db.profile.Level * -15, 0)
                self.HPPerc:SetPoint("TOPLEFT", self.f, "BOTTOMLEFT", -100, -115)
                self.f.BG:SetReversed(false)
                self.f:SetReversed(false)
        else
                -- Attach to right side
                self.f:SetPoint("TOPRIGHT", self.parent:GetModule("Anchors").Right, "TOPRIGHT", self.db.profile.Level * 15, 0)
                self.HPPerc:SetPoint("TOPLEFT", self.f, "BOTTOMLEFT", 50, -115)
                self.f.BG:SetReversed(true)
                self.f:SetReversed(true)
        end
        if(UnitExists(self.unit)) then
                self.f:SetValue(UnitHealth(self.unit))
        end
        self.f.BG:SetAngle(180)
end

function module:Enable()
        self.f:UpdateColor({["r"] = 1, ["g"] = 0, ["b"] = 0})
        if not UnitExists(self.unit) then
                self.f:SetMax(100)
                self.f:SetValue(0)
                self.HPPerc:SetText("")
        else
                self.f:SetMax(UnitHealthMax(self.unit))
                self.f:SetValue(UnitHealth(self.unit))
                self.HPPerc:SetText(floor((UnitHealth(self.unit) / UnitHealthMax(self.unit)) * 100).."%")
        end

        -- Register the events we will use
        self:RegisterEvent("UNIT_HEALTH",                       "UpdateHealth")
        self:RegisterEvent("UNIT_MAXHEALTH",            "UpdateHealth")
        self:RegisterEvent("PLAYER_TARGET_CHANGED")

        -- Activate the timers
        self:StartMetro(self.name .. "Alpha")
        self:StartMetro(self.name .. "Fade")
        self:StartMetro(self.name .. "Update")

        self.f:Show()
end


function module:PLAYER_TARGET_CHANGED()
        self.f.alphaState = -1
        if not UnitExists(self.unit) then
                self.f.pulse = false
                self.f:SetMax(100)
                self.f:SetValue(0)
                self.HPPerc:SetText("")
        else
                self.f.pulse = false
                self.tapped = false
                self.friend = false
                self.f:SetMax(UnitHealthMax(self.unit))
                if(UnitIsDead(self.unit)) then
                        self.f:GhostMode(false, self.unit)
                        self.f:SetValue(0)
                        self.HPPerc:SetText("Dead")
                elseif(UnitIsGhost(self.unit)) then
                        self.f:GhostMode(true, self.unit)
                else
                        self.f:GhostMode(false, self.unit)
                        if (UnitIsTapped(self.unit) and not UnitIsTappedByPlayer(self.unit)) then
                                self.f:UpdateColor({["r"] = 0.5, ["g"] = 0.5, ["b"] = 0.5})
                                self.tapped = true
                        elseif (UnitIsFriend("player", self.unit)) then
                                self.f:UpdateColor({["r"] = 0, ["g"] = 0.5, ["b"] = 1})
                                self.friend = true
                        else
                                self.f:UpdateColor({["r"] = 1, ["g"] = 0, ["b"] = 0})
                        end
                        self.f:SetValue(UnitHealth(self.unit))
                        self.HPPerc:SetText(floor((UnitHealth(self.unit) / UnitHealthMax(self.unit)) * 100).."%")
                end
        end
end

function module:UpdateHealth()
        if(arg1 == self.unit) then
                if(UnitIsDead(self.unit)) then
                        self.f:GhostMode(false, self.unit)
                        self.f:SetValue(0)
                        self.HPPerc:SetText("Dead")
                elseif(UnitIsGhost(self.unit)) then
                        self.f:GhostMode(true, self.unit)
                else
                        self.f:GhostMode(false, self.unit)

                        -- Update ring color based on target status
                        if(not self.tapped and UnitIsTappedByPlayer(self.unit) and not UnitIsTappedByPlayer(self.unit)) then
                                self.f:UpdateColor({["r"] = 0.5, ["g"] = 0.5, ["b"] = 0.5})
                                self.tapped = true
                        elseif(not self.friend and UnitIsFriend("player", self.unit)) then
                                self.f:UpdateColor({["r"] = 0, ["g"] = 0.5, ["b"] = 1})
                                self.friend = true
                        elseif(self.friend and not UnitIsFriend("player", self.unit)) then
                                self.f:UpdateColor({["r"] = 1, ["g"] = 0, ["b"] = 0})
                                self.friend = false
                        end

                        self.HPPerc:SetText(floor((UnitHealth(self.unit) / UnitHealthMax(self.unit)) * 100).."%")
                        if (event == "UNIT_MAXHEALTH") then
                                self.f:SetMax(UnitHealthMax(self.unit))
                        else
                                self.f:SetValue(UnitHealth(self.unit))
                        end
                end
        end
end