Add interrupt cast-bar feedback for target and focus unit frames#352
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liamcooper wants to merge 1 commit into
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Add interrupt cast-bar feedback for target and focus unit frames#352liamcooper wants to merge 1 commit into
liamcooper wants to merge 1 commit into
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Share kick spell lookup and cast tint logic in EllesmereUI_Kick so nameplates and unit frames stay in sync. Target and focus cast bars now match nameplate interrupt colors and the kick-ready tick.
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Summary
Target and focus unit frame cast bars now use the same interrupt feedback as nameplates: dual fill colors based on whether your kick is ready, a grey overlay for uninterruptible casts, and an optional tick showing where the cast will be when your interrupt comes off cooldown.
Kick spell detection and cast-bar tinting are centralized in core EllesmereUI so nameplates and unit frames share one implementation.
Shared changes (
EllesmereUI_Kick.lua)New core module loaded from
EllesmereUI.toc:kickSpellsByClass— per-class interrupt spell IDs (single source of truth)EllesmereUI.GetActiveKickSpell()— resolves the player’s current kick from the spell bookEllesmereUI.RefreshKickAbility()— refreshes onPLAYER_LOGIN,SPELLS_CHANGED, and reloadEllesmereUI.ComputeCastBarTint(readyTint, baseTint)— blends interruptible vs on-CD colors using secret-safe APIs (C_Spell.GetSpellCooldownDuration,C_CurveUtil.EvaluateColorValueFromBoolean)Nameplates no longer duplicate this logic.
ns.GetActiveKickSpellandns.ComputeCastBarTintforward toEllesmereUI, so the cast overlay and on-plate bars behave as before with less code to maintain.Unit frames
Applies to target and focus only (not player or boss):
castbarFillColor(shown when the cast can be interrupted and your kick is off cooldown)castbarInterruptReadyColor(shown while your interrupt is on cooldown)SetAlphaFromBooleanonnotInterruptiblecastbarKickTickEnabled, default on); hidden when the cast is not interruptible or kick is readyCast-active tracking registers
SPELL_UPDATE_COOLDOWNonly while target/focus are casting, matching the nameplate pattern.Options
On target/focus cast bar settings:
Test plan
/reloadon a class with an interrupt (e.g. Demon Hunter)/reload: kick spell still resolves correctly