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aura_env
aura_env
is a built-in local table at the top of each aura declaration. This table allows you to set variables that are local to the entire aura it is in. This essentially allows you to make 'global' variables that other functions in your aura can access while also hiding the information from other auras.
To use aura_env
for your own variables, simply assign it as a prefix to your variable name. An example of its use would be:
--Custom Trigger Function
function()
-- Select the icon for either Moonkin form or Bear form.
aura_env.icon = select(2, WA_GetUnitBuff("player", "Moonkin Form")) or select(2, WA_GetUnitBuff("player", "Bear form"))
return aura_env.icon -- If an icon is present, this will return true.
end
-- Custom Icon Function
function()
-- Return the Icon we found. (Moonkin, Bear, or None)
return aura_env.icon
end
If you are still confused on how aura_env
is initialized here is a quick example of what it may look like
-- Combined Display function
function()
-- Localized variables that are available across all Display functions
local aura_env = {
id = AURA_NAME
} -- example
local trigger_function = function()
-- Trigger code
end
local untrigger_function = function()
-- Untrigger code
end
end
aura_env
currently has 3 values id
, cloneId
and state
.
-
id
simply outputs the name of the current aura. -
cloneId
is used with "Trigger State Updater" where it will return unique ID for each state -
state
is a table that stores information about the current state. This is only used in 'Trigger State Updater'. Use the below for loop to find more information about the state.for k,v in pairs(aura_env.state) do print(k,v) end
The values contained within aura_env.state
depend on the type of aura being used (icon, progress bar, texture, etc.)
Some potentially useful ones are:
aura_env.state.stacks
aura_env.state.duration
aura_env.state.expirationTime
aura_env.state.icon
aura_env.state.spellId
Be especially careful to catch nil
values from these variables before using them in things like custom animation functions.
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