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Add notes to AddSpecialEffectTarget, SetUnitColor and SetAllyColorFil… #141
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@@ -13497,12 +13497,18 @@ Sets a unit's player color accent. | |
@param whichUnit Unit to modify. | ||
@param whichColor Set to this player's color. | ||
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@bug Visual bug (tested v1.32.10): if you create two units of the same type (Normal and Colored) | ||
@bug Visual bug (tested v1.32.10): if you create two units of the same type, the same owning player (Normal and Colored), | ||
and set Colored's color to a different color, then clicking between the two units | ||
will not change the portrait color. The portrait will only update correctly if you | ||
deselect the unit. | ||
will not change the portrait color (switching to a unit of the same type and player will not do a re-render of the | ||
portrait model, it won't restart the animation, either). The portrait model can be updated by deselect the unit, switching | ||
to another unit of a differet type or of a different player. Another option is to call `SetUnitColor` on the unit that is | ||
showing its portrait model or using `SetAllyColorFilterState` (see `SetAllyColorFilterState` for specifics). | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. maybe a double new line before "The portrait model"? The paragraph is quite long and that sentence begins to describe one of two workarounds. Double new line because of markdown interpretation |
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@note If the unit being re-colored is the one currently showing its portrait model in the user interface, | ||
it will correctly re-color the portrait model. | ||
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@note If the unit being re-colored is the one currently showing its portrait model in the user interface, | ||
the portrait model will be forced to update and restart its animation. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. these two can be collapsed into one note, right? Not just for repetition's sake, I have seen the Notepad++ auto-completion screenshot by |
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@patch 1.00 | ||
*/ | ||
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@@ -17861,6 +17867,19 @@ click. | |
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@note See: `GetAllyColorFilterState` for full description; `EnableMinimapFilterButtons`. | ||
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@note This can be used to force a playercolor update of unit-attached effects (see `AddSpecialEffectTarget`). | ||
To do so, the effective rendered playercolor must be changed. You can toggle through all the states to achieve this, like: | ||
``` | ||
function updateColor takes nothing returns nothing | ||
local integer previousColor = GetAllyColorFilterState() | ||
call SetAllyColorFilterState(0) | ||
call SetAllyColorFilterState(1) | ||
call SetAllyColorFilterState(2) | ||
call SetAllyColorFilterState(previousColor) | ||
endfunction | ||
``` | ||
Warning: This will also force an update on the portrait model of a unit if its currently showing in the user interface | ||
and restart its animation. | ||
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@patch 1.07 | ||
*/ | ||
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@@ -20212,6 +20231,13 @@ you are attaching effects to. | |
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@note To create an effect only visible to one player see <https://www.hiveworkshop.com/threads/gs.300430/#post-3209073>. | ||
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@bug Only works on units. For destructables and items, the function will still return a non-null effect. | ||
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@bug Attached effects initially have red playercolor (like PLAYER_COLOR_RED, ally color filter state modifications apply) | ||
even if the unit the effect is attached to is not owned by a player with red playercolor. After creation, the color can be | ||
set by using `SetUnitColor` on the unit (directly set to the color desired, no need to set the color to an intermediate | ||
first) or by using `SetAllyColorFilterState` to set to the color to the current color of the unit | ||
(ally color filter state modifications apply, see `SetAllyColorFilterState` for specifics). | ||
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@patch 1.00 | ||
*/ | ||
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