You know, may as well go all the way
Colored by Pet, Player, Hostility.
Code:
local Color = {r = 1, g = 1, b = 1};
if UnitExists("target") then
if ( UnitExists("pet") and UnitIsUnit("target", "pet") ) then
Color = {r = 1, g = 1, b = 1}
elseif UnitIsPlayer("target") then
local _, class = UnitClass("target");
Color = RAID_CLASS_COLORS[class];
else
if UnitIsEnemy("player", "target") then
Color = {r = 1, g = 0, b = 0}
elseif UnitCanAttack("player", UFD.unitname) then
Color = {r = 1, g = 1, b = 0}
else
Color = {r = 0, g = 1, b = 0}
end
end
end
self:SetBackdropBorderColor(Color.r, Color.g, Color.b, self.bg:GetAlpha())