local _, GW = ...
local COLOR_FRIENDLY = GW.COLOR_FRIENDLY
local TimeCount = GW.TimeCount
local GWGetClassColor = GW.GWGetClassColor
local TARGET_FRAME_ART = GW.TARGET_FRAME_ART
local RegisterMovableFrame = GW.RegisterMovableFrame
local animations = GW.animations

local IsIn = GW.IsIn
local RoundDec = GW.RoundDec
local LoadAuras = GW.LoadAuras
local PopulateUnitIlvlsCache = GW.PopulateUnitIlvlsCache

local function castingbarOnUpdate(self)
    if (self.casting or self.channeling or self.empowering) and self.showCastingbarData and self.castingTimeString then
        local durationObject = self:GetTimerDuration()
        if durationObject then
            local durationTime = durationObject:GetRemainingDuration()
            self.castingbarNormal.castingTimeString:SetFormattedText("%.1fs", durationTime)
        end
    end
end

local function CreateUnitFrame(name, revert, animatedPowerbar)
    local template
    if GW.Retail then
        if revert then
            template = "GwNormalUnitFrameInvertRetailTemplate"
        else
            template = "GwNormalUnitFramePingableRetailTemplate"
        end
    else
        if revert then
            template = "GwNormalUnitFrameInvert"
        else
            template = "GwNormalUnitFrame"
        end
    end
    local f = CreateFrame("Button", name, UIParent, template)

    local hg = f.healthContainer

    if GW.Retail then
        f.absorbOverlay = hg.health.overDamageAbsorbIndicator
        f.antiHeal      = hg.healAbsorb
        f.health        = hg.health
        f.absorbbg      = hg.damageAbsorb
        f.healPrediction= hg.healPrediction
        f.healthString  = hg.health.healthString

        f.hpValues = CreateUnitHealPredictionCalculator()
        f.hpValues:SetDamageAbsorbClampMode(Enum.UnitDamageAbsorbClampMode.MissingHealth)
        f.hpValues:SetHealAbsorbClampMode(Enum.UnitHealAbsorbClampMode.CurrentHealth)
        f.hpValues:SetIncomingHealClampMode(Enum.UnitIncomingHealClampMode.MissingHealth)
        f.hpValues:SetHealAbsorbMode(Enum.UnitHealAbsorbMode.ReducedByIncomingHeals)
        f.hpValues:SetIncomingHealOverflowPercent(1)

        --setting up the statusbars
        local anchor1, anchor2 = "LEFT", "RIGHT"

        if revert then
            anchor1 = "RIGHT"
            anchor2 = "LEFT"
        end
        f.healPrediction:ClearAllPoints()
        f.healPrediction:SetPoint("TOP")
        f.healPrediction:SetPoint("BOTTOM")
        f.healPrediction:SetPoint(anchor1, f.health:GetStatusBarTexture(), anchor2)

        f.absorbbg:ClearAllPoints()
        f.absorbbg:SetPoint("TOP")
        f.absorbbg:SetPoint("BOTTOM")
        f.absorbbg:SetPoint(anchor1, f.healPrediction:GetStatusBarTexture(), anchor2)

        f.antiHeal:ClearAllPoints()
        f.antiHeal:SetPoint("TOP")
        f.antiHeal:SetPoint("BOTTOM")
        f.antiHeal:SetPoint(anchor2, f.health:GetStatusBarTexture())
        f.antiHeal:SetReverseFill(true)

        f.absorbOverlay:ClearAllPoints()
        f.absorbOverlay:SetPoint("TOP")
        f.absorbOverlay:SetPoint("BOTTOM")
        f.absorbOverlay:SetPoint(anchor1, f.health, anchor2, revert and 14 or -8, 0)
        f.absorbOverlay:SetWidth(16)

        f.powerbarContainer.powerbar = CreateFrame("StatusBar", name .. "Powerbar", f, "GwStatusPowerBarRetailTemplate")
        f.powerbar = f.powerbarContainer.powerbar

        if animatedPowerbar then
            f.powerbar.bar = f.powerbar
        end

        f.castingbarNormal:SetScript("OnUpdate", castingbarOnUpdate)
    else
        f.absorbOverlay = hg.healPrediction.absorbbg.health.antiHeal.absorbOverlay
        f.antiHeal      = hg.healPrediction.absorbbg.health.antiHeal
        f.health        = hg.healPrediction.absorbbg.health
        f.absorbbg      = hg.healPrediction.absorbbg
        f.healPrediction= hg.healPrediction
        f.healthString  = hg.healPrediction.absorbbg.health.antiHeal.absorbOverlay.healthString

        GW.AddStatusbarAnimation(f.absorbOverlay, true)
        GW.AddStatusbarAnimation(f.antiHeal, true)
        GW.AddStatusbarAnimation(f.health, true)
        GW.AddStatusbarAnimation(f.absorbbg, true)
        GW.AddStatusbarAnimation(f.healPrediction, false)
        GW.AddStatusbarAnimation(f.castingbarNormal, false)

        if animatedPowerbar then
            f.powerbarContainer.powerbar = GW.CreateAnimatedStatusBar(name .. "Powerbar", f, "GwStatusPowerBar", true)
            f.powerbar = f.powerbarContainer.powerbar
            f.powerbar.bar = f.powerbar
            f.powerbar:AddToBarMask(f.powerbar.intensity)
            f.powerbar:AddToBarMask(f.powerbar.intensity2)
            f.powerbar:AddToBarMask(f.powerbar.scrollTexture)
            f.powerbar:AddToBarMask(f.powerbar.scrollTexture2)
            f.powerbar:AddToBarMask(f.powerbar.runeoverlay)
            f.powerbar.runicmask:SetSize(f.powerbar:GetSize())
            f.powerbar.runeoverlay:AddMaskTexture(f.powerbar.runicmask)

            f.powerbar.decay = GW.CreateAnimatedStatusBar(name .. "decay", f.powerbar, nil, true)

            f.powerbar.decay:SetFillAmount(0)
            f.powerbar.decay:SetFrameLevel(f.powerbar.decay:GetFrameLevel() - 1)
            f.powerbar.decay:ClearAllPoints()
            f.powerbar.decay:SetPoint("TOPLEFT", f.powerbar, "TOPLEFT", 0, 0)
            f.powerbar.decay:SetPoint("BOTTOMRIGHT", f.powerbar, "BOTTOMRIGHT", 0, 0)

            f.powerbar.label:SetPoint("LEFT", f.powerbar, "LEFT", 5, 0)
            f.powerbar.label:SetJustifyH("LEFT")
        else
            f.powerbarContainer.powerbar = GW.CreateAnimatedStatusBar(name .. "Powerbar", f, nil, true)
            f.powerbar = f.powerbarContainer.powerbar
        end

        local elements = { f.absorbOverlay, f.antiHeal, f.health, f.absorbbg, f.healPrediction, f.castingbarNormal, f.powerbar}
        for _, element in ipairs(elements) do
            element.customMaskSize = 64
        end

        f.absorbOverlay:SetStatusBarColor(1, 1, 1, 0.66)
    end

    f.powerbarContainer.powerbar:SetSize(213, 3)
    f.powerbar:SetAllPoints(f.powerbarContainer)
    f.powerbar.label:Hide()

    f.absorbbg:SetStatusBarColor(1, 1, 1, 0.66)
    f.healPrediction:SetStatusBarColor(0.58431, 0.9372, 0.2980, 0.60)

    f.frameInvert = revert

    if revert then
        f.healthString:ClearAllPoints()
        f.healthString:SetPoint("RIGHT", f.health, "RIGHT", -5, 0)
        f.healthString:SetJustifyH("RIGHT")
        f.powerbar.label:SetPoint("RIGHT", f.powerbar, "RIGHT", -5, 0)
        f.powerbar.label:SetJustifyH("RIGHT")
        local reverseElements = { f.absorbOverlay, f.antiHeal, f.health, f.absorbbg, f.healPrediction, f.powerbar, f.castingbarNormal, f.powerbar.decay }
        for _, bar in ipairs(reverseElements) do
            if bar and bar.SetReverseFill then
                bar:SetReverseFill(true)
            end
        end
        f.castingbarNormal.internalBar:SetTexCoord(1, 0, 0, 1)
        if f.castingbarSpark then
            f.castingbarSpark:SetTexCoord(1, 0, 0, 1)
        end
    end

    f.powerbar.label:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.SMALL, nil, -2)
    f.powerbar.label:SetShadowOffset(1, -1)
    f.healthString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.healthString:SetShadowOffset(1, -1)
    f.nameString:GwSetFontTemplate(DAMAGE_TEXT_FONT, GW.TextSizeType.HEADER)
    f.nameString:SetShadowOffset(1, -1)
    f.threatString:GwSetFontTemplate(STANDARD_TEXT_FONT, GW.TextSizeType.SMALL)
    f.threatString:SetShadowOffset(1, -1)
    f.levelString:GwSetFontTemplate(DAMAGE_TEXT_FONT, GW.TextSizeType.HEADER)
    f.levelString:SetShadowOffset(1, -1)
    f.castingString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingString:SetShadowOffset(1, -1)
    f.castingbarNormal.castingString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingbarNormal.castingString:SetShadowOffset(1, -1)
    f.castingbarNormal.castingTimeString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingbarNormal.castingTimeString:SetShadowOffset(1, -1)
    f.castingTimeString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingTimeString:SetShadowOffset(1, -1)
    f.prestigeString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL, "OUTLINE")
    f.prestigebg:SetPoint("CENTER", f.prestigeString, "CENTER", -1, 1)
    f.prestigebg:Hide()
    f.prestigeString:Hide()

    f.healthValue = 0
    f.barWidth = 214

    f:SetScript("OnEnter", f.OnEnter)
    f:SetScript("OnLeave", GameTooltip_Hide)

    return f
end
GW.CreateUnitFrame = CreateUnitFrame

local function CreateSmallUnitFrame(name)
    local f = CreateFrame("Button", name, UIParent, GW.Retail and "GwNormalUnitFramePingableSmallRetailTemplate" or "GwNormalUnitFrameSmall")

    local hg = f.healthContainer

    if GW.Retail then
        f.absorbOverlay = hg.health.overDamageAbsorbIndicator
        f.antiHeal      = hg.healAbsorb
        f.health        = hg.health
        f.absorbbg      = hg.damageAbsorb
        f.healPrediction= hg.healPrediction
        f.healthString  = hg.health.healthString

        f.powerbarContainer.powerbar = CreateFrame("StatusBar", name .. "Powerbar", f, "GwStatusBarBackground")
        f.powerbar = f.powerbarContainer.powerbar
        f.powerbar:SetAllPoints(f.powerbarContainer)

        f.hpValues = CreateUnitHealPredictionCalculator()
        f.hpValues:SetDamageAbsorbClampMode(Enum.UnitDamageAbsorbClampMode.MissingHealth)
        f.hpValues:SetHealAbsorbClampMode(Enum.UnitHealAbsorbClampMode.CurrentHealth)
        f.hpValues:SetIncomingHealClampMode(Enum.UnitIncomingHealClampMode.MissingHealth)
        f.hpValues:SetHealAbsorbMode(Enum.UnitHealAbsorbMode.ReducedByIncomingHeals)
        f.hpValues:SetIncomingHealOverflowPercent(1)

        --setting up the statusbars
        f.healPrediction:ClearAllPoints()
        f.healPrediction:SetPoint("TOP")
        f.healPrediction:SetPoint("BOTTOM")
        f.healPrediction:SetPoint("LEFT", f.health:GetStatusBarTexture(), "RIGHT")

        f.absorbbg:ClearAllPoints()
        f.absorbbg:SetPoint("TOP")
        f.absorbbg:SetPoint("BOTTOM")
        f.absorbbg:SetPoint("LEFT", f.healPrediction:GetStatusBarTexture(), "RIGHT")

        f.antiHeal:ClearAllPoints()
        f.antiHeal:SetPoint("TOP")
        f.antiHeal:SetPoint("BOTTOM")
        f.antiHeal:SetPoint("RIGHT", f.health:GetStatusBarTexture())
        f.antiHeal:SetReverseFill(true)

        f.absorbOverlay:ClearAllPoints()
        f.absorbOverlay:SetPoint("TOP")
        f.absorbOverlay:SetPoint("BOTTOM")
        f.absorbOverlay:SetPoint("LEFT", f.health, "RIGHT", -8, 0)
        f.absorbOverlay:SetWidth(16)
    else
        f.absorbOverlay = hg.healPrediction.absorbbg.health.antiHeal.absorbOverlay
        f.antiHeal      = hg.healPrediction.absorbbg.health.antiHeal
        f.health        = hg.healPrediction.absorbbg.health
        f.absorbbg      = hg.healPrediction.absorbbg
        f.healPrediction= hg.healPrediction
        f.healthString  = hg.healPrediction.absorbbg.health.antiHeal.absorbOverlay.healthString

        f.powerbarContainer.powerbar = GW.CreateAnimatedStatusBar(name .. "Powerbar", f, nil, true)
        f.powerbar = f.powerbarContainer.powerbar
        f.powerbar:SetAllPoints(f.powerbarContainer)

        GW.AddStatusbarAnimation(f.absorbOverlay, true)
        GW.AddStatusbarAnimation(f.antiHeal, true)
        GW.AddStatusbarAnimation(f.health, true)
        GW.AddStatusbarAnimation(f.absorbbg, true)
        GW.AddStatusbarAnimation(f.healPrediction, false)
        GW.AddStatusbarAnimation(f.castingbarNormal, false)

        local elements = { f.absorbOverlay, f.antiHeal, f.health, f.absorbbg, f.healPrediction, f.castingbarNormal, f.powerbar }
        for _, element in ipairs(elements) do
            element.customMaskSize = 64
        end

        f.absorbOverlay:SetStatusBarColor(1, 1, 1, 0.66)
    end

    f.absorbbg:SetStatusBarColor(1, 1, 1, 0.66)
    f.healPrediction:SetStatusBarColor(0.58431, 0.9372, 0.2980, 0.60)

    f.healthString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.SMALL)
    f.healthString:SetShadowOffset(1, -1)
    f.nameString:GwSetFontTemplate(DAMAGE_TEXT_FONT, GW.TextSizeType.HEADER)
    f.nameString:SetShadowOffset(1, -1)
    f.levelString:GwSetFontTemplate(DAMAGE_TEXT_FONT, GW.TextSizeType.HEADER)
    f.levelString:SetShadowOffset(1, -1)
    f.castingString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingString:SetShadowOffset(1, -1)
    f.castingbarNormal.castingString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingbarNormal.castingString:SetShadowOffset(1, -1)
    f.castingbarNormal.castingTimeString:GwSetFontTemplate(UNIT_NAME_FONT, GW.TextSizeType.NORMAL)
    f.castingbarNormal.castingTimeString:SetShadowOffset(1, -1)

    f.healthValue = 0
    f.barWidth = 149

    f:SetScript("OnEnter", f.OnEnter)
    f:SetScript("OnLeave", GameTooltip_Hide)

    return f
end

GwUnitFrameMixin = {}

function GwUnitFrameMixin:OnEnter()
    if self.unit then
        GameTooltip_SetDefaultAnchor(GameTooltip, UIParent)
        GameTooltip:SetUnit(self.unit)
        GameTooltip:Show()
    end
end

function GwUnitFrameMixin:UpdateHealthbarColor()
    local unit = self.unit
    local healthBar = self.health
    local nameString = self.nameString

    if self.classColor and (UnitIsPlayer(unit) or UnitInPartyIsAI(unit)) then
        local _, englishClass = UnitClass(unit)
        local color = GWGetClassColor(englishClass, true)
        healthBar:SetStatusBarColor(color.r, color.g, color.b, color.a)
        nameString:SetTextColor(color.r + 0.3, color.g + 0.3, color.b + 0.3, color.a)
    else
        local unitReaction = UnitReaction(unit, "player")
        local nameColor = unitReaction and GW.FACTION_BAR_COLORS[unitReaction] or RAID_CLASS_COLORS.PRIEST
        if unitReaction then
            if unitReaction <= 3 then
                nameColor = COLOR_FRIENDLY[2]
            elseif unitReaction >= 5 then
                nameColor = COLOR_FRIENDLY[1]
            end
        end

        if UnitIsTapDenied(unit) then
            nameColor = { r = 159 / 255, g = 159 / 255, b = 159 / 255 }
        end

        healthBar:SetStatusBarColor(nameColor.r, nameColor.g, nameColor.b, 1)
        nameString:SetTextColor(nameColor.r, nameColor.g, nameColor.b, 1)
    end

    if (UnitLevel(unit) - GW.mylevel) <= -5 then
        local r, g, b = nameString:GetTextColor()
        nameString:SetTextColor(r + 0.5, g + 0.5, b + 0.5, 1)
    end
end

function GwUnitFrameMixin:SetUnitPortraitFrame()
    if not self.portrait or not self.background then return end

    local unit = self.unit
    local border = "normal"
    local txt
    local unitLevel = UnitLevel(unit)
    local unitClassification = UnitClassification(unit)
    local canInspect = UnitIsPlayer(unit) and (not GW.Mists or (not InCombatLockdown() and CheckInteractDistance(unit, 4))) and CanInspect(unit)

    if TARGET_FRAME_ART[unitClassification] then
        border = unitClassification
        if unitLevel == -1 then border = "boss" end
    end

    if not (GW.Classic or GW.TBC) and canInspect then
        if self.showItemLevel == "ITEM_LEVEL" then
            local guid = UnitGUID(self.unit)
            if guid then
                local cachedIlvl = GW.unitIlvlsCache[guid]
                if cachedIlvl and cachedIlvl.itemLevel then
                    txt = RoundDec(cachedIlvl.itemLevel, 0)
                end
            end
        elseif self.showItemLevel == "PVP_LEVEL" then
            local honorLevel = GW.Retail and UnitHonorLevel(unit) or 0
            local prestigeLevel = (honorLevel > 199 and 4) or (honorLevel > 99 and 3) or
                                (honorLevel > 49 and 2) or (honorLevel > 9 and 1) or 0


            if prestigeLevel > 0 and TARGET_FRAME_ART["prestige" .. prestigeLevel] then
                border = "prestige" .. prestigeLevel
            end
            txt = honorLevel
        end
    end

    if txt then
        self.prestigebg:Show()
        self.prestigeString:Show()
        self.prestigeString:SetText(txt)
    else
        self.prestigebg:Hide()
        self.prestigeString:Hide()
    end

    --if DBM or BigWigs is load, check if target is a boss and set boss frame
    local foundBossMod = false
    if not GW.Retail and DBM and DBM.ModLists then
        local npcId = GW.GetUnitCreatureId(unit)
        if npcId ~= nil then
            for _, mods in pairs(DBM.ModLists) do
                for _, id in ipairs(mods) do
                    local mod = DBM:GetModByName(id)
                    if mod and mod.creatureId == npcId then
                        foundBossMod = true
                        break
                    end
                end
                if foundBossMod then
                    break
                end
            end
        end
    elseif not GW.Retail and BigWigs then
        local npcId = GW.GetUnitCreatureId(unit)
        if npcId ~= nil then
            for _, module in BigWigs:IterateBossModules() do
                if module.enableMobs[npcId] then
                    foundBossMod = true
                    break
                end
            end
        end
    end
    if foundBossMod then
        border = (border == "boss") and "realboss" or "boss"
    end

    self.background:SetTexture(TARGET_FRAME_ART[border])
end

function GwUnitFrameMixin:UpdateAvgItemLevel(guid)
    if guid ~= UnitGUID(self.unit) or not UnitIsPlayer(self.unit) or (GW.Mists and not InCombatLockdown() and not CheckInteractDistance(self.unit, 4)) or not CanInspect(self.unit) then return end

    local itemLevel, retryUnit, retryTable, iLevelDB = GW.GetUnitItemLevel(self.unit)

    if itemLevel == "tooSoon" then
        C_Timer.After(0.05, function()
            local canUpdate = true

            for _, slot in ipairs(retryTable) do
                local slotInfo = GW.GetGearSlotInfo(retryUnit, slot)
                if slotInfo == "tooSoon" then
                    canUpdate = false
                    break
                end
                iLevelDB[slot] = slotInfo.iLvl
            end

            if canUpdate then
                local calculatedIlvl = GW.CalculateAverageItemLevel(iLevelDB, retryUnit)
                PopulateUnitIlvlsCache(guid, calculatedIlvl)
                ClearInspectPlayer()
                self:UnregisterEvent("INSPECT_READY")
                self:SetUnitPortraitFrame()
            end
        end)
    else
        PopulateUnitIlvlsCache(guid, itemLevel)
        self:UnregisterEvent("INSPECT_READY")
        self:SetUnitPortraitFrame()
    end
end

function GwUnitFrameMixin:UpdateRaidMarkers()
    local i = GetRaidTargetIndex(self.unit)
    if i then
        SetRaidTargetIconTexture(self.raidmarker, i)
        self.raidmarker:Show()
    else
        self.raidmarker:Hide()
    end
end

function GwUnitFrameMixin:SetUnitPortrait()
    if not self.portrait then return end
    SetPortraitTexture(self.portrait, self.unit)
    if self.frameInvert then
        self.portrait:SetTexCoord(1, 0, 0, 1)
    end
    self.activePortrait = nil
end

function GwUnitFrameMixin:UnitFrameData(lvl)
    local level = lvl or UnitLevel(self.unit)
    local name = UnitName(self.unit)

    if UnitIsGroupLeader(self.unit) then
        name = "|TInterface/AddOns/GW2_UI/textures/party/icon-groupleader.png:18:18|t" .. name
    end

    self.nameString:SetText(name)
    self.levelString:SetText((level == -1 and "??" or level))

    if self.unit == "player" and self.classColor and UnitIsPlayer(self.unit) then
        local _, englishClass = UnitClass(self.unit)
        local color = GW.GWGetClassColor(englishClass, true)

        self.health:SetStatusBarColor(color.r, color.g, color.b, color.a)
        self.nameString:SetTextColor(math.min(color.r + 0.3, 1), math.min(color.g + 0.3, 1), math.min(color.b + 0.3, 1), color.a)
    else
        self:UpdateHealthbarColor()
    end

    if not GW.Retail then
        if UnitCanAttack("player", self.unit) then
            if level == "??" then level = 99 end
            local color = GetCreatureDifficultyColor(level)
            self.levelString:SetVertexColor(color.r, color.g, color.b)
        else
            self.levelString:SetVertexColor(1, 1, 1)
        end
    end

    self:SetUnitPortrait()
    self:SetUnitPortraitFrame()
end

function GwUnitFrameMixin:SelectPvp()
    local prevFlag = self.pvp.pvpFlag
    if GW.settings.PLAYER_SHOW_PVP_INDICATOR and ((GW.Retail and C_PvP.IsWarModeDesired()) or GetPVPDesired() or UnitIsPVP("player") or UnitIsPVPFreeForAll("player")) then
        self.pvp.pvpFlag = true
        if prevFlag ~= true then
            if GW.myfaction == "Horde" then
                self.pvp.ally:Hide()
                self.pvp.horde:Show()
            else
                self.pvp.ally:Show()
                self.pvp.horde:Hide()
            end
        end
    else
        self.pvp.pvpFlag = false
        self.pvp.ally:Hide()
        self.pvp.horde:Hide()
    end
end

function GwUnitFrameMixin:NormalCastBarAnimation(powerPrec)
    self.castingbarNormal:SetFillAmount(powerPrec)
end

function GwUnitFrameMixin:ProtectedCastAnimation(powerPrec)
    local powerBarWidth = self.barWidth
    local bit = powerBarWidth / 16
    local spark = bit * math.floor(16 * (powerPrec))
    local segment = math.floor(16 * (powerPrec))
    local sparkPoint = (powerBarWidth * powerPrec) - 20

    self.castingbarSpark:SetWidth(math.min(32, 32 * (powerPrec / 0.10)))
    if self.frameInvert then
        self.castingbarSpark:SetPoint("RIGHT", self.castingbar, "RIGHT", -math.max(0, sparkPoint), 0)
        self.castingbar:SetTexCoord(math.min(1, math.max(0, 0.0625 * segment)), 0, 0, 1)
        self.castingbar:SetWidth(-math.min(powerBarWidth, math.max(1, spark)))
    else
        self.castingbarSpark:SetPoint("LEFT", self.castingbar, "LEFT", math.max(0, sparkPoint), 0)
        self.castingbar:SetTexCoord(0, math.min(1, math.max(0, 0.0625 * segment)), 0, 1)
        self.castingbar:SetWidth(math.min(powerBarWidth, math.max(1, spark)))
    end
end

function GwUnitFrameMixin:HideCastBar()
    local pb = self.powerbar
    local castBG = self.castingbarBackground
    if castBG then
        castBG:Hide()
        castBG:ClearAllPoints()
        castBG:SetPoint("TOPLEFT", pb, "BOTTOMLEFT", (self.type == "NormalTarget") and -2 or 0, 19)
    end

    if self.castingString then self.castingString:Hide() end
    if self.highlight then self.highlight:Hide() end
    if self.castingTimeString then self.castingTimeString:Hide() end
    if self.castingbar then self.castingbar:Hide() end
    if self.castingbarSpark then self.castingbarSpark:Hide() end
    if self.castingbarNormal then self.castingbarNormal:Hide() end

    self.spellID = nil
    self.castID = nil
    self.notInterruptible = nil
    self.channeling = false
    self.casting = false
    self.empowering = false

    self.castingbarNormal:ClearStages()
    self:SetUnitPortrait()

    local animKey = "GwUnitFrame" .. self.unit .. "Cast"
    local anim = animations[animKey]
    if anim then
        anim.completed = true
        anim.duration = 0
    end
end

function GwUnitFrameMixin:CastInterruptible(event)
    if not self.castingbarNormal:IsShown() then return end

    self.notInterruptible = event == 'UNIT_SPELLCAST_NOT_INTERRUPTIBLE'

    self.castingbarNormal:GetStatusBarTexture():SetDesaturated(self.notInterruptible)
end

function GwUnitFrameMixin:StartCastbar(event)
    local barTexture = GW.CASTINGBAR_TEXTURES.YELLOW.NORMAL
    local direction, duration

    if GW.Retail then
        direction = Enum.StatusBarTimerDirection.ElapsedTime
    end

    local name, _, texture, startTime, endTime, _, _, notInterruptible, spellID, castID = UnitCastingInfo(self.unit)
    if name then
        self.casting = true
        if GW.Retail then
            duration = UnitCastingDuration(self.unit)
        end
    else
        local isEmpowered
        name, _, texture, startTime, endTime, _, notInterruptible, spellID, isEmpowered, _, castID = UnitChannelInfo(self.unit)
        barTexture = GW.CASTINGBAR_TEXTURES.GREEN.NORMAL

        if GW.Retail then
            if isEmpowered then
                self.empowering = true
                duration = UnitEmpoweredChannelDuration(self.unit)
            else
                self.channeling = true
                duration = UnitChannelDuration(self.unit)
                direction = Enum.StatusBarTimerDirection.RemainingTime
            end
        else
            self.channeling = true
        end
    end

    self.castingbarNormal.internalBar:SetTexture("Interface/AddOns/GW2_UI/Textures/units/castingbars/" .. barTexture .. ".png")

    if not name or not self.showCastbar then
        self:HideCastBar()
        return
    end

    self.delay = 0
    self.castID = castID
    self.spellID = spellID
    self.notInterruptible = notInterruptible

    if not GW.Retail then
        self.maxValue = (endTime - startTime) / 1000
        startTime, endTime = startTime / 1000, endTime / 1000

        if texture and self.portrait and self.activePortrait ~= texture then
            self.portrait:SetTexture(texture)
            self.activePortrait = texture
            if self.frameInvert then
                self.portrait:SetTexCoord(1, 0, 0, 1)
            else
                self.portrait:SetTexCoord(0, 1, 0, 1)
            end
        end
    end

    local cbBackground = self.castingbarBackground
    cbBackground:Show()
    cbBackground:ClearAllPoints()
    cbBackground:SetPoint("TOPLEFT", self.powerbar, "BOTTOMLEFT", (self.type == "NormalTarget") and -2 or 0, -1)

    self.castingString:Show()
    if self.castingTimeString then
        self.castingTimeString:Show()
    end

    if not GW.Retail and notInterruptible then
        self.castingString:SetText(name)
        self.castingbarNormal:Hide()
        if self.castingbar then self.castingbar:Show() end
        if self.castingbarSpark then self.castingbarSpark:Show() end
    else
        self.castingbarNormal.castingString:SetText(name)
        self.castingString:Hide()
        if self.castingTimeString then self.castingTimeString:Hide() end
        if self.castingbar then self.castingbar:Hide() end
        if self.castingbarSpark then self.castingbarSpark:Hide() end
        self.castingbarNormal:Show()
    end

    if self.empowering then
        self.castingbarNormal:AddStages(UnitEmpoweredStagePercentages(self.unit, true), self.unit)
    else
        self.castingbarNormal:ClearStages()
    end

    if GW.Retail then
        self.castingbarNormal:SetTimerDuration(duration, Enum.StatusBarInterpolation.Immediate, direction)
        self.castingbarNormal:GetStatusBarTexture():SetDesaturated(notInterruptible)
    else
        GW.AddToAnimation(
            "GwUnitFrame" .. self.unit .. "Cast",
            0,
            1,
            startTime,
            endTime - startTime,
            function(p)
                if self.showCastingbarData and self.castingTimeString then
                    if notInterruptible then
                        self.castingTimeString:SetText(TimeCount(endTime - GetTime(), true))
                    else
                        self.castingbarNormal.castingTimeString:SetText(TimeCount(endTime - GetTime(), true))
                    end

                    p = self.channeling and (1 - p) or p
                    if notInterruptible then
                        self:ProtectedCastAnimation(p)
                    else
                        self:NormalCastBarAnimation(p)
                    end
                end
            end,
            "noease")
    end
end

function GwUnitFrameMixin:UpdateThreatValues()
    self.threatValue = select(3, UnitDetailedThreatSituation("player", self.unit))

    if self.threatValue == nil then
        self.threatString:SetText("")
        self.threattabbg:SetAlpha(0.0)
    else
        self.threatString:SetText(RoundDec(self.threatValue, 0) .. "%")
        self.threattabbg:SetAlpha(1.0)
    end
end

function GwUnitFrameMixin:OnEvent(event, unit, ...)
    local secondaryFrame
    if self.unit == "target" then
        secondaryFrame = GwTargetTargetUnitFrame
    elseif self.unit == "focus" then
        secondaryFrame = GwFocusTargetUnitFrame
    end

    local arg1, arg2, arg3, arg4 = ...

    if event == "UNIT_COMBAT" then
        if unit == self.unit then
            CombatFeedback_OnCombatEvent(self, arg1, arg2, arg3, arg4)
        end
    elseif IsIn(event, "PLAYER_TARGET_CHANGED", "PLAYER_FOCUS_CHANGED", "PLAYER_ENTERING_WORLD", "FORCE_UPDATE") then
        if event == "PLAYER_TARGET_CHANGED" and self.unit == "target" and UnitIsPlayer(self.unit) and (self.showItemLevel == "PVP_LEVEL" or self.showItemLevel == "ITEM_LEVEL")
            and (not GW.Mists or (not InCombatLockdown() and CheckInteractDistance(self.unit, 4))) and CanInspect(self.unit) then
            local guid = UnitGUID(self.unit)
            if guid and (not GW.unitIlvlsCache[guid] or (GW.unitIlvlsCache[guid] and GW.unitIlvlsCache[guid].itemLevel == nil)) then
                local _, englishClass = UnitClass(self.unit)
                local color = GWGetClassColor(englishClass, true, true)
                GW.unitIlvlsCache[guid] = {unitColor = {color.r, color.g, color.b}}
                self:RegisterEvent("INSPECT_READY")
                NotifyInspect(self.unit)
            end
        end

        if self.showThreat then
            self:UpdateThreatValues()
        elseif self.threattabbg and self.threattabbg:IsShown() then
            self.threattabbg:Hide()
        end

        if event == "PLAYER_ENTERING_WORLD" and self.unit == "target" then
            wipe(GW.unitIlvlsCache)
        end

        self:UnitFrameData()
        if secondaryFrame then secondaryFrame:UnitFrameData() end
        self:UpdateHealthBar(true)
        if secondaryFrame then secondaryFrame:UpdateHealthBar(true) end

        if IsIn(event, "PLAYER_TARGET_CHANGED", "PLAYER_FOCUS_CHANGED") then
            self:UpdatePowerBar(true)
            if secondaryFrame then  secondaryFrame:UpdatePowerBar(true) end
        else
            self:UpdatePowerBar()
            if secondaryFrame then secondaryFrame:UpdatePowerBar() end
        end

        self:StartCastbar()
        if secondaryFrame then secondaryFrame:StartCastbar() end
        self:UpdateRaidMarkers()
        if secondaryFrame then secondaryFrame:UpdateRaidMarkers() end

        self.auras:ForceUpdate()

        if IsIn(event, "PLAYER_TARGET_CHANGED", "PLAYER_FOCUS_CHANGED") then
            if UnitExists(self.unit) and not C_PlayerInteractionManager.IsReplacingUnit() then
                if UnitIsEnemy(self.unit, "player") then
                    PlaySound(SOUNDKIT.IG_CREATURE_AGGRO_SELECT)
                elseif UnitIsFriend("player", self.unit) then
                    PlaySound(SOUNDKIT.IG_CHARACTER_NPC_SELECT)
                else
                    PlaySound(SOUNDKIT.IG_CREATURE_NEUTRAL_SELECT)
                end
            else
                PlaySound(SOUNDKIT.INTERFACE_SOUND_LOST_TARGET_UNIT)
            end
        end
    elseif event == "UNIT_TARGET" then
        if unit == self.unit and secondaryFrame then
            local targetUnit = self.unit .. "target"  -- "targettarget" or "focustarget"
            if UnitExists(targetUnit) then
                secondaryFrame:UnitFrameData()
                secondaryFrame:UpdateHealthBar(true)
                secondaryFrame:UpdatePowerBar(true)
                secondaryFrame:StartCastbar()
                secondaryFrame:UpdateRaidMarkers()
            end
        end
    elseif event == "RAID_TARGET_UPDATE" then
        self:UpdateRaidMarkers()
        if secondaryFrame then secondaryFrame:UpdateRaidMarkers() end
    elseif event == "INSPECT_READY" then
        if self.unit == "target" then
            if self.showItemLevel == "NONE" then
                self:UnregisterEvent("INSPECT_READY")
            else
                self:UpdateAvgItemLevel(unit) -- with this event the unit is a guid
            end
        end
    elseif event == "UNIT_THREAT_LIST_UPDATE" and self.showThreat then
        self:UpdateThreatValues()
    elseif UnitIsUnit(unit, self.unit) then
        if event == "UNIT_AURA" then
            GW.UpdateBuffLayout(self, event, unit, ...)
        elseif IsIn(event, "UNIT_MAXHEALTH", "UNIT_ABSORB_AMOUNT_CHANGED", "UNIT_HEALTH", "UNIT_HEALTH_FREQUENT", "UNIT_HEAL_PREDICTION") then
            self:UpdateHealthBar()
        elseif IsIn(event, "UNIT_MAXPOWER", "UNIT_POWER_FREQUENT", "UNIT_DISPLAYPOWER") then
            self:UpdatePowerBar()
        elseif IsIn(event, "UNIT_SPELLCAST_START", "UNIT_SPELLCAST_CHANNEL_START", "UNIT_SPELLCAST_EMPOWER_START") then
            self:StartCastbar()
        elseif GW.Retail and IsIn(event, "UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "UNIT_SPELLCAST_INTERRUPTIBLE") then
            self:CastInterruptible()
        elseif IsIn(event, "UNIT_SPELLCAST_DELAYED", "UNIT_SPELLCAST_CHANNEL_UPDATE", "UNIT_SPELLCAST_EMPOWER_UPDATE") then
            self:StartCastbar()
        elseif IsIn(event, "UNIT_SPELLCAST_CHANNEL_STOP", "UNIT_SPELLCAST_STOP", "UNIT_SPELLCAST_INTERRUPTED", "UNIT_SPELLCAST_FAILED", "UNIT_SPELLCAST_EMPOWER_STOP") then
            self:HideCastBar()
        elseif event == "UNIT_FACTION" then
            self:UpdateHealthbarColor()
        end
    end
end

function GwUnitFrameMixin:ToggleSettings()
    local unit = self.unit:lower()

    self.classColor = GW.settings[unit .. "_CLASS_COLOR"]
    self.showHealthValue = GW.settings[unit .. "_HEALTH_VALUE_ENABLED"]
    self.showHealthPrecentage = GW.settings[unit .. "_HEALTH_VALUE_TYPE"]
    self.showCastbar = GW.settings[unit .. "_SHOW_CASTBAR"]
    self.showAbsorbBar = GW.settings[unit .. "_SHOW_ABSORB_BAR"]

    self.showCastingbarData = GW.settings[unit .. "_CASTINGBAR_DATA"]

    self.displayBuffs = GW.settings[unit .. "_BUFFS"] and 32 or 0
    self.displayDebuffs = GW.settings[unit .. "_DEBUFFS"] and 40 or 0

    self.auras.smallSize = 20
    self.auras.bigSize = 26

    self.shortendHealthValues = GW.settings[unit .. "_SHORT_VALUES"]

    self.showItemLevel = GW.settings[unit .. "_ILVL"]

    if GW.settings[unit .. "_THREAT_VALUE_ENABLED"] ~= nil then
        self.showThreat = GW.settings[unit .. "_THREAT_VALUE_ENABLED"]
    end

    self.auraPositionTop = GW.settings[unit .. "_AURAS_ON_TOP"]

    self.altBg:SetShown(GW.settings[unit .. "_FRAME_ALT_BACKGROUND"])

    self.auras:ClearAllPoints()
    self.auras:SetPoint("TOPLEFT", self.castingbarBackground, "BOTTOMLEFT", 2, -15)

    if self.auraPositionTop then
        local yOff = GW.settings[unit .. "_FRAME_ALT_BACKGROUND"] and 22 or 17
        self.auras:ClearAllPoints()
        if self.frameInvert then
            self.auras:SetPoint("TOPRIGHT", self.nameString, "TOPRIGHT", -2, yOff)
        else
            self.auras:SetPoint("TOPLEFT", self.nameString, "TOPLEFT", 2, yOff)
        end
    elseif GW.settings[unit .. "_HOOK_COMBOPOINTS"] and (GW.myClassID == 4 or GW.myClassID == 11) then
        self.auras:ClearAllPoints()
        self.auras:SetPoint("TOPLEFT", self.castingbarBackground, "BOTTOMLEFT", 2, -23)
    end

    self.debuffFilter = GW.settings[unit .. "_BUFFS_FILTER_ALL"] and "HARMFUL" or "PLAYER|HARMFUL"
    self.debuffFilterShowImportant = GW.settings[unit .. "_BUFFS_FILTER_IMPORTANT"]

    self:OnEvent("FORCE_UPDATE")

    --frame fader
    local frameFaderSettings = GW.settings[unit .. "FrameFader"]
    if frameFaderSettings.hover or frameFaderSettings.combat or frameFaderSettings.casting or frameFaderSettings.dynamicflight or frameFaderSettings.health or frameFaderSettings.vehicle or frameFaderSettings.playertarget or frameFaderSettings.unittarget then
        GW.FrameFadeEnable(self)
        self.Fader:SetOption("Hover", frameFaderSettings.hover)
        self.Fader:SetOption("Combat", frameFaderSettings.combat)
        self.Fader:SetOption("Casting", frameFaderSettings.casting)
        self.Fader:SetOption("DynamicFlight", frameFaderSettings.dynamicflight)
        self.Fader:SetOption("Smooth", (frameFaderSettings.smooth > 0 and frameFaderSettings.smooth) or nil)
        self.Fader:SetOption("MinAlpha", frameFaderSettings.minAlpha)
        self.Fader:SetOption("MaxAlpha", frameFaderSettings.maxAlpha)
        self.Fader:SetOption("Health", frameFaderSettings.health)
        self.Fader:SetOption("Vehicle", frameFaderSettings.vehicle)
        self.Fader:SetOption("UnitTarget", frameFaderSettings.unittarget)
        self.Fader:SetOption("PlayerTarget", frameFaderSettings.playertarget)

        self.Fader:ClearTimers()
        self.Fader.configTimer = C_Timer.NewTimer(0.25, function() self.Fader:ForceUpdate() end)
    elseif self.Fader then
        GW.FrameFadeDisable(self)
    end

    if GwPlayerClassPower then
        GW.UpdateClasspowerBar(GwPlayerClassPower.decay, "FORCE_UPDATE")
    end

    if unit == "target" then
        GW.LoadComboBarOnTargetFrame(self)
    end
end

function GwUnitFrameMixin:ToggleTargetFrameCombatFeedback()
    if GW.settings.target_FLOATING_COMBAT_TEXT then
        self:RegisterEvent("UNIT_COMBAT")
        self:SetScript("OnUpdate", CombatFeedback_OnUpdate)
    else
        self:UnregisterEvent("UNIT_COMBAT")
        self:SetScript("OnUpdate", nil)
    end
end

local function LoadUnitFrame(unit, frameInvert)
    local unitframe = CreateUnitFrame("Gw" .. unit .."UnitFrame", frameInvert)
    unit = unit:lower()
    unitframe.unit = unit
    unitframe.type = "NormalTarget"

    LoadAuras(unitframe)

    RegisterMovableFrame(unitframe, unit == "target" and TARGET or FOCUS, unit .. "_pos", ALL .. ",Unitframe", nil, {"default", "scaleable"})

    unitframe:ClearAllPoints()
    unitframe:SetPoint("TOPLEFT", unitframe.gwMover)

    -- Porträt-Maske erstellen
    unitframe.portrait.mask = unitframe:CreateMaskTexture()
    unitframe.portrait.mask:SetPoint("CENTER", unitframe.portrait, "CENTER", 0, 0)
    unitframe.portrait.mask:SetTexture(186178, "CLAMPTOBLACKADDITIVE", "CLAMPTOBLACKADDITIVE")
    unitframe.portrait.mask:SetSize(58, 58)
    unitframe.portrait:AddMaskTexture(unitframe.portrait.mask)

    unitframe.altBg = CreateFrame("Frame", nil, unitframe, "GwAlternativeUnitFrameBackground")
    unitframe.altBg:SetAllPoints(unitframe)
    if unitframe.frameInvert then
        unitframe.altBg.backgroundOverlay:SetTexCoord(1, 0, 0, 1)
        unitframe.altBg.backgroundOverlay:SetPoint("CENTER", -15, -5)
        unitframe.healthContainer:ClearAllPoints()
        unitframe.healthContainer:SetPoint("RIGHT", unitframe.healthbarBackground, "RIGHT", -1, 0)
    end

    unitframe.castingbarNormal.Pips = {}

    unitframe:SetAttribute("*type1", "target")
    unitframe:SetAttribute("*type2", "togglemenu")
    unitframe:SetAttribute("unit", unit)
    RegisterUnitWatch(unitframe)
    unitframe:EnableMouse(true)
    unitframe:RegisterForClicks("AnyDown")
    GW.AddToClique(unitframe)

    unitframe:ToggleSettings()
    unitframe:SetScript("OnEvent", unitframe.OnEvent)

    unitframe:RegisterEvent("PLAYER_ENTERING_WORLD")
    unitframe:RegisterEvent("RAID_TARGET_UPDATE")
    unitframe:RegisterUnitEvent("UNIT_HEALTH", unit)
    unitframe:RegisterUnitEvent("UNIT_MAXHEALTH", unit)
    unitframe:RegisterUnitEvent("UNIT_TARGET", unit)
    unitframe:RegisterUnitEvent("UNIT_POWER_FREQUENT", unit)
    unitframe:RegisterUnitEvent("UNIT_MAXPOWER", unit)
    unitframe:RegisterUnitEvent("UNIT_AURA", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_START", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_START", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_STOP", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_UPDATE", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_STOP", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_INTERRUPTED", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_DELAYED", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_FAILED", unit)
    unitframe:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", unit)
    unitframe:RegisterUnitEvent("UNIT_HEAL_PREDICTION", unit)
    unitframe:RegisterEvent("UNIT_DISPLAYPOWER")

    if GW.Retail or GW.Mists then
        unitframe:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit)
    end

    if GW.Retail then
        unitframe:RegisterUnitEvent("UNIT_SPELLCAST_EMPOWER_START", unit)
        unitframe:RegisterUnitEvent("UNIT_SPELLCAST_EMPOWER_UPDATE", unit)
        unitframe:RegisterUnitEvent("UNIT_SPELLCAST_EMPOWER_STOP", unit)
    end

    if GW.Classic then
        unitframe:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", unit)
    end

    unitframe:RegisterUnitEvent("UNIT_FACTION", unit)
    if unit == "target" then
        unitframe:RegisterEvent("PLAYER_TARGET_CHANGED")
        unitframe:RegisterUnitEvent("UNIT_THREAT_LIST_UPDATE", unit)
    elseif unit == "focus" then
        unitframe:RegisterEvent("PLAYER_FOCUS_CHANGED")
    end

    if unit == "target" then
        unitframe.feedbackText = unitframe:CreateFontString(nil, "OVERLAY")
        unitframe.feedbackText:SetFont(DAMAGE_TEXT_FONT, 30, "")
        unitframe.feedbackText:SetPoint("CENTER", unitframe.portrait, "CENTER")
        unitframe.feedbackText:Hide()
        unitframe.feedbackFontHeight = 30
        unitframe:ToggleTargetFrameCombatFeedback()
    end

    return unitframe
end
GW.LoadUnitFrame = LoadUnitFrame

GwTargetUnitFrameMixin = {}

function GwTargetUnitFrameMixin:OnUpdate(elapsed)
    if self.totalElapsed > 0 then
        self.totalElapsed = self.totalElapsed - elapsed
        return
    end
    self.totalElapsed = 0.25
    if not UnitExists(self.unit) then
        return
    end

    self:UpdateRaidMarkers()
    self:UpdateHealthBar(true)
    self:UpdatePowerBar(true)
    self:StartCastbar()
end

function GwTargetUnitFrameMixin:ToggleSettings()
    self.classColor = GW.settings[self.parentUnitId .. "_CLASS_COLOR"]
    self.showCastbar = GW.settings[self.parentUnitId .. "_TARGET_SHOW_CASTBAR"]
    self.showAbsorbBar = GW.settings[self.parentUnitId .. "_TARGET_SHOW_ABSORB_BAR"]

    self.altBg:SetShown(GW.settings[self.parentUnitId .. "_FRAME_ALT_BACKGROUND"])

    local frameFaderSettings = GW.settings[self.unit .. "FrameFader"]
    if frameFaderSettings.hover or frameFaderSettings.combat or frameFaderSettings.casting or frameFaderSettings.dynamicflight or frameFaderSettings.health or frameFaderSettings.vehicle or frameFaderSettings.playertarget or frameFaderSettings.unittarget then
        GW.FrameFadeEnable(self)
        self.Fader:SetOption("Hover", frameFaderSettings.hover)
        self.Fader:SetOption("Combat", frameFaderSettings.combat)
        self.Fader:SetOption("Casting", frameFaderSettings.casting)
        self.Fader:SetOption("DynamicFlight", frameFaderSettings.dynamicflight)
        self.Fader:SetOption("Smooth", (frameFaderSettings.smooth > 0 and frameFaderSettings.smooth) or nil)
        self.Fader:SetOption("MinAlpha", frameFaderSettings.minAlpha)
        self.Fader:SetOption("MaxAlpha", frameFaderSettings.maxAlpha)
        self.Fader:SetOption("Health", frameFaderSettings.health)
        self.Fader:SetOption("Vehicle", frameFaderSettings.vehicle)
        self.Fader:SetOption("UnitTarget", frameFaderSettings.unittarget)
        self.Fader:SetOption("PlayerTarget", frameFaderSettings.playertarget)

        self.Fader:ClearTimers()
        self.Fader.configTimer = C_Timer.NewTimer(0.25, function() self.Fader:ForceUpdate() end)
    elseif self.Fader then
        GW.FrameFadeDisable(self)
    end

    self.parentUnitFrame:OnEvent("FORCE_UPDATE")
end

function GwTargetUnitFrameMixin:ToggleUnitFrame()
    if GW.settings[self.parentUnitId .. "_TARGET_ENABLED"] then
        self:SetScript("OnUpdate", self.OnUpdate)
        RegisterUnitWatch(self)
    else
        self:SetScript("OnUpdate", nil)
        UnregisterUnitWatch(self)
        RegisterStateDriver(self, "visibility", "hide")
    end
end

local function LoadTargetOfUnit(unit, parentUnitFrame)
    local f = CreateSmallUnitFrame("Gw" .. unit .. "TargetUnitFrame")
    local unitID = unit:lower() .. "target"
    f.type = "SmallTarget"
    f.unit = unitID

    f.parentUnitFrame = parentUnitFrame
    f.parentUnitId = unit:lower()

    f.castingbarNormal.Pips = {}

    RegisterMovableFrame(f, unit == "Focus" and MINIMAP_TRACKING_FOCUS or SHOW_TARGET_OF_TARGET_TEXT, unitID .. "_pos", ALL .. ",Unitframe", nil, {"default", "scaleable"})

    f:ClearAllPoints()
    f:SetPoint("TOPLEFT", f.gwMover)

    f:SetAttribute("*type1", "target")
    f:SetAttribute("*type2", "togglemenu")
    f:SetAttribute("unit", unitID)
    f:EnableMouse(true)
    f:RegisterForClicks("AnyDown")

    f.altBg = CreateFrame("Frame", nil, f, "GwAlternativeUnitFrameBackground")
    f.altBg.backgroundOverlay:Hide()
    f.altBg.backgroundOverlaySmall:Show()
    f.altBg:SetAllPoints(f)

    GW.AddToClique(f)

    f.showHealthValue = false
    f.showHealthPrecentage = false

    f:ToggleSettings()

    f.debuffFilter = nil

    f.totalElapsed = 0.15

    f:ToggleUnitFrame()
end
GW.LoadTargetOfUnit = LoadTargetOfUnit
