local _G, SUI = _G, SUI
local module = SUI:GetModule('Style_Transparent')
local PlayerFrames, PartyFrames = nil
----------------------------------------------------------------------------------------------------
local FramesList = {
	[1] = 'pet',
	[2] = 'target',
	[3] = 'targettarget',
	[4] = 'focus',
	[5] = 'focustarget',
	[6] = 'player'
}
local base_plate1 = 'Interface\\AddOns\\SpartanUI_Style_Transparent\\Images\\base_plate1.tga' -- Player and Target
local base_plate2 = 'Interface\\AddOns\\SpartanUI_Style_Transparent\\Images\\base_plate2.blp' -- Focus and Focus Target
local square = 'Interface\\AddOns\\SpartanUI_Style_Transparent\\Images\\square.tga'

local Smoothv2 = 'Interface\\AddOns\\SpartanUI_PlayerFrames\\media\\Smoothv2.tga'

--Interface/WorldStateFrame/ICONS-CLASSES
local lfdrole = 'Interface\\AddOns\\SpartanUI\\media\\icon_role.tga'

local _, classFileName = UnitClass('player')
local colors = setmetatable({}, {__index = SUIUF.colors})
for k, v in pairs(SUIUF.colors) do
	if not colors[k] then
		colors[k] = v
	end
end
do -- setup custom colors that we want to use
	colors.health = {0, 1, 50 / 255} -- the color of health bars
	colors.reaction[1] = {1, 50 / 255, 0} -- Hated
	colors.reaction[2] = colors.reaction[1] -- Hostile
	colors.reaction[3] = {1, 150 / 255, 0} -- Unfriendly
	colors.reaction[4] = {1, 220 / 255, 0} -- Neutral
	colors.reaction[5] = colors.health -- Friendly
	colors.reaction[6] = colors.health -- Honored
	colors.reaction[7] = colors.health -- Revered
	colors.reaction[8] = colors.health -- Exalted
end

--	Formatting functions
local TextFormat = function(text)
	local textstyle = SUI.DBMod.PlayerFrames.bars[text].textstyle
	local textmode = SUI.DBMod.PlayerFrames.bars[text].textmode
	local a, m, t, z
	if text == 'mana' then
		z = 'pp'
	else
		z = 'hp'
	end

	-- textstyle
	-- "Long: 			 Displays all numbers."
	-- "Long Formatted: Displays all numbers with commas."
	-- "Dynamic: 		 Abbriviates and formats as needed"
	if textstyle == 'long' then
		a = '[cur' .. z .. ']'
		m = '[missing' .. z .. ']'
		t = '[max' .. z .. ']'
	elseif textstyle == 'longfor' then
		a = '[cur' .. z .. 'formatted]'
		m = '[missing' .. z .. 'formatted]'
		t = '[max' .. z .. 'formatted]'
	elseif textstyle == 'dynamic' then
		a = '[cur' .. z .. 'dynamic]'
		m = '[missing' .. z .. 'dynamic]'
		t = '[max' .. z .. 'dynamic]'
	end
	-- textmode
	-- [1]="Avaliable / Total",
	-- [2]="(Missing) Avaliable / Total",
	-- [3]="(Missing) Avaliable"

	if textmode == 1 then
		return a .. ' / ' .. t
	elseif textmode == 2 then
		return '(' .. m .. ') ' .. a .. ' / ' .. t
	elseif textmode == 3 then
		return '(' .. m .. ') ' .. a
	end
end

local threat = function(self, event, unit)
	if (not self.Portrait) then -- no Portrait color artwork if possible
		-- if (not self.artwork.bg:IsObjectType("Texture")) then return; end
		-- unit = string.gsub(self.unit,"(.)",string.upper,1) or string.gsub(unit,"(.)",string.upper,1)
		-- local status
		-- if UnitExists(unit) then status = UnitThreatSituation(unit) else status = 0; end
		-- if (status and status > 0) then
		-- local r,g,b = GetThreatStatusColor(status);
		-- self.artwork.bg:SetVertexColor(r,g,b);
		-- else
		-- self.artwork.bg:SetVertexColor(1,1,1);
		-- end
		if (not self.artwork) then
			return
		end
	else -- Portrait exsits color picture for threat
		if (not self.Portrait:IsObjectType('Texture')) then
			return
		end
		unit = string.gsub(self.unit, '(.)', string.upper, 1) or string.gsub(unit, '(.)', string.upper, 1)
		local status
		if UnitExists(unit) then
			status = UnitThreatSituation(unit)
		else
			status = 0
		end
		if (status and status > 0) then
			local r, g, b = GetThreatStatusColor(status)
			self.Portrait:SetVertexColor(r, g, b)
		else
			self.Portrait:SetVertexColor(1, 1, 1)
		end
	end
end

local pvpIcon = function(self, event, unit)
	if (unit ~= self.unit) then
		return
	end

	local pvp = self.PvPIndicator
	if (pvp.PreUpdate) then
		pvp:PreUpdate()
	end

	if pvp.shadow == nil then
		pvp.shadow = self:CreateTexture(nil, 'BACKGROUND')
		pvp.shadow:SetSize(25, 25)
		pvp.shadow:SetPoint('CENTER', pvp, 'CENTER', 2, -2)
		pvp.shadow:SetVertexColor(0, 0, 0, .9)
	end

	local status
	local factionGroup = UnitFactionGroup(unit)
	if (UnitIsPVPFreeForAll(unit)) then
		-- XXX - WoW5: UnitFactionGroup() can return Neutral as well.
		pvp:SetTexture('Interface\\FriendsFrame\\UI-Toast-FriendOnlineIcon')
		status = 'ffa'
	elseif (factionGroup and factionGroup ~= 'Neutral' and UnitIsPVP(unit)) then
		pvp:SetTexture('Interface\\FriendsFrame\\PlusManz-' .. factionGroup)
		pvp.shadow:SetTexture('Interface\\FriendsFrame\\PlusManz-' .. factionGroup)
		status = factionGroup
	end

	if (status) then
		pvp:Show()
		pvp.shadow:Show()
	else
		pvp:Hide()
		pvp.shadow:Hide()
	end

	if (pvp.PostUpdate) then
		return pvp:PostUpdate(status)
	end
end

function CreatePortrait(self)
	if SUI.DBMod.PlayerFrames.Portrait3D then
		local Portrait = CreateFrame('PlayerModel', nil, self)
		Portrait:SetScript(
			'OnShow',
			function(self)
				self:SetCamera(0)
			end
		)
		Portrait.type = '3D'
		return Portrait
	else
		local tmp = self:CreateTexture(nil, 'BORDER')
		tmp:SetTexCoord(0.15, 0.86, 0.15, 0.86)
		return tmp
	end
end

--	Updating functions
local PostUpdateText = function(self, unit)
	self:Untag(self.Health.value)
	if self.Power then
		self:Untag(self.Power.value)
	end
	self:Tag(self.Health.value, TextFormat('health'))
	if self.Power then
		self:Tag(self.Power.value, TextFormat('mana'))
	end
end

local PostUpdateColor = function(self, unit)
	self.Health.frequentUpdates = true
	self.Health.colorDisconnected = true
	if SUI.DBMod.PlayerFrames.bars[unit].color == 'reaction' then
		self.Health.colorReaction = true
		self.Health.colorClass = false
	elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'happiness' then
		self.Health.colorHappiness = true
		self.Health.colorReaction = false
		self.Health.colorClass = false
	elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'class' then
		self.Health.colorClass = true
		self.Health.colorReaction = false
	else
		self.Health.colorClass = false
		self.Health.colorReaction = false
		self.Health.colorSmooth = true
	end
	self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
	self.Health.colorHealth = true
end

local PostCastStop = function(self)
	if self.Time then
		self.Time:SetTextColor(1, 1, 1)
	end
end

local PostCastStart = function(self, unit, name, rank, text, castid)
	self:SetStatusBarColor(1, 0.7, 0)
end

local PostChannelStart = function(self, unit, name, rank, text, castid)
	self:SetStatusBarColor(1, 0.2, 0.7)
end

local OnCastbarUpdate = function(self, elapsed)
	if self.casting then
		self.duration = self.duration + elapsed
		if (self.duration >= self.max) then
			self.casting = nil
			self:Hide()
			if PostCastStop then
				PostCastStop(self:GetParent())
			end
			if PostCastStop then
				PostCastStop(self)
			end
			return
		end
		if self.Time then
			if self.delay ~= 0 then
				self.Time:SetTextColor(1, 0, 0)
			else
				self.Time:SetTextColor(1, 1, 1)
			end
			if SUI.DBMod.PlayerFrames.Castbar.text[self:GetParent().unit] == 1 then
				self.Time:SetFormattedText('%.1f', self.max - self.duration)
			else
				self.Time:SetFormattedText('%.1f', self.duration)
			end
		end
		if SUI.DBMod.PlayerFrames.Castbar[self:GetParent().unit] == 1 then
			self:SetValue(self.max - self.duration)
		else
			self:SetValue(self.duration)
		end
	elseif self.channeling then
		self.duration = self.duration - elapsed
		if (self.duration <= 0) then
			self.channeling = nil
			self:Hide()
			if PostChannelStop then
				PostChannelStop(self:GetParent())
			end
			return
		end
		if self.Time then
			if self.delay ~= 0 then
				self.Time:SetTextColor(1, 0, 0)
			else
				self.Time:SetTextColor(1, 1, 1)
			end
			self.Time:SetFormattedText('%.1f', self.max - self.duration)
		end
		if SUI.DBMod.PlayerFrames.Castbar[self:GetParent().unit] == 1 then
			self:SetValue(self.duration)
		else
			self:SetValue(self.max - self.duration)
		end
	else
		self.unitName = nil
		self.channeling = nil
		self:SetValue(1)
		self:Hide()
	end
end

-- Create Frames
local CreatePlayerFrame = function(self, unit)
	self:SetSize(280, 80)
	do -- setup base artwork
		self.artwork = CreateFrame('Frame', nil, self)
		self.artwork:SetFrameStrata('BACKGROUND')
		self.artwork:SetFrameLevel(2)
		self.artwork:SetAllPoints(self)

		self.artwork.bg = self.artwork:CreateTexture(nil, 'BACKGROUND')
		self.artwork.bg:SetPoint('CENTER')
		self.artwork.bg:SetTexture(base_plate1)
		if unit == 'target' then
			self.artwork.bg:SetTexCoord(1, 0, 0, 1)
		end

		self.Portrait = CreatePortrait(self)
		self.Portrait:SetSize(58, 58)
		self.Portrait:SetPoint('TOPRIGHT', self, 'TOPRIGHT', -35, -15)
		--self.Portrait:SetPoint("BOTTOM",self,"BOTTOM",0,4);
		--if unit == "player" then self.Portrait:SetPoint("RIGHT",self,"RIGHT",-35,0); end
		--if unit == "target" then self.Portrait:SetPoint("CENTER",self,"CENTER",-80,3); end

		self.ThreatIndicator = CreateFrame('Frame', nil, self)
		self.ThreatIndicator.Override = threat
	end
	do -- setup status bars
		do -- cast bar
			local cast = CreateFrame('StatusBar', nil, self)
			cast:SetFrameStrata('BACKGROUND')
			cast:SetFrameLevel(3)
			cast:SetSize(185, 15)
			cast:SetPoint('TOPLEFT', self, 'TOPLEFT', 1, -24)
			cast:SetStatusBarTexture(Smoothv2)

			cast.Text = cast:CreateFontString()
			SUI:FormatFont(cast.Text, 10, 'Player')
			cast.Text:SetSize(135, 11)
			cast.Text:SetJustifyH('RIGHT')
			cast.Text:SetJustifyV('MIDDLE')
			cast.Text:SetPoint('LEFT', cast, 'LEFT', 4, 0)

			cast.Time = cast:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			cast.Time:SetSize(90, 11)
			cast.Time:SetJustifyH('LEFT')
			cast.Time:SetJustifyV('MIDDLE')
			cast.Time:SetPoint('LEFT', cast, 'LEFT', 2, 0)

			self.Castbar = cast
			self.Castbar.OnUpdate = OnCastbarUpdate
			self.Castbar.PostCastStart = PostCastStart
			self.Castbar.PostChannelStart = PostChannelStart
			self.Castbar.PostCastStop = PostCastStop
		end
		do -- health bar
			local health = CreateFrame('StatusBar', nil, self)
			health:SetFrameStrata('BACKGROUND')
			health:SetFrameLevel(2)
			health:SetStatusBarTexture(Smoothv2)
			-- health:AnimateTexCoords("Interface\\AddOns\\SpartanUI_PlayerFrames\\media\\HealthBar.blp", 256, 256, 80, 16, 40, elapsed, 0.08);
			health:SetSize(self.Castbar:GetWidth(), 24)
			health:SetPoint('TOPLEFT', self.Castbar, 'BOTTOMLEFT', 0, -2)

			health.value = health:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			health.value:SetSize(135, 11)
			health.value:SetJustifyH('RIGHT')
			health.value:SetJustifyV('MIDDLE')
			health.value:SetPoint('LEFT', health, 'LEFT', 4, 0)
			self:Tag(health.value, PlayerFrames:TextFormat('health'))

			-- health.ratio = health:CreateFontString(nil, "OVERLAY", "SUI_FontOutline10");
			-- health.ratio:SetSize(90, 11);
			-- health.ratio:SetJustifyH("RIGHT"); health.ratio:SetJustifyV("MIDDLE");
			-- health.ratio:SetPoint("RIGHT",health,"LEFT",-2,0);
			-- self:Tag(health.ratio, '[perhp]%')

			-- local Background = health:CreateTexture(nil, 'BACKGROUND')
			-- Background:SetAllPoints(health)
			-- Background:SetTexture(1, 1, 1, .08)

			self.Health = health
			--self.Health.bg = Background;

			self.Health.frequentUpdates = true
			self.Health.colorDisconnected = true
			if SUI.DBMod.PlayerFrames.bars[unit].color == 'reaction' then
				self.Health.colorReaction = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'happiness' then
				self.Health.colorHappiness = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'class' then
				self.Health.colorClass = true
			else
				self.Health.colorSmooth = true
			end
			self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
			self.Health.colorHealth = true

			SUI:SUF_HealPrediction(self)
		end
		do -- power bar
			local power = CreateFrame('StatusBar', nil, self)
			power:SetFrameStrata('BACKGROUND')
			power:SetFrameLevel(2)
			power:SetSize(self.Castbar:GetWidth(), 8)
			power:SetPoint('TOPLEFT', self.Health, 'BOTTOMLEFT', 0, -2)
			power:SetStatusBarTexture(Smoothv2)

			-- power.value = power:CreateFontString(nil, "OVERLAY", "SUI_FontOutline10");
			-- power.value:SetWidth(135); power.value:SetHeight(11);
			-- power.value:SetJustifyH("RIGHT"); power.value:SetJustifyV("MIDDLE");
			-- power.value:SetPoint("LEFT",power,"LEFT",4,0);
			-- self:Tag(power.value, TextFormat("mana"))

			power.ratio = power:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline8')
			power.ratio:SetSize(power:GetSize())
			power.ratio:SetJustifyH('CENTER')
			power.ratio:SetJustifyV('MIDDLE')
			power.ratio:SetAllPoints(power)
			--power.ratio:SetPoint("RIGHT",power,"LEFT",-2,0);
			self:Tag(power.ratio, '[perpp]%')

			self.Power = power
			self.Power.colorPower = true
			self.Power.frequentUpdates = true
		end
		do --Special Icons/Bars
			local playerClass = select(2, UnitClass('player'))
			if unit == 'player' and playerClass == 'DEATHKNIGHT' then
				self.Runes = CreateFrame('Frame', nil, self)
				self.Runes.colorSpec = true

				for i = 1, 6 do
					self.Runes[i] = CreateFrame('StatusBar', self:GetName() .. '_Runes' .. i, self)
					self.Runes[i]:SetHeight(6)
					self.Runes[i]:SetWidth((245 - 10) / 6)
					if (i == 1) then
						self.Runes[i]:SetPoint('TOPLEFT', self.Power, 'BOTTOMLEFT', 0, -3)
					else
						self.Runes[i]:SetPoint('TOPLEFT', self.Runes[i - 1], 'TOPRIGHT', 2, 0)
					end
					self.Runes[i]:SetStatusBarTexture(Smoothv2)
					self.Runes[i]:SetStatusBarColor(0, .39, .63, 1)

					self.Runes[i].bg = self.Runes[i]:CreateTexture(nil, 'BORDER')
					self.Runes[i].bg:SetPoint('TOPLEFT', self.Runes[i], 'TOPLEFT', -0, 0)
					self.Runes[i].bg:SetPoint('BOTTOMRIGHT', self.Runes[i], 'BOTTOMRIGHT', 0, -0)
					self.Runes[i].bg:SetTexture(Smoothv2)
					self.Runes[i].bg:SetVertexColor(0, 0, 0, 1)
					self.Runes[i].bg.multiplier = 0.64
					self.Runes[i]:Hide()
				end
			end

			local DruidMana = CreateFrame('StatusBar', nil, self)
			DruidMana:SetSize(self.Power:GetWidth(), 4)
			DruidMana:SetPoint('TOP', self.Power, 'BOTTOM', 0, 0)
			DruidMana.colorPower = true
			DruidMana:SetStatusBarTexture(Smoothv2)

			-- Add a background
			local Background = DruidMana:CreateTexture(nil, 'BACKGROUND')
			Background:SetAllPoints(DruidMana)
			Background:SetTexture(1, 1, 1, .2)

			-- Register it with SUF
			self.AdditionalPower = DruidMana
			self.AdditionalPower.bg = Background

			--Totem Bar
			for index = 1, 4 do
				_G['TotemFrameTotem' .. index]:SetFrameStrata('MEDIUM')
				_G['TotemFrameTotem' .. index]:SetFrameLevel(4)
				_G['TotemFrameTotem' .. index]:SetScale(.8)
			end
			hooksecurefunc(
				'TotemFrame_Update',
				function()
					TotemFrameTotem1:ClearAllPoints()
					TotemFrameTotem1:SetParent(self)
					TotemFrameTotem1:SetPoint('TOPLEFT', self.Power, 'BOTTOMLEFT', 20, 0)
				end
			)
		end
	end
	do -- setup ring, icons, and text
		local ring = CreateFrame('Frame', nil, self)
		ring:SetFrameStrata('LOW')
		ring:SetAllPoints(self.Portrait)
		ring:SetFrameLevel(3)

		self.Name = ring:CreateFontString()
		SUI:FormatFont(self.Name, 12, 'Player')
		self.Name:SetSize(135, 12)
		self.Name:SetJustifyH('RIGHT')
		self.Name:SetPoint('TOPLEFT', self, 'TOPLEFT', 47, -7)
		self:Tag(self.Name, '[level] [SUI_ColorClass][name]')

		self.LeaderIndicator = ring:CreateTexture(nil, 'BORDER')
		self.LeaderIndicator:SetWidth(20)
		self.LeaderIndicator:SetHeight(20)
		self.LeaderIndicator:SetPoint('CENTER', ring, 'TOP')

		self.SUI_RaidGroup = ring:CreateTexture(nil, 'BORDER')
		self.SUI_RaidGroup:SetSize(15, 15)
		self.SUI_RaidGroup:SetPoint('CENTER', self.Portrait, 'TOP', 0, 7)
		self.SUI_RaidGroup:SetTexture(square)
		self.SUI_RaidGroup:SetVertexColor(0, .8, .9, .9)

		self.SUI_RaidGroup.Text = ring:CreateFontString(nil, 'BORDER', 'SUI_Font10')
		self.SUI_RaidGroup.Text:SetSize(15, 15)
		self.SUI_RaidGroup.Text:SetJustifyH('CENTER')
		self.SUI_RaidGroup.Text:SetJustifyV('MIDDLE')
		self.SUI_RaidGroup.Text:SetPoint('CENTER', self.SUI_RaidGroup, 'CENTER', 0, 1)
		self:Tag(self.SUI_RaidGroup.Text, '[group]')

		self.PvPIndicator = ring:CreateTexture(nil, 'BORDER')
		self.PvPIndicator:SetSize(25, 25)
		self.PvPIndicator:SetPoint('CENTER', ring, 'BOTTOMRIGHT', 0, 0)
		self.PvPIndicator.Override = pvpIcon

		self.RestingIndicator = ring:CreateTexture(nil, 'ARTWORK')
		self.RestingIndicator:SetSize(25, 25)
		self.RestingIndicator:SetPoint('CENTER', ring, 'TOPLEFT')
		self.RestingIndicator:SetTexCoord(0.15, 0.86, 0.15, 0.86)

		self.GroupRoleIndicator = ring:CreateTexture(nil, 'BORDER')
		self.GroupRoleIndicator:SetSize(18, 18)
		self.GroupRoleIndicator:SetPoint('CENTER', ring, 'TOP', 20, 7)
		self.GroupRoleIndicator:SetTexture(lfdrole)
		self.GroupRoleIndicator:SetAlpha(.75)

		self.CombatIndicator = ring:CreateTexture(nil, 'ARTWORK')
		self.CombatIndicator:SetSize(30, 30)
		self.CombatIndicator:SetPoint('CENTER', ring, 'RIGHT')

		self.RaidTargetIndicator = ring:CreateTexture(nil, 'ARTWORK')
		self.RaidTargetIndicator:SetSize(20, 20)
		self.RaidTargetIndicator:SetPoint('CENTER', ring, 'CENTER', 0, 20)

		self.StatusText = ring:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline22')
		self.StatusText:SetPoint('CENTER', ring, 'CENTER')
		self.StatusText:SetJustifyH('CENTER')
		self:Tag(self.StatusText, '[afkdnd]')

		self.ComboPoints = ring:CreateFontString(nil, 'BORDER', 'SUI_FontOutline13')
		self.ComboPoints:SetPoint('BOTTOMLEFT', self.Name, 'TOPLEFT', 40, 6)
		if unit == 'player' then
			local ClassPower = {}
			for index = 1, 10 do
				local Bar = CreateFrame('StatusBar', nil, self)
				Bar:SetStatusBarTexture(Smoothv2)

				-- Position and size.
				Bar:SetSize(16, 5)
				if (index == 1) then
					Bar:SetPoint('LEFT', self.ComboPoints, 'RIGHT', (index - 1) * Bar:GetWidth(), -1)
				else
					Bar:SetPoint('LEFT', ClassPower[index - 1], 'RIGHT', 3, 0)
				end
				-- Bar:SetPoint('LEFT', self, 'RIGHT', , 0)

				ClassPower[index] = Bar
			end

			-- Register with SUF
			self.ClassPower = ClassPower
		end
	end
	do -- setup buffs and debuffs
		if SUI.DB.Styles.Transparent.Frames[unit] and PlayerFrames then
			self.BuffAnchor = CreateFrame('Frame', nil, self)
			self.BuffAnchor:SetSize(self:GetWidth(), 1)
			self.BuffAnchor:SetPoint('BOTTOMLEFT', self, 'TOPLEFT', 30, 0)
			self.BuffAnchor:SetPoint('BOTTOMRIGHT', self, 'TOPRIGHT', 0, 0)

			self = PlayerFrames:Buffs(self, unit)
		end
	end
	self.TextUpdate = PostUpdateText
	self.ColorUpdate = PostUpdateColor
	return self
end

local CreateTargetFrame = function(self, unit)
	self:SetSize(280, 80)
	do --setup base artwork
		self.artwork = CreateFrame('Frame', nil, self)
		self.artwork:SetFrameStrata('BACKGROUND')
		self.artwork:SetFrameLevel(2)
		self.artwork:SetAllPoints(self)

		self.artwork.bg = self.artwork:CreateTexture(nil, 'BACKGROUND')
		self.artwork.bg:SetAllPoints(self)
		self.artwork.bg:SetTexture(base_plate1)
		self.artwork.bg:SetTexCoord(0.756890625, 0.2265625, 0.1953125, 0.7890625)

		self.Portrait = CreatePortrait(self)
		self.Portrait:SetSize(58, 58)
		self.Portrait:SetPoint('TOPLEFT', self, 'TOPLEFT', 27, -19)

		self.ThreatIndicator = CreateFrame('Frame', nil, self)
		self.ThreatIndicator.Override = threat
	end
	do -- setup status bars
		do -- cast bar
			local cast = CreateFrame('StatusBar', nil, self)
			cast:SetFrameStrata('BACKGROUND')
			cast:SetFrameLevel(3)
			cast:SetSize(189, 16)
			cast:SetPoint('TOPRIGHT', self, 'TOPRIGHT', -1, -23)
			cast:SetStatusBarTexture(Smoothv2)

			cast.Text = cast:CreateFontString()
			SUI:FormatFont(cast.Text, 10, 'Player')
			cast.Text:SetSize(135, 11)
			cast.Text:SetJustifyH('LEFT')
			cast.Text:SetJustifyV('MIDDLE')
			cast.Text:SetPoint('RIGHT', cast, 'RIGHT', -4, 0)

			cast.Time = cast:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			cast.Time:SetSize(90, 11)
			cast.Time:SetJustifyH('LEFT')
			cast.Time:SetJustifyV('MIDDLE')
			cast.Time:SetPoint('LEFT', cast, 'RIGHT', 2, 0)

			self.Castbar = cast
			self.Castbar.OnUpdate = OnCastbarUpdate
			self.Castbar.PostCastStart = PostCastStart
			self.Castbar.PostChannelStart = PostChannelStart
			self.Castbar.PostCastStop = PostCastStop
		end
		do -- health bar
			local health = CreateFrame('StatusBar', nil, self)
			health:SetFrameStrata('BACKGROUND')
			health:SetFrameLevel(3)
			health:SetSize(self.Castbar:GetWidth(), 24)
			health:SetPoint('TOPRIGHT', self.Castbar, 'BOTTOMRIGHT', 0, -3)
			health:SetStatusBarTexture(Smoothv2)

			health.value = health:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			health.value:SetWidth(135)
			health.value:SetHeight(11)
			health.value:SetJustifyH('LEFT')
			health.value:SetJustifyV('MIDDLE')
			health.value:SetPoint('RIGHT', health, 'RIGHT', -4, 0)
			self:Tag(health.value, PlayerFrames:TextFormat('health'))

			-- local Background = health:CreateTexture(nil, 'BACKGROUND')
			-- Background:SetAllPoints(health)
			-- Background:SetTexture(1, 1, 1, .08)

			self.Health = health
			--self.Health.bg = Background;
			self.Health.colorTapping = true
			self.Health.frequentUpdates = true
			self.Health.colorDisconnected = true
			if SUI.DBMod.PlayerFrames.bars[unit].color == 'reaction' then
				self.Health.colorReaction = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'happiness' then
				self.Health.colorHappiness = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'class' then
				self.Health.colorClass = true
			else
				self.Health.colorSmooth = true
			end

			self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
			self.Health.colorHealth = true

			SUI:SUF_HealPrediction(self)
		end
		do -- power bar
			local power = CreateFrame('StatusBar', nil, self)
			power:SetFrameStrata('BACKGROUND')
			power:SetFrameLevel(3)
			power:SetSize(self.Castbar:GetWidth(), 8)
			power:SetPoint('TOPRIGHT', self.Health, 'BOTTOMRIGHT', 0, -3)
			power:SetStatusBarTexture(Smoothv2)

			power.value = power:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			power.value:SetSize(135, 11)
			power.value:SetJustifyH('CENTER')
			power.value:SetJustifyV('MIDDLE')
			power.value:SetAllPoints(power)
			self:Tag(power.ratio, PlayerFrames:TextFormat('mana'))

			self.Power = power
			self.Power.colorPower = true
			self.Power.frequentUpdates = true
		end
	end
	do -- setup ring, icons, and text
		local ring = CreateFrame('Frame', nil, self)
		ring:SetFrameStrata('LOW')
		ring:SetAllPoints(self.Portrait)
		ring:SetFrameLevel(4)
		ring.low = CreateFrame('Frame', nil, self)
		ring.low:SetFrameStrata('BACKGROUND')
		ring.low:SetAllPoints(self.Portrait)
		ring.low:SetFrameLevel(1)

		self.Name = ring:CreateFontString()
		SUI:FormatFont(self.Name, 12, 'Player')
		self.Name:SetSize(135, 12)
		self.Name:SetJustifyH('LEFT')
		self.Name:SetPoint('TOPLEFT', self, 'TOPLEFT', 95, -7)
		self:Tag(self.Name, '[difficulty][level] [SUI_ColorClass][name]')

		self.RareElite = ring.low:CreateTexture(nil, 'ARTWORK', nil, -5)
		self.RareElite:SetSize(150, 110)
		self.RareElite:SetPoint('CENTER', ring, 'CENTER', -12, 25)
		self.RareElite.short = true

		self.GroupRoleIndicator = ring:CreateTexture(nil, 'BORDER')
		self.GroupRoleIndicator:SetSize(18, 18)
		self.GroupRoleIndicator:SetPoint('CENTER', ring, 'TOP', -20, 7)
		self.GroupRoleIndicator:SetTexture(lfdrole)
		self.GroupRoleIndicator:SetAlpha(.75)

		self.SUI_RaidGroup = ring:CreateTexture(nil, 'BORDER')
		self.SUI_RaidGroup:SetSize(15, 15)
		self.SUI_RaidGroup:SetPoint('CENTER', self.Portrait, 'TOP', 0, 7)
		self.SUI_RaidGroup:SetTexture(square)
		self.SUI_RaidGroup:SetVertexColor(0, .8, .9, .9)

		self.SUI_RaidGroup.Text = ring:CreateFontString(nil, 'BORDER', 'SUI_Font10')
		self.SUI_RaidGroup.Text:SetSize(15, 15)
		self.SUI_RaidGroup.Text:SetJustifyH('CENTER')
		self.SUI_RaidGroup.Text:SetJustifyV('MIDDLE')
		self.SUI_RaidGroup.Text:SetPoint('CENTER', self.SUI_RaidGroup, 'CENTER', 0, 1)
		self:Tag(self.SUI_RaidGroup.Text, '[group]')

		self.SUI_ClassIcon = ring:CreateTexture(nil, 'BORDER')
		self.SUI_ClassIcon:SetSize(18, 18)
		self.SUI_ClassIcon:SetPoint('RIGHT', self.Name, 'LEFT')
		self.SUI_ClassIcon:SetAlpha(.75)

		self.LeaderIndicator = ring:CreateTexture(nil, 'BORDER')
		self.LeaderIndicator:SetSize(18, 18)
		self.LeaderIndicator:SetPoint('CENTER', ring, 'TOP')

		self.PvPIndicator = ring:CreateTexture(nil, 'BORDER')
		self.PvPIndicator:SetSize(25, 25)
		self.PvPIndicator:SetPoint('CENTER', self.Portrait, 'BOTTOMLEFT', 0, 0)
		self.PvPIndicator.Override = pvpIcon

		self.LevelSkull = ring:CreateTexture(nil, 'ARTWORK')
		self.LevelSkull:SetSize(16, 16)
		self.LevelSkull:SetPoint('LEFT', self.Name, 'LEFT')

		self.RaidTargetIndicator = ring:CreateTexture(nil, 'ARTWORK')
		self.RaidTargetIndicator:SetSize(24, 24)
		self.RaidTargetIndicator:SetPoint('CENTER', ring, 'RIGHT', 2, -4)

		self.StatusText = ring:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline22')
		self.StatusText:SetPoint('CENTER', ring, 'CENTER')
		self.StatusText:SetJustifyH('CENTER')
		self:Tag(self.StatusText, '[afkdnd]')
	end
	do -- setup buffs and debuffs
		if SUI.DB.Styles.Transparent.Frames[unit] and PlayerFrames then
			self.BuffAnchor = CreateFrame('Frame', nil, self)
			self.BuffAnchor:SetSize(self:GetWidth(), 1)
			self.BuffAnchor:SetPoint('BOTTOMLEFT', self, 'TOPLEFT', 30, 0)
			self.BuffAnchor:SetPoint('BOTTOMRIGHT', self, 'TOPRIGHT', 0, 0)

			self = PlayerFrames:Buffs(self, unit)
		end
	end
	self.TextUpdate = PostUpdateText
	self.ColorUpdate = PostUpdateColor
	return self
end

local CreatePetFrame = function(self, unit)
	self:SetSize(124, 55)
	self:SetAlpha(.75)
	do -- setup base artwork
		self.artwork = CreateFrame('Frame', nil, self)
		self.artwork:SetFrameStrata('BACKGROUND')
		self.artwork:SetFrameLevel(1)
		self.artwork:SetAllPoints(self)

		self.artwork.bg = self.artwork:CreateTexture(nil, 'BACKGROUND')
		self.artwork.bg:SetPoint('CENTER')
		self.artwork.bg:SetTexture(base_plate2)

		self.ThreatIndicator = CreateFrame('Frame', nil, self)
		self.ThreatIndicator.Override = threat
	end
	do -- setup status bars
		do -- health bar
			local health = CreateFrame('StatusBar', nil, self)
			health:SetFrameStrata('BACKGROUND')
			health:SetFrameLevel(3)
			health:SetSize(135, 16)
			health:SetPoint('TOPRIGHT', self, 'TOPRIGHT', 6, -28)
			health:SetStatusBarTexture(Smoothv2)

			health.ratio = health:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			health.ratio:SetJustifyH('CENTER')
			health.ratio:SetJustifyV('MIDDLE')
			health.ratio:SetAllPoints(health)
			self:Tag(health.ratio, '[perhp]%')

			self.Health = health

			self.Health.frequentUpdates = true
			self.Health.colorDisconnected = true
			if SUI.DBMod.PlayerFrames.bars[unit].color == 'reaction' then
				self.Health.colorReaction = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'happiness' then
				self.Health.colorHappiness = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'class' then
				self.Health.colorClass = true
			else
				self.Health.colorSmooth = true
			end
			self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
			self.Health.colorHealth = true
		end
		do -- power bar
			local power = CreateFrame('StatusBar', nil, self)
			power:SetFrameStrata('BACKGROUND')
			power:SetFrameLevel(2)
			power:SetSize(135, 8)
			power:SetPoint('TOPLEFT', self.Health, 'BOTTOMLEFT', 0, -1)
			power:SetStatusBarTexture(Smoothv2)

			power.value = power:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			power.value:SetAllPoints(power)
			power.value:SetJustifyH('CENTER')
			power.value:SetJustifyV('MIDDLE')
			self:Tag(power.value, '[perpp]%')

			self.Power = power
			self.Power.colorPower = true
			self.Power.frequentUpdates = true
		end
	end
	do -- setup ring, icons, and text
		local ring = CreateFrame('Frame', nil, self)
		ring:SetFrameStrata('BACKGROUND')
		ring:SetPoint('TOPLEFT', self.artwork, 'TOPLEFT', 0, 0)
		ring:SetFrameLevel(3)

		self.Name = ring:CreateFontString()
		SUI:FormatFont(self.Name, 12, 'Player')
		self.Name:SetSize(95, 12)
		self.Name:SetJustifyH('RIGHT')
		self.Name:SetPoint('TOPRIGHT', self, 'TOPRIGHT', 6, -11)
		if SUI.DBMod.PlayerFrames.showClass then
			self:Tag(self.Name, '[difficulty][level] [SUI_ColorClass][name]')
		else
			self:Tag(self.Name, '[difficulty][level] [name]')
		end
	end
	self.TextUpdate = PostUpdateText
	self.ColorUpdate = PostUpdateColor
	return self
end

local CreateToTFrame = function(self, unit)
	self:SetSize(124, 55)
	self:SetAlpha(.75)
	if unit == 'focustarget' then
		self:SetScale(0.75)
	end
	do -- setup base artwork
		self.artwork = CreateFrame('Frame', nil, self)
		self.artwork:SetFrameStrata('BACKGROUND')
		self.artwork:SetFrameLevel(2)
		self.artwork:SetAllPoints(self)

		self.artwork.bg = self.artwork:CreateTexture(nil, 'BACKGROUND')
		self.artwork.bg:SetPoint('CENTER')
		self.artwork.bg:SetTexture(base_plate2)
		self.artwork.bg:SetTexCoord(1, 0, 0, 1)
		-- self.artwork.bg:SetSize(170, 80);
		-- self.artwork.bg:SetTexCoord(.68,0,0,0.6640625);

		self.ThreatIndicator = CreateFrame('Frame', nil, self)
		self.ThreatIndicator.Override = threat
	end
	do -- setup status bars
		do -- health bar
			local health = CreateFrame('StatusBar', nil, self)
			health:SetFrameStrata('BACKGROUND')
			health:SetFrameLevel(2)
			health:SetSize(135, 16)
			health:SetPoint('TOPLEFT', self, 'TOPLEFT', -6, -28)
			health:SetStatusBarTexture(Smoothv2)

			health.ratio = health:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			--health.ratio:SetWidth(40); health.ratio:SetHeight(11);
			health.ratio:SetJustifyH('CENTER')
			health.ratio:SetJustifyV('MIDDLE')
			health.ratio:SetAllPoints(health)
			self:Tag(health.ratio, '[perhp]%')

			-- local Background = health:CreateTexture(nil, 'BACKGROUND')
			-- Background:SetAllPoints(health)
			-- Background:SetTexture(1, 1, 1, .08)

			self.Health = health
			--self.Health.bg = Background;

			self.Health.frequentUpdates = true
			self.Health.colorDisconnected = true
			if SUI.DBMod.PlayerFrames.bars[unit].color == 'reaction' then
				self.Health.colorReaction = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'happiness' then
				self.Health.colorHappiness = true
			elseif SUI.DBMod.PlayerFrames.bars[unit].color == 'class' then
				self.Health.colorClass = true
			else
				self.Health.colorSmooth = true
			end
			self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
			self.Health.colorHealth = true

			SUI:SUF_HealPrediction(self)
		end
		do -- power bar
			local power = CreateFrame('StatusBar', nil, self)
			power:SetFrameStrata('BACKGROUND')
			power:SetFrameLevel(2)
			power:SetSize(135, 8)
			power:SetPoint('TOPLEFT', self.Health, 'BOTTOMLEFT', 0, -1)
			power:SetStatusBarTexture(Smoothv2)

			power.value = power:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			power.value:SetAllPoints(power)
			power.value:SetJustifyH('CENTER')
			power.value:SetJustifyV('MIDDLE')
			self:Tag(power.value, '[perpp]%')

			self.Power = power
			self.Power.colorPower = true
			self.Power.frequentUpdates = true
		end
	end
	do -- setup ring, icons, and text
		self.Range = {
			insideAlpha = 1,
			outsideAlpha = 1 / 2
		}

		local ring = CreateFrame('Frame', nil, self)
		ring:SetFrameStrata('BACKGROUND')
		ring:SetPoint('TOPLEFT', self.artwork, 'TOPLEFT', 0, 0)
		ring:SetFrameLevel(3)

		self.Name = ring:CreateFontString()
		SUI:FormatFont(self.Name, 12, 'Player')
		self.Name:SetSize(95, 12)
		self.Name:SetJustifyH('LEFT')
		self.Name:SetPoint('TOPLEFT', self, 'TOPLEFT', -6, -11)
		if SUI.DBMod.PlayerFrames.showClass then
			self:Tag(self.Name, '[difficulty][level] [SUI_ColorClass][name]')
		else
			self:Tag(self.Name, '[difficulty][level] [name]')
		end

		self.RaidTargetIndicator = ring:CreateTexture(nil, 'ARTWORK')
		self.RaidTargetIndicator:SetSize(20, 20)
		self.RaidTargetIndicator:SetPoint('LEFT', self, 'RIGHT', 3, 0)
	end
	self.TextUpdate = PostUpdateText
	self.ColorUpdate = PostUpdateColor
	return self
end

local CreateBossFrame = function(self, unit)
	self:SetSize(105, 60)
	self:SetAlpha(.8)
	do --setup base artwork
		self.artwork = CreateFrame('Frame', nil, self)
		self.artwork:SetFrameStrata('BACKGROUND')
		self.artwork:SetFrameLevel(2)
		self.artwork:SetAllPoints(self)

		self.artwork.bg = self.artwork:CreateTexture(nil, 'BACKGROUND')
		self.artwork.bg:SetPoint('CENTER')
		self.artwork.bg:SetTexture(base_plate1)
		self.artwork.bg:SetTexCoord(0.22, 0.59, 0.21, 0.79)
		self.artwork.bg:SetAllPoints(self)
	end
	do -- setup status bars
		do -- cast bar
			local cast = CreateFrame('StatusBar', nil, self)
			cast:SetFrameStrata('BACKGROUND')
			cast:SetFrameLevel(3)
			cast:SetSize(100, 13)
			cast:SetPoint('TOPLEFT', self, 'TOPLEFT', 3, -16)
			cast:SetStatusBarTexture(Smoothv2)

			cast.Text = cast:CreateFontString()
			SUI:FormatFont(cast.Text, 10, 'Player')
			cast.Text:SetSize(97, 10)
			cast.Text:SetJustifyH('LEFT')
			cast.Text:SetJustifyV('MIDDLE')
			cast.Text:SetPoint('LEFT', cast, 'LEFT', 4, 0)

			cast.Time = cast:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			cast.Time:SetSize(50, 10)
			cast.Time:SetJustifyH('LEFT')
			cast.Time:SetJustifyV('MIDDLE')
			cast.Time:SetPoint('LEFT', cast, 'RIGHT', 2, 0)

			self.Castbar = cast
			self.Castbar.OnUpdate = OnCastbarUpdate
			self.Castbar.PostCastStart = PostCastStart
			self.Castbar.PostChannelStart = PostChannelStart
			self.Castbar.PostCastStop = PostCastStop
		end
		do -- health bar
			local health = CreateFrame('StatusBar', nil, self)
			health:SetFrameStrata('BACKGROUND')
			health:SetFrameLevel(3)
			health:SetSize(100, 19)
			health:SetPoint('TOPRIGHT', self.Castbar, 'BOTTOMRIGHT', 0, -2)
			health:SetStatusBarTexture(Smoothv2)

			health.value = health:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			health.value:SetAllPoints(health)
			health.value:SetJustifyH('CENTER')
			health.value:SetJustifyV('MIDDLE')
			self:Tag(health.value, TextFormat('health'))

			self.Health = health
			self.Health.colorTapping = true
			self.Health.frequentUpdates = true
			self.Health.colorDisconnected = true
			self.Health.colorReaction = true

			self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
			self.Health.colorHealth = true

			SUI:SUF_HealPrediction(self)
		end
		do -- power bar
			local power = CreateFrame('StatusBar', nil, self)
			power:SetFrameStrata('BACKGROUND')
			power:SetFrameLevel(3)
			power:SetSize(100, 8)
			power:SetPoint('TOPRIGHT', self.Health, 'BOTTOMRIGHT', 0, -2)
			power:SetStatusBarTexture(Smoothv2)

			power.value = power:CreateFontString()
			SUI:FormatFont(power.value, 8, 'Player')
			power.value:SetAllPoints(power)
			power.value:SetJustifyH('CENTER')
			power.value:SetJustifyV('MIDDLE')
			self:Tag(power.value, TextFormat('mana'))

			self.Power = power
			self.Power.colorPower = true
			self.Power.frequentUpdates = true
		end
	end
	do -- setup icons, and text
		local items = CreateFrame('Frame', nil, self)
		items:SetFrameStrata('BACKGROUND')
		items:SetAllPoints(self)
		items:SetFrameLevel(3)

		self.Name = items:CreateFontString()
		SUI:FormatFont(self.Name, 10, 'Player')
		self.Name:SetSize(70, 10)
		self.Name:SetJustifyH('RIGHT')
		self.Name:SetJustifyV('MIDDLE')
		self.Name:SetPoint('TOPRIGHT', self, 'TOPRIGHT', -3, -2)
		self:Tag(self.Name, '[SUI_ColorClass][name]')

		self.LevelSkull = items:CreateTexture(nil, 'ARTWORK')
		self.LevelSkull:SetSize(16, 16)
		self.LevelSkull:SetPoint('RIGHT', self.Name, 'LEFT', 2, 0)

		self.RaidTargetIndicator = items:CreateTexture(nil, 'ARTWORK')
		self.RaidTargetIndicator:SetSize(18, 18)
		self.RaidTargetIndicator:SetPoint('CENTER', self, 'RIGHT', 0, 0)
	end
	self.TextUpdate = PostUpdateText
	self.ColorUpdate = PostUpdateColor

	self.Range = {
		insideAlpha = 1,
		outsideAlpha = 1 / 2
	}

	--Make Boss Frames Movable
	self:EnableMouse(enable)
	self:SetScript(
		'OnMouseDown',
		function(self, button)
			if button == 'LeftButton' and IsAltKeyDown() then
				-- PlayerFrames.boss.mover:Show();
				-- SUI.DBMod.PlayerFrames.BossFrame.movement.moved = true;
				-- PlayerFrames.boss.mover:SetMovable(true);
				-- PlayerFrames.boss.mover:StartMoving();

				PlayerFrames.boss.mover:Show()
				SUI.DBMod.PlayerFrames.BossFrame.movement.moved = true
				SUI_Boss1:SetMovable(true)
				SUI_Boss1:StartMoving()
			end
		end
	)
	self:SetScript(
		'OnMouseUp',
		function(self, button)
			PlayerFrames.boss.mover:Hide()
			SUI_Boss1:StopMovingOrSizing()
			SUI.DBMod.PlayerFrames.BossFrame.movement.point,
				SUI.DBMod.PlayerFrames.BossFrame.movement.relativeTo,
				SUI.DBMod.PlayerFrames.BossFrame.movement.relativePoint,
				SUI.DBMod.PlayerFrames.BossFrame.movement.xOffset,
				SUI.DBMod.PlayerFrames.BossFrame.movement.yOffset = SUI_Boss1:GetPoint(SUI_Boss1:GetNumPoints())
			PlayerFrames:UpdateBossFramePosition()
		end
	)

	return self
end

local CreateRaidFrame = function(self, unit)
	local RaidFrames = SUI:GetModule('RaidFrames')

	self:SetSize(95, 40)
	self:SetAlpha(.8)
	do --setup base artwork
		self.artwork = CreateFrame('Frame', nil, self)
		self.artwork:SetFrameStrata('BACKGROUND')
		self.artwork:SetFrameLevel(2)
		self.artwork:SetAllPoints(self)

		self.artwork.bg = self.artwork:CreateTexture(nil, 'BACKGROUND')
		self.artwork.bg:SetPoint('CENTER')
		self.artwork.bg:SetTexture(base_plate1)
		self.artwork.bg:SetTexCoord(0.22, 0.59, 0.36, 0.79)
		self.artwork.bg:SetVertexColor(0, .8, .9, .9)
		self.artwork.bg:SetAllPoints(self)
	end
	do -- setup status bars
		do -- health bar
			local health = CreateFrame('StatusBar', nil, self)
			health:SetFrameStrata('BACKGROUND')
			health:SetFrameLevel(3)
			health:SetSize(101, 17)
			health:SetPoint('TOPLEFT', self, 'TOPLEFT', 3, -14)
			health:SetPoint('TOPRIGHT', self, 'TOPRIGHT', -1, -14)
			health:SetStatusBarTexture(Smoothv2)

			health.value = health:CreateFontString(nil, 'OVERLAY', 'SUI_FontOutline10')
			health.value:SetAllPoints(health)
			health.value:SetJustifyH('CENTER')
			health.value:SetJustifyV('MIDDLE')
			self:Tag(health.value, RaidFrames:TextFormat('health'))
			-- self:Tag(health.value, "[perhp]% ([missinghpdynamic])")

			self.Health = health
			self.Health.colorTapping = true
			self.Health.frequentUpdates = true
			self.Health.colorDisconnected = true
			self.Health.colorReaction = true

			self.colors.smooth = {1, 0, 0, 1, 1, 0, 0, 1, 0}
			self.Health.colorHealth = true

			SUI:SUF_HealPrediction(self)
		end
		do -- power bar
			local power = CreateFrame('StatusBar', nil, self)
			power:SetFrameStrata('BACKGROUND')
			power:SetFrameLevel(3)
			power:SetSize(101, 4)
			power:SetPoint('TOPRIGHT', self.Health, 'BOTTOMRIGHT', 0, -2)
			power:SetPoint('TOPLEFT', self.Health, 'BOTTOMLEFT', 0, -2)
			power:SetStatusBarTexture(Smoothv2)

			self.Power = power
			self.Power.colorPower = true
			self.Power.frequentUpdates = true
		end
	end
	do -- setup icons, and text
		self.Range = {
			insideAlpha = 1,
			outsideAlpha = 1 / 2
		}

		local items = CreateFrame('Frame', nil, self)
		items:SetFrameStrata('BACKGROUND')
		items:SetAllPoints(self)
		items:SetFrameLevel(3)

		self.Name = items:CreateFontString()
		SUI:FormatFont(self.Name, 10, 'Player')
		self.Name:SetSize(70, 10)
		self.Name:SetJustifyH('CENTER')
		self.Name:SetJustifyV('MIDDLE')
		self.Name:SetPoint('TOPRIGHT', self, 'TOPRIGHT', -2, 0)
		self.Name:SetPoint('TOPLEFT', self, 'TOPLEFT', 20, 0)
		self:Tag(self.Name, '[SUI_ColorClass][name]')

		self.GroupRoleIndicator = items:CreateTexture(nil, 'BORDER')
		self.GroupRoleIndicator:SetSize(15, 15)
		self.GroupRoleIndicator:SetPoint('TOPLEFT', self, 'TOPLEFT', -1, -2)
		self.GroupRoleIndicator:SetTexture(lfdrole)
		self.GroupRoleIndicator:SetAlpha(.75)

		self.RaidTargetIndicator = items:CreateTexture(nil, 'ARTWORK')
		self.RaidTargetIndicator:SetSize(18, 18)
		self.RaidTargetIndicator:SetPoint('CENTER', self, 'RIGHT', 0, 0)

		self.ResurrectIndicator = items:CreateTexture(nil, 'OVERLAY')
		self.ResurrectIndicator:SetSize(30, 30)
		self.ResurrectIndicator:SetPoint('RIGHT', self, 'CENTER', 0, 0)
		self.ResurrectIndicator = ResurrectIcon

		self.ReadyCheckIndicator = items:CreateTexture(nil, 'OVERLAY')
		self.ReadyCheckIndicator:SetSize(30, 30)
		self.ReadyCheckIndicator:SetPoint('RIGHT', self, 'CENTER', 0, 0)
		self.ReadyCheckIndicator = ReadyCheck

		local overlay = items:CreateTexture(nil, 'OVERLAY')
		overlay:SetTexture('Interface\\RaidFrame\\Raid-FrameHighlights')
		overlay:SetTexCoord(0.00781250, 0.55468750, 0.00781250, 0.27343750)
		overlay:SetAllPoints(self)
		overlay:SetVertexColor(1, 0, 0)
		overlay:Hide()
		self.ThreatIndicatorOverlay = overlay
	end
	do --Hots Displays
		local auras = {}
		local spellIDs = {}
		if classFileName == 'DRUID' then
			spellIDs = {
				774, -- Rejuvenation
				33763, -- Lifebloom
				8936, -- Regrowth
				102351, -- Cenarion Ward
				48438, -- Wild Growth
				155777, -- Germination
				102342 -- Ironbark
			}
		elseif classFileName == 'PRIEST' then
			spellIDs = {
				139, -- Renew
				17, -- sheild
				33076 -- Prayer of Mending
			}
		end
		auras.presentAlpha = 1
		auras.onlyShowPresent = true
		auras.PostCreateIcon = myCustomIconSkinnerFunction
		-- Set any other AuraWatch settings
		auras.icons = {}
		for i, sid in pairs(spellIDs) do
			local icon = CreateFrame('Frame', nil, self)
			icon.spellID = sid
			-- set the dimensions and positions
			icon:SetSize(SUI.DBMod.PartyFrames.Auras.size, SUI.DBMod.PartyFrames.Auras.size)
			icon:SetPoint('BOTTOMRIGHT', self, 'BOTTOMRIGHT', (-icon:GetWidth() * i) - 2, 0)
			auras.icons[sid] = icon
			-- Set any other AuraWatch icon settings
		end
		self.AuraWatch = auras
	end
	if unit == 'party' then
		self.TextUpdate = PartyFrames.PostUpdateText
	else
		self.TextUpdate = PostUpdateText
	end
	self.ColorUpdate = PostUpdateColor

	return self
end

local CreateUnitFrame = function(self, unit)
	if (SUI_FramesAnchor:GetParent() == UIParent) then
		self:SetParent(UIParent)
	else
		self:SetParent(SUI_FramesAnchor)
	end

	self =
		((unit == 'target' and CreateTargetFrame(self, unit)) or (unit == 'targettarget' and CreateToTFrame(self, unit)) or
		(unit == 'player' and CreatePlayerFrame(self, unit)) or
		(unit == 'focus' and CreateBossFrame(self, unit)) or
		(unit == 'focustarget' and CreateToTFrame(self, unit)) or
		(unit == 'pet' and CreatePetFrame(self, unit)) or
		CreateBossFrame(self, unit))

	self = PlayerFrames:MakeMovable(self, unit)

	return self
end

local CreateUnitFrameParty = function(self, unit)
	self = CreateRaidFrame(self, unit)
	self = PartyFrames:MakeMovable(self)
	return self
end

local CreateUnitFrameRaid = function(self, unit)
	self = CreateRaidFrame(self, unit)
	self = SUI:GetModule('RaidFrames'):MakeMovable(self)
	return self
end

SUIUF:RegisterStyle('Spartan_TransparentPlayerFrames', CreateUnitFrame)
SUIUF:RegisterStyle('Spartan_TransparentPartyFrames', CreateUnitFrameParty)
SUIUF:RegisterStyle('Spartan_TransparentRaidFrames', CreateUnitFrameRaid)

function module:UpdateAltBarPositions()
	if RuneFrame then
		RuneFrame:Hide()
		RuneFrame.Rune1:Hide()
		RuneFrame.Rune2:Hide()
		RuneFrame.Rune3:Hide()
		RuneFrame.Rune4:Hide()
		RuneFrame.Rune5:Hide()
		RuneFrame.Rune6:Hide()
	end

	-- Hide the AlternatePowerBar
	if PlayerFrameAlternateManaBar then
		PlayerFrameAlternateManaBar:Hide()
		PlayerFrameAlternateManaBar.Show = PlayerFrameAlternateManaBar.Hide
	end
end

function module:PositionFrame(b)
	if (SUI_FramesAnchor:GetParent() == UIParent) then
		if b == 'player' or b == nil then
			PlayerFrames.player:SetPoint('BOTTOM', UIParent, 'BOTTOM', -220, 150)
		end
		if b == 'target' or b == nil then
			PlayerFrames.target:SetPoint('LEFT', PlayerFrames.player, 'RIGHT', 100, 0)
		end
	else
		if b == 'player' or b == nil then
			PlayerFrames.player:SetPoint('BOTTOMRIGHT', SUI_FramesAnchor, 'TOP', -72, -3)
		end
		if b == 'target' or b == nil then
			PlayerFrames.target:SetPoint('BOTTOMLEFT', SUI_FramesAnchor, 'TOP', 72, -3)
		end
	end

	if b == 'pet' or b == nil then
		PlayerFrames.pet:SetPoint('BOTTOMRIGHT', PlayerFrames.player, 'BOTTOMLEFT', -6, 4)
	end
	if b == 'targettarget' or b == nil then
		PlayerFrames.targettarget:SetPoint('BOTTOMLEFT', PlayerFrames.target, 'BOTTOMRIGHT', 8, -11)
	end
	if b == 'focus' or b == nil then
		PlayerFrames.focus:SetPoint('BOTTOMLEFT', PlayerFrames.target, 'TOP', 0, 30)
	end
	if b == 'focustarget' or b == nil then
		PlayerFrames.focustarget:SetPoint('BOTTOMLEFT', PlayerFrames.focus, 'BOTTOMRIGHT', 5, 0)
	end

	for _, c in pairs(FramesList) do
		_G['SUI_' .. c .. 'Frame']:SetScale(SUI.DB.scale)
	end
end

function module:PlayerFrames()
	PlayerFrames = SUI:GetModule('PlayerFrames')
	SUIUF:SetActiveStyle('Spartan_TransparentPlayerFrames')
	PlayerFrames:BuffOptions()

	for _, b in pairs(FramesList) do
		PlayerFrames[b] = SUIUF:Spawn(b, 'SUI_' .. b .. 'Frame')
		if b == 'player' and not SUI.IsClassic then
			PlayerFrames:SetupExtras()
		end
		PlayerFrames[b].artwork.bg:SetVertexColor(0, .8, .9, .9)
	end

	module:PositionFrame()
	module:UpdateAltBarPositions()

	if SUI.DBMod.PlayerFrames.ArenaFrame.display == true then
		local arena = {}
		for i = 1, 3 do
			arena[i] = SUIUF:Spawn('arena' .. i, 'SUI_Arena' .. i)
			arena[i].artwork.bg:SetVertexColor(0, .8, .9, .9)

			if i == 1 then
				arena[i]:SetMovable(true)
				if SUI.DBMod.PlayerFrames.ArenaFrame.movement.moved then
					arena[i]:SetPoint(
						SUI.DBMod.PlayerFrames.ArenaFrame.movement.point,
						SUI.DBMod.PlayerFrames.ArenaFrame.movement.relativeTo,
						SUI.DBMod.PlayerFrames.ArenaFrame.movement.relativePoint,
						SUI.DBMod.PlayerFrames.ArenaFrame.movement.xOffset,
						SUI.DBMod.PlayerFrames.ArenaFrame.movement.yOffset
					)
				else
					arena[i]:SetPoint('TOPRIGHT', UIParent, 'RIGHT', -50, 60)
				end
			else
				arena[i]:SetPoint('TOP', arena[i - 1], 'BOTTOM', 0, -10)
			end
		end
		arena.mover = CreateFrame('Frame')
		arena.mover:SetSize(5, 5)
		arena.mover:SetPoint('TOPLEFT', SUI_Arena1, 'TOPLEFT')
		arena.mover:SetPoint('TOPRIGHT', SUI_Arena1, 'TOPRIGHT')
		arena.mover:SetPoint('BOTTOMLEFT', SUI_Arena3, 'BOTTOMLEFT')
		arena.mover:SetPoint('BOTTOMRIGHT', SUI_Arena3, 'BOTTOMRIGHT')
		arena.mover:EnableMouse(true)

		arena.bg = arena.mover:CreateTexture(nil, 'BACKGROUND')
		arena.bg:SetAllPoints(arena.mover)
		arena.bg:SetTexture(1, 1, 1, 0.5)

		arena.mover:Hide()
		arena.mover:RegisterEvent('VARIABLES_LOADED')
		arena.mover:RegisterEvent('PLAYER_REGEN_DISABLED')

		PlayerFrames.arena = arena
	end

	if SUI.DBMod.PlayerFrames.BossFrame.display == true then
		local boss = {}
		for i = 1, MAX_BOSS_FRAMES do
			boss[i] = SUIUF:Spawn('boss' .. i, 'SUI_Boss' .. i)
			boss[i].artwork.bg:SetVertexColor(0, .8, .9, .9)

			if i == 1 then
				boss[i]:SetMovable(true)
				if SUI.DBMod.PlayerFrames.BossFrame.movement.moved then
					boss[i]:SetPoint(
						SUI.DBMod.PlayerFrames.BossFrame.movement.point,
						SUI.DBMod.PlayerFrames.BossFrame.movement.relativeTo,
						SUI.DBMod.PlayerFrames.BossFrame.movement.relativePoint,
						SUI.DBMod.PlayerFrames.BossFrame.movement.xOffset,
						SUI.DBMod.PlayerFrames.BossFrame.movement.yOffset
					)
				else
					boss[i]:SetPoint('TOPRIGHT', UIParent, 'RIGHT', -50, 60)
				end
			else
				boss[i]:SetPoint('TOP', boss[i - 1], 'BOTTOM', 0, -10)
			end
		end

		boss.mover = CreateFrame('Frame')
		boss.mover:SetSize(5, 5)
		boss.mover:SetPoint('TOPLEFT', SUI_Boss1, 'TOPLEFT')
		boss.mover:SetPoint('TOPRIGHT', SUI_Boss1, 'TOPRIGHT')
		boss.mover:SetPoint('BOTTOMLEFT', 'SUI_Boss' .. MAX_BOSS_FRAMES, 'BOTTOMLEFT')
		boss.mover:SetPoint('BOTTOMRIGHT', 'SUI_Boss' .. MAX_BOSS_FRAMES, 'BOTTOMRIGHT')
		boss.mover:EnableMouse(true)

		boss.bg = boss.mover:CreateTexture(nil, 'BACKGROUND')
		boss.bg:SetAllPoints(boss.mover)
		boss.bg:SetTexture(1, 1, 1, 0.5)

		boss.mover:Hide()
		boss.mover:RegisterEvent('VARIABLES_LOADED')
		boss.mover:RegisterEvent('PLAYER_REGEN_DISABLED')

		PlayerFrames.boss = boss
	end

	SUI.PlayerFrames = PlayerFrames

	local unattached = false
	Transparent_SpartanUI:HookScript(
		'OnHide',
		function(this, event)
			if not SUI.IsClassic and UnitUsingVehicle('player') then
				SUI_FramesAnchor:SetParent(UIParent)
				unattached = true
			end
		end
	)

	Transparent_SpartanUI:HookScript(
		'OnShow',
		function(this, event)
			if unattached then
				SUI_FramesAnchor:SetParent(Transparent_SpartanUI)
				module:PositionFrame()
			end
		end
	)

	module:SetColor()

	SUI.opt.args['PlayerFrames'].args['FrameStyle'].args['Color'] = {
		name = 'Frame color',
		type = 'color',
		hasAlpha = true,
		order = 1,
		width = 'full',
		get = function(info)
			return unpack(SUI.DB.Styles.Transparent.Color.PlayerFrames)
		end,
		set = function(info, r, b, g, a)
			SUI.DB.Styles.Transparent.Color.PlayerFrames = {r, b, g, a}
			module:SetColor()
		end
	}
end

function module:RaidFrames()
	SUIUF:SetActiveStyle('Spartan_TransparentRaidFrames')

	local xoffset = 3
	local yOffset = -5
	local point = 'TOP'
	local columnAnchorPoint = 'LEFT'
	local groupingOrder = 'TANK,HEALER,DAMAGER,NONE'

	if SUI.DBMod.RaidFrames.mode == 'GROUP' then
		groupingOrder = '1,2,3,4,5,6,7,8'
	end

	local raid =
		SUIUF:SpawnHeader(
		nil,
		nil,
		'raid',
		'showRaid',
		SUI.DBMod.RaidFrames.showRaid,
		'showParty',
		SUI.DBMod.RaidFrames.showParty,
		'showPlayer',
		SUI.DBMod.RaidFrames.showPlayer,
		'showSolo',
		SUI.DBMod.RaidFrames.showSolo,
		'xoffset',
		xoffset,
		'yOffset',
		yOffset,
		'point',
		point,
		'groupBy',
		SUI.DBMod.RaidFrames.mode,
		'groupingOrder',
		groupingOrder,
		'sortMethod',
		'index',
		'maxColumns',
		SUI.DBMod.RaidFrames.maxColumns,
		'unitsPerColumn',
		SUI.DBMod.RaidFrames.unitsPerColumn,
		'columnSpacing',
		SUI.DBMod.RaidFrames.columnSpacing,
		'columnAnchorPoint',
		columnAnchorPoint
	)

	raid:SetPoint('TOPLEFT', UIParent, 'TOPLEFT', 20, -40)

	return (raid)
end

function module:PartyFrames()
	PartyFrames = SUI:GetModule('PartyFrames')
	SUIUF:SetActiveStyle('Spartan_TransparentPartyFrames')

	local party =
		SUIUF:SpawnHeader(
		'SUI_PartyFrameHeader',
		nil,
		nil,
		'showRaid',
		SUI.DBMod.PartyFrames.showRaid,
		'showParty',
		SUI.DBMod.PartyFrames.showParty,
		'showPlayer',
		SUI.DBMod.PartyFrames.showPlayer,
		'showSolo',
		SUI.DBMod.PartyFrames.showSolo,
		'yOffset',
		-16,
		'xOffset',
		0,
		'columnAnchorPoint',
		'TOPLEFT',
		'initial-anchor',
		'TOPLEFT'
	)

	return (party)
end
