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ingame/unitframes/unitframes.lua

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local FULL_ALPHA_VALUE = 1
local FADED_ALPHA_VALUE = 0.4
ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN = 0
ZO_UNIT_FRAME_BAR_TEXT_MODE_MOUSE_OVER = 1
ZO_UNIT_FRAME_BAR_TEXT_MODE_SHOWN = 2
local FORCE_INIT = true
local GROUP_UNIT_FRAME = "ZO_GroupUnitFrame"
local COMPANION_UNIT_FRAME = "ZO_CompanionUnitFrame"
local RAID_UNIT_FRAME = "ZO_RaidUnitFrame"
local COMPANION_RAID_UNIT_FRAME = "ZO_CompanionRaidUnitFrame"
local TARGET_UNIT_FRAME = "ZO_TargetUnitFrame"
local COMPANION_GROUP_UNIT_FRAME = "ZO_CompanionGroupUnitFrame"
local NUM_SUBGROUPS = MAX_GROUP_SIZE_THRESHOLD / STANDARD_GROUP_SIZE_THRESHOLD
local COMPANION_HEALTH_GRADIENT = { ZO_ColorDef:New("00484F"), ZO_ColorDef:New("278F7B"), }
local COMPANION_HEALTH_GRADIENT_LOSS = ZO_ColorDef:New("621018")
local COMPANION_HEALTH_GRADIENT_GAIN = ZO_ColorDef:New("D0FFBC")
local SMALL_GROUP_ELECTION_ICON_INFO =
{
    [GROUP_VOTE_CHOICE_ABSTAIN] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_notYet.dds",
        color =  ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_DISABLED)),
    },
    [GROUP_VOTE_CHOICE_FOR] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_yes.dds",
        color = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SUCCEEDED)),
    },
    [GROUP_VOTE_CHOICE_AGAINST] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_no.dds",
        color = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_FAILED)),
    },
    [GROUP_VOTE_CHOICE_INVALID] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_notYet.dds",
        color = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_DISABLED)),
    },
}
local LARGE_GROUP_ELECTION_ICON_INFO =
{
    [GROUP_VOTE_CHOICE_ABSTAIN] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_notYet.dds",
        color = ZO_NORMAL_TEXT,
    },
    [GROUP_VOTE_CHOICE_FOR] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_yes.dds",
        color = ZO_NORMAL_TEXT,
    },
    [GROUP_VOTE_CHOICE_AGAINST] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_no.dds",
        color = ZO_NORMAL_TEXT,
    },
    [GROUP_VOTE_CHOICE_INVALID] = 
    {
        icon = "EsoUI/Art/UnitFrames/votedIcon_notYet.dds",
        color = ZO_NORMAL_TEXT,
    },
}
local UnitFrames = nil
ZO_KEYBOARD_GROUP_FRAME_WIDTH = 288
ZO_KEYBOARD_GROUP_FRAME_HEIGHT = 80
ZO_KEYBOARD_RAID_FRAME_WIDTH = 120
ZO_KEYBOARD_RAID_FRAME_HEIGHT = 45
ZO_KEYBOARD_COMPANION_FRAME_WIDTH = 288
ZO_KEYBOARD_COMPANION_FRAME_HEIGHT = 80
ZO_KEYBOARD_GROUP_COMPANION_FRAME_WIDTH = 288
ZO_KEYBOARD_GROUP_COMPANION_FRAME_HEIGHT = 110
local KEYBOARD_CONSTANTS =
{
    GROUP_LEADER_ICON = "EsoUI/Art/UnitFrames/groupIcon_leader.dds",
    GROUP_FRAMES_PER_COLUMN = STANDARD_GROUP_SIZE_THRESHOLD,
    NUM_COLUMNS = NUM_SUBGROUPS,
    GROUP_STRIDE = NUM_SUBGROUPS,
    GROUP_FRAME_BASE_OFFSET_X = 28,
    GROUP_FRAME_BASE_OFFSET_Y = 100,
    RAID_FRAME_BASE_OFFSET_X = 28,
    RAID_FRAME_BASE_OFFSET_Y = 100,
    GROUP_FRAME_SIZE_X = ZO_KEYBOARD_GROUP_FRAME_WIDTH,
    GROUP_FRAME_SIZE_Y = ZO_KEYBOARD_GROUP_FRAME_HEIGHT,
    GROUP_COMPANION_FRAME_SIZE_X = ZO_KEYBOARD_GROUP_COMPANION_FRAME_WIDTH,
    GROUP_COMPANION_FRAME_SIZE_Y = ZO_KEYBOARD_GROUP_COMPANION_FRAME_HEIGHT,
    GROUP_FRAME_PAD_X = 2,
    GROUP_FRAME_PAD_Y = 0,
    RAID_FRAME_SIZE_X = ZO_KEYBOARD_RAID_FRAME_WIDTH,
    RAID_FRAME_SIZE_Y = ZO_KEYBOARD_RAID_FRAME_HEIGHT,
    RAID_FRAME_PAD_X = 2,
    RAID_FRAME_PAD_Y = 2,
    GROUP_BAR_FONT = "ZoFontGameOutline",
    RAID_BAR_FONT = "ZoFontGameOutline",
    SHOW_GROUP_LABELS = true,
}
ZO_GAMEPAD_GROUP_FRAME_WIDTH = 160
ZO_GAMEPAD_GROUP_FRAME_HEIGHT = 70
ZO_GAMEPAD_RAID_FRAME_WIDTH = 207
ZO_GAMEPAD_RAID_FRAME_HEIGHT = 40
ZO_GAMEPAD_COMPANION_FRAME_WIDTH = 160
ZO_GAMEPAD_COMPANION_FRAME_HEIGHT = 70
ZO_GAMEPAD_GROUP_COMPANION_FRAME_WIDTH = 160
ZO_GAMEPAD_GROUP_COMPANION_FRAME_HEIGHT = 130
local GAMEPAD_CONSTANTS =
{
    GROUP_LEADER_ICON = "EsoUI/Art/UnitFrames/Gamepad/gp_Group_Leader.dds",
    GROUP_FRAMES_PER_COLUMN = 6,
    NUM_COLUMNS = MAX_GROUP_SIZE_THRESHOLD / 6, --The denominator should be the same value as GROUP_FRAMES_PER_COLUMN
    GROUP_STRIDE = 3,
    GROUP_FRAME_BASE_OFFSET_X = 70,
    GROUP_FRAME_BASE_OFFSET_Y = 55,
    RAID_FRAME_BASE_OFFSET_X = 100,
    RAID_FRAME_BASE_OFFSET_Y = 50,
    GROUP_FRAME_SIZE_X = ZO_GAMEPAD_GROUP_FRAME_WIDTH,
    GROUP_FRAME_SIZE_Y = ZO_GAMEPAD_GROUP_FRAME_HEIGHT,
    
    GROUP_COMPANION_FRAME_SIZE_X = ZO_GAMEPAD_GROUP_COMPANION_FRAME_WIDTH,
    GROUP_COMPANION_FRAME_SIZE_Y = ZO_GAMEPAD_GROUP_COMPANION_FRAME_HEIGHT,
    GROUP_FRAME_PAD_X = 2,
    GROUP_FRAME_PAD_Y = 9,
    RAID_FRAME_SIZE_X = ZO_GAMEPAD_RAID_FRAME_WIDTH,
    RAID_FRAME_SIZE_Y = ZO_GAMEPAD_RAID_FRAME_HEIGHT,
    RAID_FRAME_PAD_X = 4,
    RAID_FRAME_PAD_Y = 2,
    GROUP_BAR_FONT = "ZoFontGamepad34",
    RAID_BAR_FONT = "ZoFontGamepad18",
    SHOW_GROUP_LABELS = false,
}
local function GetPlatformConstants()
    return IsInGamepadPreferredMode() and GAMEPAD_CONSTANTS or KEYBOARD_CONSTANTS
end
    local allConstants = {KEYBOARD_CONSTANTS, GAMEPAD_CONSTANTS}
    for _, constants in ipairs(allConstants) do
        constants.GROUP_FRAME_OFFSET_X = constants.GROUP_FRAME_SIZE_X + constants.GROUP_FRAME_PAD_X
        constants.GROUP_FRAME_OFFSET_Y = constants.GROUP_FRAME_SIZE_Y + constants.GROUP_FRAME_PAD_Y
        constants.GROUP_COMPANION_FRAME_OFFSET_X = constants.GROUP_COMPANION_FRAME_SIZE_X + constants.GROUP_FRAME_PAD_X
        constants.GROUP_COMPANION_FRAME_OFFSET_Y = constants.GROUP_COMPANION_FRAME_SIZE_Y + constants.GROUP_FRAME_PAD_Y
        constants.RAID_FRAME_OFFSET_X = constants.RAID_FRAME_SIZE_X + constants.RAID_FRAME_PAD_X
        constants.RAID_FRAME_OFFSET_Y = constants.RAID_FRAME_SIZE_Y + constants.RAID_FRAME_PAD_Y
        constants.RAID_FRAME_ANCHOR_CONTAINER_WIDTH = constants.RAID_FRAME_SIZE_X
        constants.RAID_FRAME_ANCHOR_CONTAINER_HEIGHT = (constants.RAID_FRAME_SIZE_Y + constants.RAID_FRAME_PAD_Y) * constants.GROUP_FRAMES_PER_COLUMN
    end
end
local function GetPlatformBarFont()
    local groupSize = UnitFrames:GetCombinedGroupSize()
    local constants = GetPlatformConstants()
    if groupSize > STANDARD_GROUP_SIZE_THRESHOLD then
        return constants.RAID_BAR_FONT
    else
        return constants.GROUP_BAR_FONT
    end
end
local UNIT_CHANGED = true
local groupFrameAnchor = ZO_Anchor:New(TOPLEFT, GuiRoot, TOPLEFT, 0, 0)
local function GetGroupFrameAnchor(groupIndex, groupSize, previousFrame, previousCompanionFrame)
    local constants = GetPlatformConstants()
    groupSize = groupSize or UnitFrames:GetCombinedGroupSize()
    local column = zo_floor((groupIndex - 1) / constants.GROUP_FRAMES_PER_COLUMN)
    local row = zo_mod(groupIndex - 1, constants.GROUP_FRAMES_PER_COLUMN)
    if groupSize > STANDARD_GROUP_SIZE_THRESHOLD then
        if IsInGamepadPreferredMode() then
            column = zo_mod(groupIndex - 1, constants.NUM_COLUMNS)
            row = zo_floor((groupIndex - 1) / 2)
        end
        groupFrameAnchor:SetTarget(GetControl("ZO_LargeGroupAnchorFrame"..(column + 1)))
        groupFrameAnchor:SetOffsets(0, row * constants.RAID_FRAME_OFFSET_Y)
        return groupFrameAnchor
    else
        --The Y offset for this anchor should be the total y offset of the previous frame + the size of the previous frame
        local previousOffsetY = 0
        local previousSizeY = 0
        if previousFrame then
            previousOffsetY = previousFrame.offsetY
        end
        if previousCompanionFrame then
            previousSizeY = (previousCompanionFrame.hasTarget or previousCompanionFrame.hasPendingTarget) and constants.GROUP_COMPANION_FRAME_OFFSET_Y or constants.GROUP_FRAME_OFFSET_Y
        end
        groupFrameAnchor:SetTarget(ZO_SmallGroupAnchorFrame)
        groupFrameAnchor:SetOffsets(0, previousOffsetY + previousSizeY)
        return groupFrameAnchor
    end
end
local function GetGroupAnchorFrameOffsets(subgroupIndex, groupStride, constants)
    groupStride = groupStride or NUM_SUBGROUPS
    local zeroBasedIndex = subgroupIndex - 1
    local row = zo_floor(zeroBasedIndex / groupStride)
    local column = zeroBasedIndex - (row * groupStride)
    return (constants.RAID_FRAME_BASE_OFFSET_X + (column * constants.RAID_FRAME_OFFSET_X)), (constants.RAID_FRAME_BASE_OFFSET_Y + (row * constants.RAID_FRAME_ANCHOR_CONTAINER_HEIGHT))
end
ZO_MostRecentPowerUpdateHandler = ZO_MostRecentEventHandler:Subclass()
do
    local function PowerUpdateEqualityFunction(existingEventInfo, unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax)
        local existingUnitTag = existingEventInfo[1]
        local existingPowerType = existingEventInfo[3]
        return existingUnitTag == unitTag and existingPowerType == powerType
    end
    function ZO_MostRecentPowerUpdateHandler:New(namespace, handlerFunction)
        return ZO_MostRecentEventHandler.New(self, namespace, EVENT_POWER_UPDATE, PowerUpdateEqualityFunction, handlerFunction)
    end
end
--[[
UnitFrames container object. Used to manage the ZO_UnitFrameObject objects according to UnitTags ("group1", "group4pet", etc...)
--]]
ZO_UnitFrames_Manager = ZO_InitializingObject:Subclass()
function ZO_UnitFrames_Manager:Initialize()
    self.groupFrames = {}
    self.raidFrames = {}
    self.companionRaidFrames = {}
    self.staticFrames = {}
    self.groupSize = GetGroupSize()
    self.targetOfTargetEnabled = true
    self.groupAndRaidHiddenReasons = ZO_HiddenReasons:New()
    self.firstDirtyGroupIndex = nil
end
local function ApplyVisualStyleToAllFrames(frames)
    for _, unitFrame in pairs(frames) do
        unitFrame:ApplyVisualStyle()
    end
end
function ZO_UnitFrames_Manager:ApplyVisualStyle()
    ApplyVisualStyleToAllFrames(self.staticFrames)
    ApplyVisualStyleToAllFrames(self.groupFrames)
    ApplyVisualStyleToAllFrames(self.raidFrames)
    ApplyVisualStyleToAllFrames(self.companionRaidFrames)
end
function ZO_UnitFrames_Manager:GetUnitFrameLookupTable(unitTag)
    if unitTag then
        local isGroupTag = ZO_Group_IsGroupUnitTag(unitTag)
        local isCompanionTag = IsGroupCompanionUnitTag(unitTag)
        if isGroupTag or isCompanionTag then
            if self:GetCombinedGroupSize() <= STANDARD_GROUP_SIZE_THRESHOLD then
                return self.groupFrames
            else
                return isCompanionTag and self.companionRaidFrames or self.raidFrames
            end
        end
    end
    return self.staticFrames
end
function ZO_UnitFrames_Manager:GetFrame(unitTag)
    local unitFrameTable = self:GetUnitFrameLookupTable(unitTag)
    if unitFrameTable then
        return unitFrameTable[unitTag]
    end
end
function ZO_UnitFrames_Manager:CreateFrame(unitTag, anchors, barTextMode, style, templateName)
    local unitFrame = self:GetFrame(unitTag)
    if unitFrame == nil then
        local unitFrameTable = self:GetUnitFrameLookupTable(unitTag)
        unitFrame = ZO_UnitFrameObject:New(unitTag, anchors, barTextMode, style, templateName)
        if unitFrameTable then
             unitFrameTable[unitTag] = unitFrame
        end
    else
        -- Frame already existed, but may need to be reanchored.
        unitFrame:SetAnchor(anchors)
    end
    return unitFrame
end
function ZO_UnitFrames_Manager:SetFrameHiddenForReason(unitTag, reason, hidden)
    local unitFrame = self:GetFrame(unitTag)
    if unitFrame then
        unitFrame:SetHiddenForReason(reason, hidden)
    end
end
function ZO_UnitFrames_Manager:SetGroupSize(groupSize)
    self.groupSize = groupSize or GetGroupSize()
end
function ZO_UnitFrames_Manager:UpdateCompanionGroupSize()
    self.companionGroupSize = GetNumCompanionsInGroup()
end
function ZO_UnitFrames_Manager:GetCompanionGroupSize()
    return self.companionGroupSize
end
function ZO_UnitFrames_Manager:GetCombinedGroupSize()
    return self.groupSize + self.companionGroupSize
end
function ZO_UnitFrames_Manager:GetFirstDirtyGroupIndex()
    return self.firstDirtyGroupIndex
end
function ZO_UnitFrames_Manager:GetIsDirty()
    return self.firstDirtyGroupIndex ~= nil
end
function ZO_UnitFrames_Manager:SetGroupIndexDirty(groupIndex)
    -- The update we call will update all unit frames after and including the one being modified
    -- So we really just need to know what is the smallest groupIndex that is being changed
    if not self.firstDirtyGroupIndex or groupIndex < self.firstDirtyGroupIndex then
        self.firstDirtyGroupIndex = groupIndex
    end
end
function ZO_UnitFrames_Manager:ClearDirty()
    self.firstDirtyGroupIndex = nil
end
function ZO_UnitFrames_Manager:DisableCompanionRaidFrames()
    for _, unitFrame in pairs(self.companionRaidFrames) do
        unitFrame:SetHiddenForReason("disabled", true)
    end
end
function ZO_UnitFrames_Manager:DisableGroupAndRaidFrames()
    -- Disable the raid frames
    for _, unitFrame in pairs(self.raidFrames) do
        unitFrame:SetHiddenForReason("disabled", true)
    end
    -- Disable the group frames
    for _, unitFrame in pairs(self.groupFrames) do
        unitFrame:SetHiddenForReason("disabled", true)
    end
end
function ZO_UnitFrames_Manager:DisableLocalCompanionFrame()
    local companionFrame = self:GetFrame("companion")
    if companionFrame then
        companionFrame:SetHiddenForReason("disabled", true)
    end
end
function ZO_UnitFrames_Manager:SetGroupAndRaidFramesHiddenForReason(reason, hidden)
    UNIT_FRAMES_FRAGMENT:SetHiddenForReason(reason, hidden)
    self.groupAndRaidHiddenReasons:SetHiddenForReason(reason, hidden)
end
function ZO_UnitFrames_Manager:UpdateGroupAnchorFrames()
    -- Only the raid frame anchors need updates for now and it's only for whether or not the group name labels are showing and which one is highlighted
    if self:GetCombinedGroupSize() <= STANDARD_GROUP_SIZE_THRESHOLD or self.groupAndRaidHiddenReasons:IsHidden() then
        -- Small groups never show the raid frame anchors
        for subgroupIndex = 1, NUM_SUBGROUPS do
            GetControl("ZO_LargeGroupAnchorFrame"..subgroupIndex):SetHidden(true)
        end
    else
        local groupSizeWithCompanions = self:GetCombinedGroupSize()
        for subgroupIndex = 1, NUM_SUBGROUPS do
            local subgroupThreshold = (subgroupIndex - 1) * STANDARD_GROUP_SIZE_THRESHOLD
            local frameIsHidden = groupSizeWithCompanions <= subgroupThreshold
            local anchorFrame = GetControl("ZO_LargeGroupAnchorFrame"..subgroupIndex)
            anchorFrame:SetHidden(frameIsHidden)
        end
    end
end
function ZO_UnitFrames_Manager:IsTargetOfTargetEnabled()
    return self.targetOfTargetEnabled
end
function ZO_UnitFrames_Manager:SetEnableTargetOfTarget(enableFlag)
    if enableFlag ~= self.targetOfTargetEnabled then
        self.targetOfTargetEnabled = enableFlag
        CALLBACK_MANAGER:FireCallbacks("TargetOfTargetEnabledChanged", enableFlag)
    end
end
function ZO_UnitFrames_Manager:BeginGroupElection()
    local electionType, _, descriptor = GetGroupElectionInfo()
    if ZO_IsGroupElectionTypeCustom(electionType) and descriptor == ZO_GROUP_ELECTION_DESCRIPTORS.READY_CHECK then
        self.activeElection = true
        if self.endElectionCallback then
            zo_removeCallLater(self.endElectionCallback)
        end
        self:UpdateElectionIcons()
    end
end
function ZO_UnitFrames_Manager:UpdateElectionInfo(resultType)
    local electionType, timeRemainingSeconds, descriptor, targetUnitTag, initiatorUnitTag = GetGroupElectionInfo()
    self.activeElection = timeRemainingSeconds > 0
    if self.activeElection and ZO_IsGroupElectionTypeCustom(electionType) then
        if descriptor == ZO_GROUP_ELECTION_DESCRIPTORS.READY_CHECK then
            self:UpdateElectionIcons()
        end
    elseif ZO_IsGroupElectionTypeCustom(electionType) then
        -- Time remaining <= 0.
        resultType = resultType or GROUP_ELECTION_RESULT_NOT_APPLICABLE
        self:EndGroupElection(resultType)
    end
end
function ZO_UnitFrames_Manager:EndGroupElection(resultType)
    self.activeElection = false
    if resultType ~= GROUP_ELECTION_RESULT_ABANDONED and resultType ~= GROUP_ELECTION_RESULT_NOT_APPLICABLE then
        local ELECTION_WON_DELAY_MS = 3000
        local ELECTION_LOST_DELAY_MS = 5000
        local postElectionDelayMS = resultType == GROUP_ELECTION_RESULT_ELECTION_WON and ELECTION_WON_DELAY_MS or ELECTION_LOST_DELAY_MS
        local function OnEndElection()
            self:HideElectionIcons()
            self.endElectionCallback = nil
        end
        self.endElectionCallback = zo_callLater(OnEndElection, postElectionDelayMS)
    end
end
function ZO_UnitFrames_Manager:HideElectionIcons()
    for i = 1, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = GetGroupUnitTagByIndex(i)
        local unitFrame = unitTag and self:GetFrame(unitTag)
        if unitFrame then
            unitFrame.electionIcon:SetHidden(true)
        end
    end
end
function ZO_UnitFrames_Manager:UpdateElectionIcons()
    for i = 1, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = GetGroupUnitTagByIndex(i)
        local unitFrame = unitTag and self:GetFrame(unitTag)
        if unitFrame then
            unitFrame:RefreshElectionIcon()
        end
    end
end
function ZO_UnitFrames_Manager:UpdateNames()
    local localCompanionFrame = self:GetFrame("companion")
    if localCompanionFrame then
        localCompanionFrame:UpdateName()
    end
    local targetFrame = self:GetFrame("reticleover")
    if targetFrame then
        targetFrame:UpdateName()
    end
    for i = 1, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = GetGroupUnitTagByIndex(i)
        local companionTag = GetCompanionUnitTagByGroupUnitTag(unitTag)
        local unitFrame = unitTag and self:GetFrame(unitTag)
        local companionUnitFrame = companionTag and self:GetFrame(companionTag)
        if unitFrame then
            unitFrame:UpdateName()
        end
        if companionUnitFrame then
            companionUnitFrame:UpdateName()
        end
    end
end
--[[
ZO_UnitFrameBar class...defines one bar in the unit frame, including background/glass textures, statusbar and text
--]]
local ANY_POWER_TYPE = true -- A special flag that essentially acts like a wild card, accepting any mechanic
local UNITFRAME_BAR_STYLES =
{
    [TARGET_UNIT_FRAME] =
    {
        [COMBAT_MECHANIC_FLAGS_HEALTH] =
        {
            textAnchors =
            {
                ZO_Anchor:New(TOP, nil, BOTTOM, 0, -22),
            },
            centered = true,
        },
    },
    [GROUP_UNIT_FRAME] =
    {
        [COMBAT_MECHANIC_FLAGS_HEALTH] =
        {
            keyboard =
            {
                template = "ZO_GroupUnitFrameStatus",
                barHeight = 9,
                barWidth = 170,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 36, 42) },
            },
            gamepad =
            {
                template = "ZO_GroupUnitFrameStatus",
                barHeight = 8,
                barWidth = ZO_GAMEPAD_GROUP_FRAME_WIDTH,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 45) },
                hideBgIfOffline = true,
            },
        },
    },
    [RAID_UNIT_FRAME] =
    {
        [COMBAT_MECHANIC_FLAGS_HEALTH] =
        {
            keyboard =
            {
                template = "ZO_UnitFrameStatus",
                barHeight = 39,
                barWidth = 114,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 2, 2) },
            },
            gamepad =
            {
                template = "ZO_UnitFrameStatus",
                barHeight = ZO_GAMEPAD_RAID_FRAME_HEIGHT - 2,
                barWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 2,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 1, 1) },
            },
        },
    },
    [COMPANION_RAID_UNIT_FRAME] =
    {
        [COMBAT_MECHANIC_FLAGS_HEALTH] =
        {
            keyboard =
            {
                template = "ZO_UnitFrameStatus",
                barHeight = 39,
                barWidth = 114,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 2, 2) },
            },
            gamepad =
            {
                template = "ZO_UnitFrameStatus",
                barHeight = ZO_GAMEPAD_RAID_FRAME_HEIGHT - 2,
                barWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 2,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 1, 1) },
            },
        },
    },
    [COMPANION_UNIT_FRAME] =
    {
        [COMBAT_MECHANIC_FLAGS_HEALTH] =
        {
            keyboard =
            {
                template = "ZO_CompanionUnitFrameStatus",
                barHeight = 9,
                barWidth = 170,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 36, 42) },
            },
            gamepad =
            {
                template = "ZO_CompanionUnitFrameStatus",
                barHeight = 8,
                barWidth = ZO_GAMEPAD_COMPANION_FRAME_WIDTH,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 45) },
            },
        },
    },
    [COMPANION_GROUP_UNIT_FRAME] =
    {
        [COMBAT_MECHANIC_FLAGS_HEALTH] =
        {
            keyboard =
            {
                template = "ZO_CompanionUnitFrameStatus",
                barHeight = 9,
                barWidth = 120,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 36, 82) },
            },
            gamepad =
            {
                template = "ZO_CompanionUnitFrameStatus",
                barHeight = 8,
                barWidth = 120,
                barAnchors = { ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 97) },
            },
        },
    },
}
local function GetPlatformBarStyle(style, powerType)
    local styleData = UNITFRAME_BAR_STYLES[style] or UNITFRAME_BAR_STYLES.default
    local barData = styleData[powerType] or styleData[ANY_POWER_TYPE]
    if barData then
        -- Note: It is assumed that either all platforms are defined, or no platforms are defined.
        local platformKey = IsInGamepadPreferredMode() and "gamepad" or "keyboard"
        return barData[platformKey] or barData
    end
end
local function IsValidBarStyle(style, powerType)
    local styleData = UNITFRAME_BAR_STYLES[style] or UNITFRAME_BAR_STYLES.default
    return styleData and (styleData[powerType] ~= nil or styleData[ANY_POWER_TYPE] ~= nil)
end
local function CreateBarStatusControl(baseBarName, parent, style, mechanic)
    local barData = GetPlatformBarStyle(style, mechanic)
    if barData then
        if barData.template then
            local barAnchor1, barAnchor2 = barData.barAnchors[1], barData.barAnchors[2]
            if barData.centered then
                local leftBar = CreateControlFromVirtual(baseBarName.."Left", parent, barData.template)
                local rightBar = CreateControlFromVirtual(baseBarName.."Right", parent, barData.template)
                if barAnchor1 then
                    barAnchor1:Set(leftBar)
                end
                if barAnchor2 then
                    barAnchor2:Set(rightBar)
                end
                leftBar:SetBarAlignment(BAR_ALIGNMENT_REVERSE)
                local gloss = leftBar:GetNamedChild("Gloss")
                if gloss then
                    gloss:SetBarAlignment(BAR_ALIGNMENT_REVERSE)
                end
                if barData.barWidth then
                    leftBar:SetWidth(barData.barWidth / 2)
                    rightBar:SetWidth(barData.barWidth / 2)
                end
                if barData.barHeight then
                    leftBar:SetHeight(barData.barHeight)
                    rightBar:SetHeight(barData.barHeight)
                end
                rightBar:SetAnchor(TOPLEFT, leftBar, TOPRIGHT, 0, 0)
                return { leftBar, rightBar }
            else
                local statusBar = CreateControlFromVirtual(baseBarName, parent, barData.template)
                if barData.barWidth then
                    statusBar:SetWidth(barData.barWidth)
                end
                if barData.barHeight then
                    statusBar:SetHeight(barData.barHeight)
                end
                if barAnchor1 then
                    barAnchor1:Set(statusBar)
                end
                if barAnchor2 then
                    barAnchor2:AddToControl(statusBar)
                end
                return { statusBar }
            end
        else
            -- attempt to find the controls from XML
            local bar = parent:GetNamedChild("Bar")
            if bar then
                return { bar }
            end
            local barLeft = parent:GetNamedChild("BarLeft")
            local barRight = parent:GetNamedChild("BarRight")
            if barLeft and barRight then
                return { barLeft, barRight }
            end
        end
    end
    return nil
end
local function CreateBarTextControls(baseBarName, parent, style, mechanic)
    local barData = GetPlatformBarStyle(style, mechanic)
    local textAnchor1, textAnchor2 = barData.textAnchors[1], barData.textAnchors[2]
    local text1, text2
    local textTemplate = barData.textTemplate or "ZO_UnitFrameBarText"
    if textAnchor1 then
        text1 = CreateControlFromVirtual(baseBarName.."Text1", parent, textTemplate)
        text1:SetFont(GetPlatformBarFont())
        textAnchor1:Set(text1)
    end
    if textAnchor2 then
        text2 = CreateControlFromVirtual(baseBarName.."Text2", parent, textTemplate)
        text2:SetFont(GetPlatformBarFont())
        textAnchor2:Set(text2)
    end
    return text1, text2
end
ZO_UnitFrameBar = ZO_InitializingObject:Subclass()
function ZO_UnitFrameBar:Initialize(baseBarName, parent, barTextMode, style, mechanic)
    local barControls = CreateBarStatusControl(baseBarName, parent, style, mechanic)
    self.barControls = barControls
    self.barTextMode = barTextMode
    self.style = style
    self.mechanic = mechanic
    self.resourceNumbersLabel = parent:GetNamedChild("ResourceNumbers")
    if barTextMode ~= ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN then
        self.leftText, self.rightText = CreateBarTextControls(baseBarName, parent, style, mechanic)
    end
end
function ZO_UnitFrameBar:Update(barType, cur, max, forceInit)
    local barCur = cur
    local barMax = max
    if #self.barControls == 2 then
        barCur = cur / 2
        barMax = max / 2
    end
    for i = 1, #self.barControls do
        ZO_StatusBar_SmoothTransition(self.barControls[i], barCur, barMax, forceInit)
    end
    local updateBarType = false
    local updateValue = cur ~= self.currentValue or self.maxValue ~= max
    self.currentValue = cur
    self.maxValue = max
    if barType ~= self.barType then
        updateBarType = true
        self.barType = barType
        self.barTypeName = GetString("SI_COMBATMECHANICFLAGS", self.barType)
    end
    self:UpdateText(updateBarType, updateValue)
end
local function GetVisibility(self)
    if self.barTextMode == ZO_UNIT_FRAME_BAR_TEXT_MODE_MOUSE_OVER then
        return self.isMouseInside
    end
    return true
end
function ZO_UnitFrameBar:UpdateText(updateBarType, updateValue)
    if self.barTextMode == ZO_UNIT_FRAME_BAR_TEXT_MODE_SHOWN or self.barTextMode == ZO_UNIT_FRAME_BAR_TEXT_MODE_MOUSE_OVER then
        local visible = GetVisibility(self)
        if self.leftText and self.rightText then
            self.leftText:SetHidden(not visible)
            self.rightText:SetHidden(not visible)
            if visible then
                if updateBarType then
                    self.leftText:SetText(zo_strformat(SI_UNIT_FRAME_BARTYPE, self.barTypeName))
                end
                if updateValue then
                    self.rightText:SetText(zo_strformat(SI_UNIT_FRAME_BARVALUE, self.currentValue, self.maxValue))
                end
            end
        elseif self.leftText then
            if visible then
                self.leftText:SetHidden(false)
                if updateValue then
                    self.leftText:SetText(zo_strformat(SI_UNIT_FRAME_BARVALUE, self.currentValue, self.maxValue))
                end
            else
                self.leftText:SetHidden(true)
            end
        end
    end
    if self.resourceNumbersLabel then
        self.resourceNumbersLabel:SetText(ZO_FormatResourceBarCurrentAndMax(self.currentValue, self.maxValue))
    end
end
function ZO_UnitFrameBar:SetMouseInside(inside)
    self.isMouseInside = inside
    if self.barTextMode == ZO_UNIT_FRAME_BAR_TEXT_MODE_MOUSE_OVER then
        local UPDATE_BAR_TYPE, UPDATE_VALUE = true, true
        self:UpdateText(UPDATE_BAR_TYPE, UPDATE_VALUE)
    end
end
function ZO_UnitFrameBar:SetColor(barType, overrideGradient, overrideLoss, overrideGain)
    local gradient = overrideGradient or ZO_POWER_BAR_GRADIENT_COLORS[barType]
    for i = 1, #self.barControls do
        ZO_StatusBar_SetGradientColor(self.barControls[i], gradient)
        if overrideLoss then
            self.barControls[i]:SetFadeOutLossColor(overrideLoss:UnpackRGBA())
        else
            self.barControls[i]:SetFadeOutLossColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_POWER_FADE_OUT, barType))
        end
        if overrideGain then
            self.barControls[i]:SetFadeOutGainColor(overrideGain:UnpackRGBA())
        else
            self.barControls[i]:SetFadeOutGainColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_POWER_FADE_IN, barType))
        end
    end
end
function ZO_UnitFrameBar:Hide(hidden)
    for i = 1, #self.barControls do
        self.barControls[i]:SetHidden(hidden)
    end
end
function ZO_UnitFrameBar:SetAlpha(alpha)
    for i = 1, #self.barControls do
        self.barControls[i]:SetAlpha(alpha)
    end
    if self.leftText then
        self.leftText:SetAlpha(alpha)
    end
    if self.rightText then
        self.rightText:SetAlpha(alpha)
    end
end
function ZO_UnitFrameBar:GetBarControls()
    return self.barControls
end
function ZO_UnitFrameBar:SetBarTextMode(alwaysShow)
    self.barTextMode = alwaysShow
    local UPDATE_BAR_TYPE, UPDATE_VALUE = true, true
    self:UpdateText(UPDATE_BAR_TYPE, UPDATE_VALUE)
end
--[[
ZO_UnitFrameObject main class and update functions
--]]
local UNITFRAME_LAYOUT_DATA =
{
    [GROUP_UNIT_FRAME] =
    {
        keyboard =
        {
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 35, 19),
            nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 36, 42), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, -140, 42), height = 0, },
            leaderIconData = { width = 16, height = 16, offsetX = 5, offsetY = 5 },
            electionIconData = { offsetX = -45, offsetY = 6 },
        },
        gamepad =
        {
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 1),
            nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS,
            indentedNameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 25, 3),
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 0), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, 0, 35), height = 0, },
            hideHealthBgIfOffline = true,
            baseMinX = 150,
            baseMaxX = 215,
            -- Indented constraints are base constraints minus the width of the leader icon.
            indentedMinX = 125,
            indentedMaxX = 190,
            leaderIconData = { width = 25, height = 25, offsetX = 0, offsetY = 12 },
            electionIconData = { offsetX = 27, offsetY = -13 },
        },
    },
    [RAID_UNIT_FRAME] =
    {
        keyboard =
        {
            highPriorityBuffHighlight =
            {
                left = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_left.dds", width = 64, height = 64, },
                right = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_right.dds", width = 32, height = 64, },
                icon = { width = 14, height = 14, customAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 76, 15) },
            },
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 5, 4),
            nameWidth = 86,
            indentedNameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 19, 4),
            indentedNameWidth = 75,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 5, 20), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, -4, 20), height = 15, },
            leaderIconData = {width = 16, height = 16, offsetX = 5, offsetY = 5}
        },
        gamepad =
        {
            highPriorityBuffHighlight =
            {
                left = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_left.dds", width = 54, height = 44, },
                right = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_right.dds", width = 32, height = 44, },
                icon = { width = 14, height = 14, customAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 66, 7) },
            },
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 6, 3),
            nameWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 40,
            indentedNameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 20, 3),
            indentedNameWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 52 - 2,
            anchorNameToRight = true,
            leaderIconData = {width = 18, height = 18, offsetX = 2, offsetY = 7}
        },
    },
    [COMPANION_RAID_UNIT_FRAME] =
    {
        keyboard =
        {
            highPriorityBuffHighlight =
            {
                left = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_left.dds", width = 64, height = 64, },
                right = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_right.dds", width = 32, height = 64, },
                icon = { width = 14, height = 14, customAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 76, 15) },
            },
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 5, 4),
            nameWidth = 86,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 5, 20), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, -4, 20), height = 15, },
        },
        gamepad =
        {
            highPriorityBuffHighlight =
            {
                left = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_left.dds", width = 54, height = 44, },
                right = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_right.dds", width = 32, height = 44, },
                icon = { width = 14, height = 14, customAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 66, 7) },
            },
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 6, 2),
            nameWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 6,
        },
    },
    [TARGET_UNIT_FRAME] =
    {
        neverHideStatusBar = true,
        showStatusInName = true,
        captionControlName = "Caption",
    },
    [COMPANION_UNIT_FRAME] =
    {
        keyboard =
        {
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 35, 19),
            nameWidth = 215,
            nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 36, 42), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, -140, 42), height = 0, },
        },
        gamepad =
        {
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 1),
            nameWidth = 306,
            nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 0), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, 0, 35), height = 0, },
        },
    },
    [COMPANION_GROUP_UNIT_FRAME] =
    {
        keyboard =
        {
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 35, 59),
            nameWidth = 215,
            nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 36, 82), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, -140, 82), height = 0, },
        },
        gamepad =
        {
            nameAnchor = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 66),
            nameWidth = 306,
            nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS,
            statusData = { anchor1 = ZO_Anchor:New(TOPLEFT, nil, TOPLEFT, 0, 60), anchor2 = ZO_Anchor:New(TOPRIGHT, nil, TOPRIGHT, 0, 88), height = 0, },
        },
    },
}
local function GetPlatformLayoutData(style)
    local layoutData = UNITFRAME_LAYOUT_DATA[style]
    if layoutData then
        -- Note: It is assumed that either all platforms are defined, or no platforms are defined.
        local platformKey = IsInGamepadPreferredMode() and "gamepad" or "keyboard"
        return layoutData[platformKey] or layoutData
    end
end
local FORCE_SHOW = true
local PREVENT_SHOW = false
local function SetUnitFrameTexture(frame, styleData, showOption)
    if frame and styleData then
        frame:SetTexture(styleData.texture)
        frame:SetDimensions(styleData.width, styleData.height)
        if styleData.customAnchor then
            styleData.customAnchor:Set(frame)
        end
        if showOption == FORCE_SHOW then
            frame:SetHidden(false) -- never toggles, this is the only chance this frame has of being shown
        end
    end
end
local function LayoutUnitFrameStatus(statusLabel, statusData)
    if statusLabel then
        if statusData then
            statusData.anchor1:Set(statusLabel)
            statusData.anchor2:AddToControl(statusLabel)
            statusLabel:SetHeight(statusData.height)
        end
        statusLabel:SetHidden(not statusData)
    end
end
local function LayoutUnitFrameName(nameLabel, layoutData, indented)
    if nameLabel and layoutData then
        if layoutData.nameAnchor and not indented then
            layoutData.nameAnchor:Set(nameLabel)
        elseif layoutData.indentedNameAnchor and indented then
            layoutData.indentedNameAnchor:Set(nameLabel)
        end
        local electionIconControl = nameLabel:GetParent():GetNamedChild("ElectionIcon")
        if electionIconControl then
            if layoutData.anchorNameToRight then
                nameLabel:SetAnchor(RIGHT, electionIconControl, LEFT, 0, 0, ANCHOR_CONSTRAINS_X)
            elseif layoutData.electionIconData then
                electionIconControl:SetAnchor(RIGHT, nil, RIGHT, layoutData.electionIconData.offsetX, layoutData.electionIconData.offsetY)
            end
        end
        nameLabel:SetWrapMode(layoutData.nameWrapMode or TEXT_WRAP_MODE_TRUNCATE)
        local nameWidth = layoutData.nameWidth or 0
        if indented then
            nameLabel:SetWidth(indentedNameWidth or nameWidth)
            if layoutData.baseMinX then
                nameLabel:SetDimensionConstraints(layoutData.indentedMinX, 0, layoutData.indentedMaxX, 0)
            end
        else
            nameLabel:SetWidth(nameWidth)
            if layoutData.indentedMinX then
                nameLabel:SetDimensionConstraints(layoutData.baseMinX, 0, layoutData.baseMaxX, 0)
            end
        end
    end
end
local function DoUnitFrameLayout(unitFrame, style)
    local layoutData = GetPlatformLayoutData(style)
    if layoutData then
        unitFrame.neverHideStatusBar = layoutData.neverHideStatusBar
        if layoutData.highPriorityBuffHighlight then
            SetUnitFrameTexture(GetControl(unitFrame.frame, "HighPriorityBuffHighlight"), layoutData.highPriorityBuffHighlight.left, PREVENT_SHOW)
            SetUnitFrameTexture(GetControl(unitFrame.frame, "HighPriorityBuffHighlightRight"), layoutData.highPriorityBuffHighlight.right, PREVENT_SHOW)
            SetUnitFrameTexture(GetControl(unitFrame.frame, "HighPriorityBuffHighlightIcon"), layoutData.highPriorityBuffHighlight.icon, PREVENT_SHOW)
            -- These can't be created in XML because the OnInitialized handler doesn't run until the next frame, just initialize the animations here.
            ZO_AlphaAnimation:New(GetControl(unitFrame.frame, "HighPriorityBuffHighlight"))
            ZO_AlphaAnimation:New(GetControl(unitFrame.frame, "HighPriorityBuffHighlightIcon"))
        end
        LayoutUnitFrameName(unitFrame.nameLabel, layoutData)
        LayoutUnitFrameStatus(unitFrame.statusLabel, layoutData.statusData)
        -- NOTE: Level label is always custom and doesn't need to be managed with this anchoring system
    end
end
ZO_UnitFrameObject = ZO_InitializingObject:Subclass()
function ZO_UnitFrameObject:Initialize(unitTag, anchors, barTextMode, style, templateName)
    templateName = templateName or style
    local baseWindowName = templateName .. unitTag
    local parent = ZO_UnitFrames
    if ZO_Group_IsGroupUnitTag(unitTag) or IsGroupCompanionUnitTag(unitTag) or unitTag == "companion" then
        parent = ZO_UnitFramesGroups
    end
    local layoutData = GetPlatformLayoutData(style)
    if not layoutData then
        return
    end
    self.frame = CreateControlFromVirtual(baseWindowName, parent, templateName)
    self.style = style
    self.templateName = templateName
    self.hasTarget = false
    self.unitTag = unitTag
    self.dirty = true
    self.animateShowHide = false
    self.fadeComponents = {}
    self.hiddenReasons = ZO_HiddenReasons:New()
    local nameControlName = layoutData.nameControlName or "Name"
    self.nameLabel = self:AddFadeComponent(nameControlName)
    self.levelLabel = self:AddFadeComponent("Level")
    if layoutData.captionControlName then
        self.captionLabel = self:AddFadeComponent(layoutData.captionControlName)
    end
    local statusControlName = layoutData.statusControlName or "Status"
    self.statusLabel = self:AddFadeComponent(statusControlName)
    local DONT_COLOR_RANK_ICON = false
    self.rankIcon = self:AddFadeComponent("RankIcon", DONT_COLOR_RANK_ICON)
    self.assignmentIcon = self:AddFadeComponent("AssignmentIcon", DONT_COLOR_RANK_ICON)
    self.championIcon = self:AddFadeComponent("ChampionIcon")
    self.leftBracket = self:AddFadeComponent("LeftBracket")
    self.leftBracketGlow = GetControl(self.frame, "LeftBracketGlow")
    self.leftBracketUnderlay = GetControl(self.frame, "LeftBracketUnderlay")
    self.rightBracket = self:AddFadeComponent("RightBracket")
    self.rightBracketGlow = GetControl(self.frame, "RightBracketGlow")
    self.rightBracketUnderlay = GetControl(self.frame, "RightBracketUnderlay")
    
    self.barTextMode = barTextMode
    self.healthBar = ZO_UnitFrameBar:New(baseWindowName.."Hp", self.frame, barTextMode, style, COMBAT_MECHANIC_FLAGS_HEALTH)
    if style == COMPANION_RAID_UNIT_FRAME then
        self.healthBar:SetColor(COMBAT_MECHANIC_FLAGS_HEALTH, COMPANION_HEALTH_GRADIENT, COMPANION_HEALTH_GRADIENT_LOSS, COMPANION_HEALTH_GRADIENT_GAIN)
    else
        self.healthBar:SetColor(COMBAT_MECHANIC_FLAGS_HEALTH)
    end
    self.resourceBars = {}
    self.resourceBars[COMBAT_MECHANIC_FLAGS_HEALTH] = self.healthBar
    self.powerBars = {}
    self.lastPowerType = 0
    self.frame.m_unitTag = unitTag
    self.electionIcon = self.frame:GetNamedChild("ElectionIcon")
    self:SetAnchor(anchors)
    self:RefreshVisible()
end
function ZO_UnitFrameObject:ApplyVisualStyle()
    DoUnitFrameLayout(self, self.style)
    local frameTemplate = ZO_GetPlatformTemplate(self.templateName)
    ApplyTemplateToControl(self.frame, frameTemplate)
    local isOnline = IsUnitOnline(self.unitTag)
    local healthBar = self.healthBar
    local barData = GetPlatformBarStyle(healthBar.style, healthBar.mechanic)
    if barData.template then
        local barWidth = barData.centered and barData.barWidth/2 or barData.barWidth
        for i, control in ipairs(healthBar.barControls) do
            if self.style ~= TARGET_UNIT_FRAME then
                ApplyTemplateToControl(control, ZO_GetPlatformTemplate(barData.template))
            end
            barData.barAnchors[i]:Set(control)
            control:SetWidth(barWidth)
            control:SetHeight(barData.barHeight)
        end
        if #healthBar.barControls == 1 then
            local barAnchor2 = barData.barAnchors[2]
            if barAnchor2 then
                barAnchor2:AddToControl(healthBar.barControls[1])
            end
        end
    end
    local statusBackground = GetControl(self.frame, "Background1")
    if statusBackground then
        statusBackground:SetHidden(not isOnline and barData.hideBgIfOffline)
    end
    local font = GetPlatformBarFont()
    if healthBar.leftText then
        healthBar.leftText:SetFont(font)
    end
    if healthBar.rightText then
        healthBar.rightText:SetFont(font)
    end
    if self.attributeVisualizer then
        self.attributeVisualizer:ApplyPlatformStyle()
    end
end
function ZO_UnitFrameObject:SetAnimateShowHide(animate)
    self.animateShowHide = animate
end
function ZO_UnitFrameObject:AddFadeComponent(name, setColor)
    local control = GetControl(self.frame, name)
    if control then
        control.setColor = setColor ~= false
        table.insert(self.fadeComponents, control)
    end
    return control
end
function ZO_UnitFrameObject:SetTextIndented(isIndented)
    local layoutData = GetPlatformLayoutData(self.style)
    if layoutData then
        LayoutUnitFrameName(self.nameLabel, layoutData, isIndented)
        LayoutUnitFrameStatus(self.statusLabel, layoutData.statusData)
    end
end
function ZO_UnitFrameObject:SetAnchor(anchors)
    self.frame:ClearAnchors()
    self.offsetY = anchors:GetOffsetY()
    if type(anchors) == "table" and #anchors >= 2 then
        anchors[1]:Set(self.frame)
        anchors[2]:AddToControl(self.frame)
    else
        anchors:Set(self.frame)
    end
end
function ZO_UnitFrameObject:SetBuffTracker(buffTracker)
    self.buffTracker = buffTracker
end
function ZO_UnitFrameObject:SetHiddenForReason(reason, hidden)
    if self.hiddenReasons:SetHiddenForReason(reason, hidden) then
        local INSTANT = true
        self:RefreshVisible(INSTANT)
    end
end
function ZO_UnitFrameObject:SetHasTarget(hasTarget, hasPendingTarget)
    self.hasTarget = hasTarget
    self.hasPendingTarget = hasPendingTarget
    local ANIMATED = false
    self:RefreshVisible(ANIMATED)
end
function ZO_UnitFrameObject:ComputeHidden()
    if not self.hasTarget and not self.hasPendingTarget then
        return true
    end
    return self.hiddenReasons:IsHidden()
end
function ZO_UnitFrameObject:RefreshVisible(instant)
    local hidden = self:ComputeHidden()
    if hidden ~= self.hidden then
        self.hidden = hidden
        if not hidden and self.dirty then
            self.dirty = nil
            self:RefreshControls()
        end
        if self.animateShowHide and not instant then
            if not self.showHideTimeline then
                self.showHideTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_UnitFrameFadeAnimation", self.frame)
            end
            if hidden then
                if self.showHideTimeline:IsPlaying() then
                    self.showHideTimeline:PlayBackward()
                else
                    self.showHideTimeline:PlayFromEnd()
                end
            else
                if self.showHideTimeline:IsPlaying() then
                    self.showHideTimeline:PlayForward()
                else
                    self.showHideTimeline:PlayFromStart()
                end
            end
        else
            if self.showHideTimeline then
                self.showHideTimeline:Stop()
            end
            self.frame:SetHidden(hidden)
        end
        if self.buffTracker then
            self.buffTracker:SetDisabled(hidden)
        end
    end
end
function ZO_UnitFrameObject:GetHealth()
    return GetUnitPower(self.unitTag, COMBAT_MECHANIC_FLAGS_HEALTH)
end
function ZO_UnitFrameObject:RefreshControls()
    if self.hidden then
        self.dirty = true
    else
        if self.hasTarget then
            self:UpdateName()
            self:UpdateUnitReaction()
            self:UpdateLevel()
            self:UpdateCaption()
            self:RefreshElectionIcon()
            local health, maxHealth = self:GetHealth()
            self.healthBar:Update(COMBAT_MECHANIC_FLAGS_HEALTH, health, maxHealth, FORCE_INIT)
            for i = 1, COMBAT_MECHANIC_FLAGS_MAX_INDEX do
                local powerType, cur, max = GetUnitPowerInfo(self.unitTag, i)
                self:UpdatePowerBar(i, powerType, cur, max, FORCE_INIT)
            end
            --Since we have a target, there is nothing pending
            local NOT_PENDING = false
            self:UpdateStatus(IsUnitDead(self.unitTag), IsUnitOnline(self.unitTag), NOT_PENDING)
            self:UpdateBackground()
            self:UpdateRank()
            self:UpdateAssignment()
            self:UpdateDifficulty()
            self:DoAlphaUpdate(IsUnitInGroupSupportRange(self.unitTag))
        elseif self.hasPendingTarget then
            self:UpdateName()
            --Since there is technically no unit yet, we need to pretend there is one that is not dead and is online
            local IS_ONLINE = true
            local NOT_DEAD = false
            --Large groups will behave differently than small groups when a companion is pending
            if self.style == COMPANION_RAID_UNIT_FRAME then
                --Since we don't want large group frames to show any status text, pretend we aren't pending
                local IS_NOT_PENDING = false
                local NOT_NEARBY = false
                self:UpdateStatus(NOT_DEAD, IS_ONLINE, IS_NOT_PENDING)
                self:DoAlphaUpdate(NOT_NEARBY)
            else
                local IS_NEARBY = true
                self:UpdateStatus(NOT_DEAD, IS_ONLINE, self.hasPendingTarget)
                self:DoAlphaUpdate(IS_NEARBY)
            end
        end
    end
end
function ZO_UnitFrameObject:RefreshUnit(unitChanged)
    local validTarget = DoesUnitExist(self.unitTag)
    local hasPendingTarget = false
    if self.unitTag == "companion" then
        hasPendingTarget = HasPendingCompanion()
    elseif IsGroupCompanionUnitTag(self.unitTag) then
        local playerGroupTag = GetLocalPlayerGroupUnitTag()
        local playerCompanionTag = GetCompanionUnitTagByGroupUnitTag(playerGroupTag)
        hasPendingTarget = self.unitTag == playerCompanionTag and HasPendingCompanion()
    end
    if validTarget then
        if self.unitTag == "reticleovertarget" then
            local localPlayerIsTarget = AreUnitsEqual("player", "reticleover")
            validTarget = UnitFrames:IsTargetOfTargetEnabled() and not localPlayerIsTarget
        end
    end
    if unitChanged or self.hasTarget ~= validTarget then
        MenuOwnerClosed(self.frame)
        if self.castBar then
            self.castBar:UpdateAfterUnitChange()
        end
    end
    self:SetHasTarget(validTarget, hasPendingTarget)
end
function ZO_UnitFrameObject:SetBarsHidden(hidden)
    self.healthBar:Hide(hidden)
end
function ZO_UnitFrameObject:IsHidden()
    return self.hidden
end
function ZO_UnitFrameObject:GetUnitTag()
    return self.frame.m_unitTag
end
function ZO_UnitFrameObject:GetPrimaryControl()
    return self.frame
end
function ZO_UnitFrameObject:DoAlphaUpdate(isNearby)
    -- Don't fade out just the frame, because that needs to appear correctly (along with BG, etc...)
    -- Just make the status bars and any text on the frame fade out.
    local color
    if self.unitTag == "reticleover" then
        color = ZO_SELECTED_TEXT
    else
        color = ZO_HIGHLIGHT_TEXT
    end
    local alphaValue = isNearby and FULL_ALPHA_VALUE or FADED_ALPHA_VALUE
    self.healthBar:SetAlpha(alphaValue)
    for i = 1, #self.fadeComponents do
        local fadeComponent = self.fadeComponents[i]
        if fadeComponent.setColor then
            fadeComponent:SetColor(color:UnpackRGBA())
        end
        fadeComponent:SetAlpha(alphaValue)
    end
end
function ZO_UnitFrameObject:GetBuffTracker()
    return self.buffTracker
end
function ZO_UnitFrameObject:UpdatePowerBar(index, powerType, cur, max, forceInit)
    -- Should this bar type ever be displayed?
    if not IsValidBarStyle(self.style, powerType) then
        return
    end
    local currentBar = self.powerBars[index]
    if currentBar == nil then
        self.powerBars[index] = ZO_UnitFrameBar:New(self.frame:GetName().."PowerBar"..index, self.frame, self.barTextMode, self.style, powerType)
        currentBar = self.powerBars[index]
        if powerType == COMBAT_MECHANIC_FLAGS_HEALTH and self.style == COMPANION_RAID_UNIT_FRAME then
            currentBar:SetColor(powerType, COMPANION_HEALTH_GRADIENT, COMPANION_HEALTH_GRADIENT_LOSS, COMPANION_HEALTH_GRADIENT_GAIN)
        else
            currentBar:SetColor(powerType)
        end
        self.resourceBars[powerType] = currentBar
    end
    if currentBar ~= nil then
        currentBar:Update(powerType, cur, max, forceInit)
        currentBar:Hide(powerType == COMBAT_MECHANIC_FLAGS_INVALID)
    end
end
-- Global to allow for outside manipulation
ZO_UNIT_FRAMES_SHOW_LEVEL_REACTIONS =
{
    [UNIT_REACTION_PLAYER_ALLY] = true,
}
local HIDE_LEVEL_TYPES =
{
    [UNIT_TYPE_SIEGEWEAPON] = true,
    [UNIT_TYPE_INTERACTFIXTURE] = true,
    [UNIT_TYPE_INTERACTOBJ] = true,
    [UNIT_TYPE_SIMPLEINTERACTFIXTURE] = true,
    [UNIT_TYPE_SIMPLEINTERACTOBJ] = true,
}
function ZO_UnitFrameObject:ShouldShowLevel()
    --show level for players and non-friendly NPCs
    local unitTag = self:GetUnitTag()
    if IsUnitPlayer(unitTag) then
        return true
    elseif IsUnitInvulnerableGuard(unitTag) then
        return false
    else
        local unitType = GetUnitType(unitTag)
        if HIDE_LEVEL_TYPES[unitType] then
            return false
        else
            local unitReaction = GetUnitReaction(unitTag)
            if ZO_UNIT_FRAMES_SHOW_LEVEL_REACTIONS[unitReaction] then
                return true
            end
        end
    end
end
function ZO_UnitFrameObject:UpdateLevel()
    local showLevel = self:ShouldShowLevel()
    local unitLevel
    local isChampion = IsUnitChampion(self:GetUnitTag())
    if isChampion then
        unitLevel = GetUnitEffectiveChampionPoints(self:GetUnitTag())
    else
        unitLevel = GetUnitLevel(self:GetUnitTag())
    end
    if self.levelLabel then
        if showLevel and unitLevel > 0 then
            self.levelLabel:SetHidden(false)
            self.levelLabel:SetText(unitLevel)
            self.nameLabel:SetAnchor(TOPLEFT, self.levelLabel, TOPRIGHT, 10, 0)
        else
            self.levelLabel:SetHidden(true)
            self.nameLabel:SetAnchor(TOPLEFT)
        end
    end
    if self.championIcon then
        if showLevel and isChampion then
            self.championIcon:SetHidden(false)
        else
            self.championIcon:SetHidden(true)
        end
    end
end
function ZO_UnitFrameObject:UpdateRank()
    if self.rankIcon then
        local unitTag = self:GetUnitTag()
        local rank = GetUnitAvARank(unitTag)
        local showRank = rank ~= 0 or IsUnitPlayer(unitTag)
        if showRank then
            local rankIconFile = GetAvARankIcon(rank)
            self.rankIcon:SetTexture(rankIconFile)
            local alliance = GetUnitAlliance(unitTag)
            self.rankIcon:SetColor(GetAllianceColor(alliance):UnpackRGBA())
        end
        self.rankIcon:SetHidden(not showRank)
    end
end
function ZO_UnitFrameObject:UpdateAssignment()
    if self.assignmentIcon then
        local unitTag = self:GetUnitTag()
        local assignmentTexture = nil
        if IsActiveWorldBattleground() then
            local battlegroundAlliance = GetUnitBattlegroundAlliance(unitTag)
            if battlegroundAlliance ~= BATTLEGROUND_ALLIANCE_NONE then
                assignmentTexture = ZO_GetBattlegroundTeamIcon(battlegroundAlliance)
            end
        else
            local selectedRole = GetGroupMemberSelectedRole(unitTag)
            if selectedRole ~= LFG_ROLE_INVALID then
                assignmentTexture = ZO_GetRoleIcon(selectedRole)
            end
        end
        if assignmentTexture then
            self.assignmentIcon:SetTexture(assignmentTexture)
        end
        self.assignmentIcon:SetHidden(assignmentTexture == nil)
    end
end
local DIFFICULTY_BRACKET_LEFT_TEXTURE =
{
    [MONSTER_DIFFICULTY_NORMAL] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level2_left.dds",
    [MONSTER_DIFFICULTY_HARD] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level3_left.dds",
    [MONSTER_DIFFICULTY_DEADLY] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level4_left.dds",
}
local DIFFICULTY_BRACKET_RIGHT_TEXTURE =
{
    [MONSTER_DIFFICULTY_NORMAL] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level2_right.dds",
    [MONSTER_DIFFICULTY_HARD] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level3_right.dds",
    [MONSTER_DIFFICULTY_DEADLY] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level4_right.dds",
}
local DIFFICULTY_BRACKET_GLOW_LEFT_TEXTURE =
{
    [MONSTER_DIFFICULTY_NORMAL] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level2_left.dds",
    [MONSTER_DIFFICULTY_HARD] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level3_left.dds",
    [MONSTER_DIFFICULTY_DEADLY] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level4_left.dds",
}
local DIFFICULTY_BRACKET_GLOW_RIGHT_TEXTURE =
{
    [MONSTER_DIFFICULTY_NORMAL] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level2_right.dds",
    [MONSTER_DIFFICULTY_HARD] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level3_right.dds",
    [MONSTER_DIFFICULTY_DEADLY] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level4_right.dds",
}
local GAMEPAD_DIFFICULTY_BRACKET_TEXTURE =
{
    [MONSTER_DIFFICULTY_NORMAL] = "EsoUI/Art/UnitFrames/Gamepad/gp_targetUnitFrame_bracket_level2.dds",
    [MONSTER_DIFFICULTY_HARD] = "EsoUI/Art/UnitFrames/Gamepad/gp_targetUnitFrame_bracket_level3.dds",
    [MONSTER_DIFFICULTY_DEADLY] = "EsoUI/Art/UnitFrames/Gamepad/gp_targetUnitFrame_bracket_level4.dds",
}
function ZO_UnitFrameObject:SetPlatformDifficultyTextures(difficulty)
    if IsInGamepadPreferredMode() then
        local texture = GAMEPAD_DIFFICULTY_BRACKET_TEXTURE[difficulty]
        self.leftBracket:SetTexture(texture)
        self.rightBracket:SetTexture(texture)
        self.leftBracketGlow:SetHidden(true)
        self.rightBracketGlow:SetHidden(true)
    else
        self.leftBracket:SetTexture(DIFFICULTY_BRACKET_LEFT_TEXTURE[difficulty])
        self.rightBracket:SetTexture(DIFFICULTY_BRACKET_RIGHT_TEXTURE[difficulty])
        self.leftBracketGlow:SetTexture(DIFFICULTY_BRACKET_GLOW_LEFT_TEXTURE[difficulty])
        self.rightBracketGlow:SetTexture(DIFFICULTY_BRACKET_GLOW_RIGHT_TEXTURE[difficulty])
        self.leftBracketGlow:SetHidden(false)
        self.rightBracketGlow:SetHidden(false)
    end
end
function ZO_UnitFrameObject:UpdateDifficulty()
    if self.leftBracket then
        local difficulty = GetUnitDifficulty(self:GetUnitTag())
        --show difficulty for neutral and hostile NPCs
        local unitReaction = GetUnitReaction(self:GetUnitTag())
        local showsDifficulty = (difficulty > MONSTER_DIFFICULTY_EASY) and (unitReaction == UNIT_REACTION_NEUTRAL or unitReaction == UNIT_REACTION_HOSTILE)
        self.leftBracket:SetHidden(not showsDifficulty)
        self.rightBracket:SetHidden(not showsDifficulty)
        self.leftBracketUnderlay:SetHidden(true)
        self.rightBracketUnderlay:SetHidden(true)
        if showsDifficulty then
            self:SetPlatformDifficultyTextures(difficulty)
            if difficulty == MONSTER_DIFFICULTY_DEADLY and not IsInGamepadPreferredMode() then
                self.leftBracketUnderlay:SetHidden(false)
                self.rightBracketUnderlay:SetHidden(false)
            end
            if unitReaction == UNIT_REACTION_HOSTILE then
                TriggerTutorial(TUTORIAL_TRIGGER_COMBAT_MONSTER_DIFFICULTY)
            end
        end
    end
end
function ZO_UnitFrameObject:UpdateUnitReaction()
    local unitTag = self:GetUnitTag()
    if self.nameLabel then
        if ZO_Group_IsGroupUnitTag(unitTag) then
            local currentNameAlpha = self.nameLabel:GetControlAlpha()
            local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_HIGHLIGHT)
            self.nameLabel:SetColor(r, g, b, currentNameAlpha)
        end
    end
end
function ZO_UnitFrameObject:UpdateName()
    if self.nameLabel then
        local name
        local tag = self.unitTag
        local pendingCompanionName
        if self.unitTag == "companion" and HasPendingCompanion() then
            pendingCompanionName = GetCompanionName(GetPendingCompanionDefId())
            name = zo_strformat(SI_COMPANION_NAME_FORMATTER, pendingCompanionName)
        elseif IsGroupCompanionUnitTag(tag) then
            local playerGroupTag = GetLocalPlayerGroupUnitTag()
            local playerCompanionTag = GetCompanionUnitTagByGroupUnitTag(playerGroupTag)
            if playerCompanionTag == tag and HasPendingCompanion() then
                pendingCompanionName = GetCompanionName(GetPendingCompanionDefId())
                name = zo_strformat(SI_COMPANION_NAME_FORMATTER, pendingCompanionName)
            else
                if self.style == COMPANION_GROUP_UNIT_FRAME and playerCompanionTag ~= tag then
                    name = GetString(SI_UNIT_FRAME_NAME_COMPANION)
                else
                    name = GetUnitName(tag)
                end
            end
        elseif IsUnitPlayer(tag) then
            name = ZO_GetPrimaryPlayerNameFromUnitTag(tag)
        else
            name = GetUnitName(tag)
        end
        local nameText
        local targetMarkerType = GetUnitTargetMarkerType(tag)
        if targetMarkerType ~= TARGET_MARKER_TYPE_NONE then
            local iconPath = ZO_GetPlatformTargetMarkerIcon(targetMarkerType)
            if self.style == TARGET_UNIT_FRAME then
                nameText = zo_iconTextFormatNoSpaceAlignedRight(iconPath, 20, 20, name)
            else
                nameText = zo_iconTextFormatNoSpace(iconPath, 20, 20, name)
            end
        else
            nameText = name
        end
        self.nameLabel:SetText(nameText)
    end
end
function ZO_UnitFrameObject:UpdateBackground()
    if self.style == GROUP_UNIT_FRAME and ZO_Group_IsGroupUnitTag(self.unitTag) then
        local companionTag = GetCompanionUnitTagByGroupUnitTag(self.unitTag)
        if IsInGamepadPreferredMode() then
            self.frame:GetNamedChild("Background2"):SetHidden(DoesUnitExist(companionTag))
        else
            self.frame:GetNamedChild("Background1"):SetHidden(DoesUnitExist(companionTag))
        end
    end
end
function ZO_UnitFrameObject:UpdateCaption()
    local captionLabel = self.captionLabel
    if captionLabel then
        local caption = ""
        local unitTag = self:GetUnitTag()
        if IsUnitPlayer(unitTag) then
            caption = ZO_GetSecondaryPlayerNameWithTitleFromUnitTag(unitTag)
        else
            local unitCaption = GetUnitCaption(unitTag)
            if unitCaption then
                caption = zo_strformat(SI_TOOLTIP_UNIT_CAPTION, unitCaption)
            end
        end
        local hideCaption = caption == ""
        captionLabel:SetHidden(hideCaption)
        captionLabel:SetText(caption) -- still set the caption text when empty so we collapse the label for anything anchoring off the bottom of it
    end
end
function ZO_UnitFrameObject:UpdateStatus(isDead, isOnline, isPending)
    local statusLabel = self.statusLabel
    if statusLabel then
        local hideBars = (isOnline == false) or (isDead == true) or isPending
        self:SetBarsHidden(hideBars and not self.neverHideStatusBar)
        local layoutData = GetPlatformLayoutData(self.style)
        statusLabel:SetHidden(not hideBars or not layoutData.statusData)
        local statusBackground = GetControl(self.frame, "Background1")
        if statusBackground then
            statusBackground:SetHidden(not isOnline and layoutData.hideHealthBgIfOffline)
        end
        if layoutData and layoutData.showStatusInName then
            if not isOnline then
                statusLabel:SetText("("..GetString(SI_UNIT_FRAME_STATUS_OFFLINE)..")")
            elseif isDead then
                statusLabel:SetText("("..GetString(SI_UNIT_FRAME_STATUS_DEAD)..")")
            elseif isPending then
                statusLabel:SetText("("..GetString(SI_UNIT_FRAME_STATUS_SUMMONING)..")")
            else
                statusLabel:SetText("")
            end
        else
            if not isOnline then
                statusLabel:SetText(GetString(SI_UNIT_FRAME_STATUS_OFFLINE))
            elseif isDead then
                statusLabel:SetText(GetString(SI_UNIT_FRAME_STATUS_DEAD))
            elseif isPending then
                statusLabel:SetText(GetString(SI_UNIT_FRAME_STATUS_SUMMONING))
            else
                statusLabel:SetText("")
            end
        end
    end
end
function ZO_UnitFrameObject:SetBarMouseInside(inside)
    self.healthBar:SetMouseInside(inside)
    for _, powerBar in pairs(self.powerBars) do
        powerBar:SetMouseInside(inside)
    end
end
function ZO_UnitFrameObject:HandleMouseEnter()
    self:SetBarMouseInside(true)
end
function ZO_UnitFrameObject:HandleMouseExit()
    self:SetBarMouseInside(false)
end
function ZO_UnitFrameObject:SetBarTextMode(alwaysShow)
    self.healthBar:SetBarTextMode(alwaysShow)
    for _, powerBar in pairs(self.powerBars) do
        powerBar:SetBarTextMode(alwaysShow)
    end
end
function ZO_UnitFrameObject:CreateAttributeVisualizer(soundTable)
    if not self.attributeVisualizer then
        self.frame.barControls = self.healthBar:GetBarControls()
        self.attributeVisualizer = ZO_UnitAttributeVisualizer:New(self:GetUnitTag(), soundTable, self.frame)
    end
    return self.attributeVisualizer
end
function ZO_UnitFrameObject:RefreshElectionIcon()
    local electionIcon = self.electionIcon
    if electionIcon then
        if IsUnitOnline(self.unitTag) then
            if not UnitFrames.activeElection and not UnitFrames.endElectionCallback then
                electionIcon:SetHidden(true)
            else
                local electionIconInfo = UnitFrames:GetCombinedGroupSize() > STANDARD_GROUP_SIZE_THRESHOLD and LARGE_GROUP_ELECTION_ICON_INFO or SMALL_GROUP_ELECTION_ICON_INFO
                local vote = GetGroupElectionVoteByUnitTag(self.unitTag)
                if vote ~= GROUP_VOTE_CHOICE_FOR and not UnitFrames.activeElection then
                    vote = GROUP_VOTE_CHOICE_AGAINST
                end
                local voteIconInfo = electionIconInfo[vote]
                electionIcon:SetTexture(voteIconInfo.icon)
                electionIcon:SetColor(voteIconInfo.color:UnpackRGBA())
                electionIcon:SetHidden(false)
            end
        else
            electionIcon:SetHidden(true)
        end
    end
end
--[[
UnitFrame Utility functions
--]]
function ZO_UnitFrames_UpdateWindow(unitTag, unitChanged)
    local unitFrame = UnitFrames:GetFrame(unitTag)
    if unitFrame then
        unitFrame:RefreshUnit(unitChanged)
        unitFrame:RefreshControls()
    end
end
local function CreateGroupAnchorFrames()
    local constants = GetPlatformConstants()
    -- Create small group anchor frame
    local smallFrame = CreateControlFromVirtual("ZO_SmallGroupAnchorFrame", ZO_UnitFramesGroups, "ZO_GroupFrameAnchor")
    smallFrame:SetDimensions(constants.GROUP_FRAME_SIZE_X, (constants.GROUP_FRAME_SIZE_Y + constants.GROUP_FRAME_PAD_Y) * STANDARD_GROUP_SIZE_THRESHOLD)
    smallFrame:SetAnchor(TOPLEFT, GuiRoot, TOPLEFT, constants.GROUP_FRAME_BASE_OFFSET_X, constants.GROUP_FRAME_BASE_OFFSET_Y)
    -- Create raid group anchor frames, these are positioned at the default locations
    for i = 1, NUM_SUBGROUPS
    do
        local raidFrame = CreateControlFromVirtual("ZO_LargeGroupAnchorFrame"..i, ZO_UnitFramesGroups, "ZO_RaidFrameAnchor")
        raidFrame:SetDimensions(constants.RAID_FRAME_ANCHOR_CONTAINER_WIDTH, constants.RAID_FRAME_ANCHOR_CONTAINER_HEIGHT)
        GetControl(raidFrame, "GroupName"):SetText(zo_strformat(SI_GROUP_SUBGROUP_LABEL, i))
        local x, y = GetGroupAnchorFrameOffsets(i, constants.GROUP_STRIDE, constants)
        raidFrame:SetAnchor(TOPLEFT, GuiRoot, TOPLEFT, x, y)
    end
end
local function UpdateLeaderIndicator()
    ZO_UnitFrames_Leader:SetHidden(true)
    for i = 1, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = GetGroupUnitTagByIndex(i)
        local unitFrame = unitTag and UnitFrames:GetFrame(unitTag)
        if unitFrame then
            if IsUnitGroupLeader(unitTag) then
                ZO_UnitFrames_Leader:ClearAnchors()
                local layoutData = GetPlatformLayoutData(unitFrame.style)
                if layoutData.leaderIconData then
                    local data = layoutData.leaderIconData
                    ZO_UnitFrames_Leader:SetDimensions(data.width, data.height)
                    ZO_UnitFrames_Leader:SetAnchor(TOPLEFT, unitFrame.frame, TOPLEFT, data.offsetX, data.offsetY)
                    unitFrame:SetTextIndented(true)
                else
                    unitFrame:SetTextIndented(false)
                end
                ZO_UnitFrames_Leader:SetParent(unitFrame.frame)
                ZO_UnitFrames_Leader:SetHidden(not layoutData.leaderIconData)
            else
                unitFrame:SetTextIndented(false)
            end
            unitFrame:UpdateUnitReaction()
        end
    end
end
local function DoGroupUpdate()
    UnitFrames:UpdateGroupAnchorFrames()
end
local TARGET_ATTRIBUTE_VISUALIZER_SOUNDS =
{
    [STAT_HEALTH_MAX] =
    {
        [ATTRIBUTE_BAR_STATE_NORMAL]    = SOUNDS.UAV_MAX_HEALTH_NORMAL_TARGET,
        [ATTRIBUTE_BAR_STATE_EXPANDED]  = SOUNDS.UAV_MAX_HEALTH_INCREASED_TARGET,
        [ATTRIBUTE_BAR_STATE_SHRUNK]    = SOUNDS.UAV_MAX_HEALTH_DECREASED_TARGET,
    },
    [STAT_MAGICKA_MAX] = 
    {
        [ATTRIBUTE_BAR_STATE_NORMAL]    = SOUNDS.UAV_MAX_MAGICKA_NORMAL_TARGET,
        [ATTRIBUTE_BAR_STATE_EXPANDED]  = SOUNDS.UAV_MAX_MAGICKA_INCREASED_TARGET,
        [ATTRIBUTE_BAR_STATE_SHRUNK]    = SOUNDS.UAV_MAX_MAGICKA_DECREASED_TARGET,
    },
    [STAT_STAMINA_MAX] =
    {
        [ATTRIBUTE_BAR_STATE_NORMAL]    = SOUNDS.UAV_MAX_STAMINA_NORMAL_TARGET,
        [ATTRIBUTE_BAR_STATE_EXPANDED]  = SOUNDS.UAV_MAX_STAMINA_INCREASED_TARGET,
        [ATTRIBUTE_BAR_STATE_SHRUNK]    = SOUNDS.UAV_MAX_STAMINA_DECREASED_TARGET,
    },
    [STAT_HEALTH_REGEN_COMBAT] =
    {
        [STAT_STATE_INCREASE_GAINED]    = SOUNDS.UAV_INCREASED_HEALTH_REGEN_ADDED_TARGET,
        [STAT_STATE_INCREASE_LOST]      = SOUNDS.UAV_INCREASED_HEALTH_REGEN_LOST_TARGET,
        [STAT_STATE_DECREASE_GAINED]    = SOUNDS.UAV_DECREASED_HEALTH_REGEN_ADDED_TARGET,
        [STAT_STATE_DECREASE_LOST]      = SOUNDS.UAV_DECREASED_HEALTH_REGEN_LOST_TARGET,
    },
    [STAT_MAGICKA_REGEN_COMBAT] =
    {
        [STAT_STATE_INCREASE_GAINED]    = SOUNDS.UAV_INCREASED_MAGICKA_REGEN_ADDED_TARGET,
        [STAT_STATE_INCREASE_LOST]      = SOUNDS.UAV_INCREASED_MAGICKA_REGEN_LOST_TARGET,
        [STAT_STATE_DECREASE_GAINED]    = SOUNDS.UAV_DECREASED_MAGICKA_REGEN_ADDED_TARGET,
        [STAT_STATE_DECREASE_LOST]      = SOUNDS.UAV_DECREASED_MAGICKA_REGEN_LOST_TARGET,
    },
    [STAT_STAMINA_REGEN_COMBAT] =
    {
        [STAT_STATE_INCREASE_GAINED]    = SOUNDS.UAV_INCREASED_STAMINA_REGEN_ADDED_TARGET,
        [STAT_STATE_INCREASE_LOST]      = SOUNDS.UAV_INCREASED_STAMINA_REGEN_LOST_TARGET,
        [STAT_STATE_DECREASE_GAINED]    = SOUNDS.UAV_DECREASED_STAMINA_REGEN_ADDED_TARGET,
        [STAT_STATE_DECREASE_LOST]      = SOUNDS.UAV_DECREASED_STAMINA_REGEN_LOST_TARGET,
    },
    [STAT_ARMOR_RATING] =
    {
        [STAT_STATE_INCREASE_GAINED]    = SOUNDS.UAV_INCREASED_ARMOR_ADDED_TARGET,
        [STAT_STATE_INCREASE_LOST]      = SOUNDS.UAV_INCREASED_ARMOR_LOST_TARGET,
        [STAT_STATE_DECREASE_GAINED]    = SOUNDS.UAV_DECREASED_ARMOR_ADDED_TARGET,
        [STAT_STATE_DECREASE_LOST]      = SOUNDS.UAV_DECREASED_ARMOR_LOST_TARGET,
    },
    [STAT_POWER] =
    {
        [STAT_STATE_INCREASE_GAINED]    = SOUNDS.UAV_INCREASED_POWER_ADDED_TARGET,
        [STAT_STATE_INCREASE_LOST]      = SOUNDS.UAV_INCREASED_POWER_LOST_TARGET,
        [STAT_STATE_DECREASE_GAINED]    = SOUNDS.UAV_DECREASED_POWER_ADDED_TARGET,
        [STAT_STATE_DECREASE_LOST]      = SOUNDS.UAV_DECREASED_POWER_LOST_TARGET,
    },
    [STAT_MITIGATION] =
    {
        [STAT_STATE_IMMUNITY_GAINED]    = SOUNDS.UAV_IMMUNITY_ADDED_TARGET,
        [STAT_STATE_IMMUNITY_LOST]      = SOUNDS.UAV_IMMUNITY_LOST_TARGET,
        [STAT_STATE_SHIELD_GAINED]      = SOUNDS.UAV_DAMAGE_SHIELD_ADDED_TARGET,
        [STAT_STATE_SHIELD_LOST]        = SOUNDS.UAV_DAMAGE_SHIELD_LOST_TARGET,
        [STAT_STATE_POSSESSION_APPLIED] = SOUNDS.UAV_POSSESSION_APPLIED_TARGET,
        [STAT_STATE_POSSESSION_REMOVED] = SOUNDS.UAV_POSSESSION_REMOVED_TARGET,
        [STAT_STATE_TRAUMA_GAINED]      = SOUNDS.UAV_TRAUMA_ADDED_TARGET,
        [STAT_STATE_TRAUMA_LOST]        = SOUNDS.UAV_TRAUMA_LOST_TARGET,
    },
}
local function CreateTargetFrame()
    local targetFrameAnchor = ZO_Anchor:New(TOP, GuiRoot, TOP, 0, 88)
    local targetFrame = UnitFrames:CreateFrame("reticleover", targetFrameAnchor, ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN, "ZO_TargetUnitFrame")
    targetFrame:SetAnimateShowHide(true)
    local visualizer = targetFrame:CreateAttributeVisualizer(TARGET_ATTRIBUTE_VISUALIZER_SOUNDS)
    visualizer:AddModule(ZO_UnitVisualizer_ArrowRegenerationModule:New())
    VISUALIZER_ANGLE_NORMAL_WIDTH = 281
    VISUALIZER_ANGLE_EXPANDED_WIDTH = 362
    VISUALIZER_ANGLE_SHRUNK_WIDTH = 180
    visualizer:AddModule(ZO_UnitVisualizer_ShrinkExpandModule:New(VISUALIZER_ANGLE_NORMAL_WIDTH, VISUALIZER_ANGLE_EXPANDED_WIDTH, VISUALIZER_ANGLE_SHRUNK_WIDTH))
    VISUALIZER_ANGLE_ARMOR_DAMAGE_LAYOUT_DATA =
    {
        type = "Angle",
        increasedArmorBgContainerTemplate = "ZO_IncreasedArmorBgContainerAngle",
        increasedArmorFrameContainerTemplate = "ZO_IncreasedArmorFrameContainerAngle",
        decreasedArmorOverlayContainerTemplate = "ZO_DecreasedArmorOverlayContainerAngle",
        increasedPowerGlowTemplate = "ZO_IncreasedPowerGlowAngle",
        increasedArmorOffsets = 
        {
            keyboard = 
            {
                top = -7,
                bottom = 8,
                left = -15,
                right = 15,
            },
            gamepad = 
            {
                top = -8,
                bottom = 9,
                left = -12,
                right = 12, 
            }
        }
    }
    visualizer:AddModule(ZO_UnitVisualizer_ArmorDamage:New(VISUALIZER_ANGLE_ARMOR_DAMAGE_LAYOUT_DATA))
    VISUALIZER_ANGLE_UNWAVERING_LAYOUT_DATA =
    {
        overlayContainerTemplate = "ZO_UnwaveringOverlayContainerAngle",
        overlayOffsets = 
        {
            keyboard = 
            {
                top = 2,
                bottom = -3,
                left = 6,
                right = -7,
            },
            gamepad = 
            {
                top = 4,
                bottom = -2,
                left = 8,
                right = -8, 
            }
        }
    }
    visualizer:AddModule(ZO_UnitVisualizer_UnwaveringModule:New(VISUALIZER_ANGLE_UNWAVERING_LAYOUT_DATA))
    VISUALIZER_ANGLE_POSSESSION_LAYOUT_DATA =
    {
        type = "Angle",
        overlayContainerTemplate = "ZO_PossessionOverlayContainerAngle",
        possessionHaloGlowTemplate   = "ZO_PossessionHaloGlowAngle",
        overlayLeftOffset = 8,
        overlayTopOffset = 3,
        overlayRightOffset = -8,
        overlayBottomOffset = -3,
    }
    visualizer:AddModule(ZO_UnitVisualizer_PossessionModule:New(VISUALIZER_ANGLE_POSSESSION_LAYOUT_DATA))
    VISUALIZER_ANGLE_POWER_SHIELD_LAYOUT_DATA =
    {
        barLeftOverlayTemplate = "ZO_PowerShieldBarLeftOverlayAngle",
        barRightOverlayTemplate = "ZO_PowerShieldBarRightOverlayAngle",
    }
    visualizer:AddModule(ZO_UnitVisualizer_PowerShieldModule:New(VISUALIZER_ANGLE_POWER_SHIELD_LAYOUT_DATA))
    ZO_UnitFrames_UpdateWindow("reticleover", UNIT_CHANGED)
    CALLBACK_MANAGER:FireCallbacks("TargetFrameCreated", targetFrame)
end
local function CreateLocalCompanion()
    if not HasActiveCompanion() and not HasPendingCompanion() then
        return
    end
    local COMPANION_FRAME_ANCHOR = ZO_Anchor:New(TOPLEFT, ZO_SmallGroupAnchorFrame, TOPLEFT, 0, 0)
    local frame = UnitFrames:CreateFrame("companion", COMPANION_FRAME_ANCHOR, ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN, COMPANION_UNIT_FRAME)
    frame:SetHiddenForReason("disabled", IsUnitGrouped("player"))
    ZO_UnitFrames_UpdateWindow("companion", UNIT_CHANGED)
end
local function CreateGroupMember(frameIndex, unitTag, groupSize)
    if frameIndex == nil then 
        return
    end
    local frameStyle = GROUP_UNIT_FRAME
    if groupSize > STANDARD_GROUP_SIZE_THRESHOLD then
        frameStyle = RAID_UNIT_FRAME
    end
    local previousGroupTag = GetGroupUnitTagByIndex(frameIndex - 1)
    local previousCompanionTag = GetCompanionUnitTagByGroupUnitTag(previousGroupTag)
    local anchor = GetGroupFrameAnchor(frameIndex, groupSize, UnitFrames:GetFrame(previousGroupTag), UnitFrames:GetFrame(previousCompanionTag))
    local frame = UnitFrames:CreateFrame(unitTag, anchor, ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN, frameStyle)
    --Create the corresponding companion frame for this group member
    local companionTag = GetCompanionUnitTagByGroupUnitTag(unitTag)
    if companionTag and frameStyle == GROUP_UNIT_FRAME then
         local companionFrame = UnitFrames:CreateFrame(companionTag, anchor, ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN, COMPANION_GROUP_UNIT_FRAME)
         companionFrame:SetHiddenForReason("disabled", false)
    end
    frame:SetHiddenForReason("disabled", false)
    ZO_UnitFrames_UpdateWindow(unitTag, UNIT_CHANGED)
    ZO_UnitFrames_UpdateWindow(companionTag, UNIT_CHANGED)
end
local function CreateGroupsAfter(startIndex)
    local groupSize = GetGroupSize()
    local combinedGroupSize = UnitFrames:GetCombinedGroupSize()
    for i = startIndex, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = GetGroupUnitTagByIndex(i)
        if unitTag then
            CreateGroupMember(i, unitTag, combinedGroupSize)
        end
    end
    if combinedGroupSize > STANDARD_GROUP_SIZE_THRESHOLD then
        local numCompanionFrames = 0
        local maxCompanionFrames = zo_min(UnitFrames:GetCompanionGroupSize(), MAX_GROUP_SIZE_THRESHOLD - groupSize)
        if maxCompanionFrames > 0 then
            --We want to prioritize showing the local player's companion, so do that one first
            local playerGroupTag = GetLocalPlayerGroupUnitTag()
            local playerCompanionTag = GetCompanionUnitTagByGroupUnitTag(playerGroupTag)
            if playerCompanionTag and (DoesUnitExist(playerCompanionTag) or HasPendingCompanion()) then
                numCompanionFrames = numCompanionFrames + 1
                local anchor = GetGroupFrameAnchor(groupSize + numCompanionFrames, combinedGroupSize)
                local frame = UnitFrames:CreateFrame(playerCompanionTag, anchor, ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN, COMPANION_RAID_UNIT_FRAME)
                frame:SetHiddenForReason("disabled", false)
                ZO_UnitFrames_UpdateWindow(playerCompanionTag, UNIT_CHANGED)
            end
            for i = 1, groupSize do
                --At this point we've either hit the companion frame limit or we've created a frame for every companion. So no need to continue looping
                if numCompanionFrames >= maxCompanionFrames then
                    break
                end
                local unitTag = GetGroupUnitTagByIndex(i)
                local companionTag = GetCompanionUnitTagByGroupUnitTag(unitTag)
                if companionTag and companionTag ~= playerCompanionTag and DoesUnitExist(companionTag) then
                    numCompanionFrames = numCompanionFrames + 1
                    local anchor = GetGroupFrameAnchor(groupSize + numCompanionFrames, combinedGroupSize)
                    local frame = UnitFrames:CreateFrame(companionTag, anchor, ZO_UNIT_FRAME_BAR_TEXT_MODE_HIDDEN, COMPANION_RAID_UNIT_FRAME)
                    frame:SetHiddenForReason("disabled", false)
                    ZO_UnitFrames_UpdateWindow(companionTag, UNIT_CHANGED)
                end
            end
        end
    end
    DoGroupUpdate()
end
local function CreateGroups()
    CreateGroupsAfter(1)
end
-- Utility to update the style of the current group frames creating a new frame for the unitTag if necessary,
-- hiding frames that are no longer applicable, and creating new frames of the correct style if the group size
-- goes above or below the "small group" or "raid group" thresholds.
local function UpdateGroupFrameStyle(groupIndex)
    local groupSize = GetGroupSize()
    local oldCombinedGroupSize = UnitFrames:GetCombinedGroupSize()
   
    UnitFrames:SetGroupSize(groupSize)
    UnitFrames:UpdateCompanionGroupSize()
    local combinedGroupSize = UnitFrames:GetCombinedGroupSize()
    local oldLargeGroup = (oldCombinedGroupSize ~= nil) and (oldCombinedGroupSize > STANDARD_GROUP_SIZE_THRESHOLD);
    local newLargeGroup = combinedGroupSize > STANDARD_GROUP_SIZE_THRESHOLD;
    -- In cases where no UI has been setup, the group changes between large and small group sizes, or when
    -- members are removed, we need to run a full update of the UI. These could also be optimized to only
    -- run partial updates if more performance is needed.
    if oldLargeGroup ~= newLargeGroup or oldCombinedGroupSize > combinedGroupSize then
        -- Create all the appropriate frames for the new group member, or in the case of a unit_destroyed
        -- create the small group versions.
        UnitFrames:DisableGroupAndRaidFrames()
        CreateGroups()
    else
        -- Only update the frames of the unit being changed, and those after it in the list for performance
        -- reasons.
        UnitFrames:DisableCompanionRaidFrames()
        CreateGroupsAfter(groupIndex)
    end
end
local function ReportUnitChanged(unitTag)
    local groupIndex = GetGroupIndexByUnitTag(unitTag)
    UnitFrames:SetGroupIndexDirty(groupIndex)
end
local function SetAnchorOffsets(control, offsetX, offsetY)
    local isValid, point, target, relPoint = control:GetAnchor(0)
    if isValid then
        control:SetAnchor(point, target, relPoint, offsetX, offsetY)
    end
end
local function UpdateGroupFramesVisualStyle()
    local constants = GetPlatformConstants()
    -- Note: Small group anchor frame is currently the same for all platforms.
    local groupFrame = ZO_SmallGroupAnchorFrame
    groupFrame:SetDimensions(constants.GROUP_FRAME_SIZE_X, (constants.GROUP_FRAME_SIZE_Y + constants.GROUP_FRAME_PAD_Y) * STANDARD_GROUP_SIZE_THRESHOLD)
    SetAnchorOffsets(groupFrame, constants.GROUP_FRAME_BASE_OFFSET_X, constants.GROUP_FRAME_BASE_OFFSET_Y)
    -- Raid group anchor frames.
    local raidTemplate = ZO_GetPlatformTemplate("ZO_RaidFrameAnchor")
    for i = 1, NUM_SUBGROUPS do
        local raidFrame = GetControl("ZO_LargeGroupAnchorFrame"..i)
        ApplyTemplateToControl(raidFrame, raidTemplate)
        -- For some reason, the ModifyTextType attribute on the template isn't being applied to the existing text on the label.
        -- Clearing and setting the text again seems to reapply the ModifyTextType attribute.
        local groupNameControl = GetControl(raidFrame, "GroupName")
        groupNameControl:SetText("")
        if constants.SHOW_GROUP_LABELS then
            groupNameControl:SetText(zo_strformat(SI_GROUP_SUBGROUP_LABEL, i))
        end
        raidFrame:SetDimensions(constants.RAID_FRAME_ANCHOR_CONTAINER_WIDTH, constants.RAID_FRAME_ANCHOR_CONTAINER_HEIGHT)
        local x, y = GetGroupAnchorFrameOffsets(i, constants.GROUP_STRIDE, constants)
        SetAnchorOffsets(raidFrame, x, y)
    end
    -- Update all UnitFrame anchors.
    local groupSize = GetGroupSize()
    local combinedGroupSize = UnitFrames:GetCombinedGroupSize()
    local previousUnitTag = nil
    local previousCompanionTag = nil
    local numCompanionFrames = 0
    local maxCompanionFrames = zo_min(UnitFrames:GetCompanionGroupSize(), MAX_GROUP_SIZE_THRESHOLD - groupSize)
    local playerGroupTag = GetLocalPlayerGroupUnitTag()
    local playerCompanionTag = GetCompanionUnitTagByGroupUnitTag(playerGroupTag)
    --If we are in a large group, make sure we prioritize sorting the player's local companion to the front
    if combinedGroupSize > STANDARD_GROUP_SIZE_THRESHOLD and numCompanionFrames < maxCompanionFrames then
        if playerCompanionTag and (DoesUnitExist(playerCompanionTag) or HasPendingCompanion()) then
            numCompanionFrames = numCompanionFrames + 1
            local companionUnitFrame = UnitFrames:GetFrame(playerCompanionTag)
            local companionAnchor = GetGroupFrameAnchor(groupSize + numCompanionFrames, combinedGroupSize)
            if companionUnitFrame then
                companionUnitFrame:SetAnchor(companionAnchor)
            end
        end
    end
    for i = 1, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = GetGroupUnitTagByIndex(i)
        local companionTag = GetCompanionUnitTagByGroupUnitTag(unitTag)
        if unitTag then
            local unitFrame = UnitFrames:GetFrame(unitTag)
            local companionUnitFrame = UnitFrames:GetFrame(companionTag)
            local groupUnitAnchor = GetGroupFrameAnchor(i, combinedGroupSize, UnitFrames:GetFrame(previousUnitTag), UnitFrames:GetFrame(previousCompanionTag))
            unitFrame:SetAnchor(groupUnitAnchor)
            if combinedGroupSize > STANDARD_GROUP_SIZE_THRESHOLD then
                if companionTag ~= playerCompanionTag and numCompanionFrames < maxCompanionFrames and DoesUnitExist(companionTag) then
                    numCompanionFrames = numCompanionFrames + 1
                    local companionAnchor = GetGroupFrameAnchor(groupSize + numCompanionFrames, combinedGroupSize)
                    if companionUnitFrame then
                        companionUnitFrame:SetAnchor(companionAnchor)
                    end
                end
            else
                if companionUnitFrame then
                    companionUnitFrame:SetAnchor(groupUnitAnchor)
                end
            end
        end
        previousUnitTag = unitTag
        previousCompanionTag = companionTag
    end
    -- Update the Group Leader Icon Texture
    ZO_UnitFrames_LeaderIcon:SetTexture(constants.GROUP_LEADER_ICON)
end
    if GetCursorContentType() ~= MOUSE_CONTENT_EMPTY then
        PlaceInUnitFrame(frame.m_unitTag)
    end
end
function UnitFrame_HandleMouseUp(frame, button)
    local unitTag = frame.m_unitTag
    if GetCursorContentType() ~= MOUSE_CONTENT_EMPTY then
        --dropped something with left click
        if button == MOUSE_BUTTON_INDEX_LEFT then
            PlaceInUnitFrame(unitTag)
        else
            ClearCursor()
        end
        -- Same deal here...no unitFrame related clicks like targeting or context menus should take place at this point
        return
    end
end
function UnitFrame_HandleMouseEnter(frame)
    local unitFrame = UnitFrames:GetFrame(frame.m_unitTag)
    if unitFrame then
        unitFrame:HandleMouseEnter()
    end
end
function UnitFrame_HandleMouseExit(frame)
    local unitFrame = UnitFrames:GetFrame(frame.m_unitTag)
    if unitFrame then
        unitFrame:HandleMouseExit()
    end
end
local function RefreshGroups()
    DoGroupUpdate()
    for i = 1, MAX_GROUP_SIZE_THRESHOLD do
        local unitTag = ZO_Group_GetUnitTagForGroupIndex(i)
        local companionTag = GetCompanionUnitTagByGroupUnitTag(unitTag)
        ZO_UnitFrames_UpdateWindow(unitTag)
        ZO_UnitFrames_UpdateWindow(companionTag)
    end
end
local function RefreshLocalCompanion()
    UnitFrames:SetFrameHiddenForReason("companion", "disabled", IsUnitGrouped("player"))
    ZO_UnitFrames_UpdateWindow("companion", UNIT_CHANGED)
end
local function UpdateStatus(unitTag, isDead, isOnline)
    local unitFrame = UnitFrames:GetFrame(unitTag)
    if unitFrame then
        unitFrame:UpdateStatus(isDead, isOnline, false)
        unitFrame:DoAlphaUpdate(IsUnitInGroupSupportRange(unitTag))
    end
    if AreUnitsEqual(unitTag, "reticleover") then
        unitFrame = UnitFrames:GetFrame("reticleover")
        if unitFrame then
            unitFrame:UpdateStatus(isDead, isOnline, false)
        end
    end
end
function ZO_UnitFrames_GetUnitFrame(unitTag)
    return UnitFrames:GetFrame(unitTag)
end
    UnitFrames:SetEnableTargetOfTarget(enabled)
end
    return UnitFrames:IsTargetOfTargetEnabled()
end
local function RegisterForEvents()
    local function OnTargetChanged()
        ZO_UnitFrames_UpdateWindow("reticleovertarget", UNIT_CHANGED)
    end
    local function OnUnitCharacterNameChanged(_, unitTag)
        ZO_UnitFrames_UpdateWindow(unitTag)
    end
    local function OnReticleTargetChanged(_)
        ZO_UnitFrames_UpdateWindow("reticleover", UNIT_CHANGED)
        ZO_UnitFrames_UpdateWindow("reticleovertarget", UNIT_CHANGED)
    end
    local function PowerUpdateHandlerFunction(unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            if powerType == COMBAT_MECHANIC_FLAGS_HEALTH then
                local oldHealth = unitFrame.healthBar.currentValue    
                unitFrame.healthBar:Update(COMBAT_MECHANIC_FLAGS_HEALTH, powerPool, powerPoolMax)
                if oldHealth ~= nil and oldHealth == 0 then
                    -- Unit went from dead to non dead...update reaction
                    unitFrame:UpdateUnitReaction()
                end
            else
                unitFrame:UpdatePowerBar(powerPoolIndex, powerType, powerPool, powerPoolMax)
            end
        end
    end
    ZO_MostRecentPowerUpdateHandler:New("UnitFrames", PowerUpdateHandlerFunction)
    local function OnUnitCreated(_, unitTag)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            ReportUnitChanged(unitTag)
        elseif IsGroupCompanionUnitTag(unitTag) then
            --If a group companion unit has been created, mark the corresponding group member dirty
            ReportUnitChanged(GetGroupUnitTagByCompanionUnitTag(unitTag))
        else
            ZO_UnitFrames_UpdateWindow(unitTag, UNIT_CHANGED)
        end
    end
    local function OnUnitDestroyed(_, unitTag)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            ReportUnitChanged(unitTag)
        elseif IsGroupCompanionUnitTag(unitTag) then
            --If a group companion unit has been destroyed, mark the corresponding group member dirty
            ReportUnitChanged(GetGroupUnitTagByCompanionUnitTag(unitTag))
        else
            ZO_UnitFrames_UpdateWindow(unitTag)
        end
    end
    local function OnLevelUpdate(_, unitTag)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:UpdateLevel()
        end
    end
    local function OnLeaderUpdate()
        UpdateLeaderIndicator()
    end
    local function OnDispositionUpdate(_, unitTag)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:UpdateUnitReaction()
        end
    end
    local function OnGroupSupportRangeUpdate(_, unitTag, isNearby)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:DoAlphaUpdate(isNearby)
            if AreUnitsEqual(unitTag, "reticleover") then
                UnitFrames:GetFrame("reticleover"):DoAlphaUpdate(isNearby)
            end
            if AreUnitsEqual(unitTag, "reticleovertarget") then
                local targetOfTarget = UnitFrames:GetFrame("reticleovertarget")
                if targetOfTarget then
                    targetOfTarget:DoAlphaUpdate(isNearby)
                end
            end
        end
    end
    local function OnGroupUpdate()
        --Pretty much anything can happen on a full group update so refresh everything
        UnitFrames:SetGroupSize(GetGroupSize())
        UnitFrames:UpdateCompanionGroupSize()
        UnitFrames:DisableGroupAndRaidFrames()
        CreateGroups()
        UnitFrames:ClearDirty()
    end
    local function OnGroupMemberJoined(_, _, isLocalPlayer)
        if isLocalPlayer then
            UnitFrames:DisableLocalCompanionFrame()
        end
        UnitFrames:EndGroupElection(GROUP_ELECTION_RESULT_ABANDONED)
    end
    local function OnGroupMemberLeft(_, characterName, reason, wasLocalPlayer)
        if wasLocalPlayer then
            RefreshGroups()
            RefreshLocalCompanion()
        end
        UnitFrames:EndGroupElection(GROUP_ELECTION_RESULT_ABANDONED)
    end
    local function OnGroupMemberConnectedStateChanged(_, unitTag, isOnline)
        UpdateStatus(unitTag, IsUnitDead(unitTag), isOnline)
        UnitFrames:EndGroupElection(GROUP_ELECTION_RESULT_ABANDONED)
    end
    local function OnGroupMemberRoleChanged(_, unitTag)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:UpdateAssignment()
        end
    end
    local function OnUnitDeathStateChanged(_, unitTag, isDead)
        UpdateStatus(unitTag, isDead, IsUnitOnline(unitTag))
    end
    local function OnRankPointUpdate(_, unitTag)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:UpdateRank()
        end
    end
    local function OnChampionPointsUpdate(_, unitTag)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:UpdateLevel()
        end
    end
    local function OnTitleUpdated(_, unitTag)
        local unitFrame = UnitFrames:GetFrame(unitTag)
        if unitFrame then
            unitFrame:UpdateCaption()
        end
    end
    local function OnPlayerActivated()
        ZO_UnitFrames_UpdateWindow("reticleover", UNIT_CHANGED)
        ZO_UnitFrames_UpdateWindow("reticleovertarget", UNIT_CHANGED)
    
        -- do a full update because we probably missed events while loading
        UnitFrames:SetGroupSize()
        UnitFrames:UpdateCompanionGroupSize()
        UnitFrames:DisableGroupAndRaidFrames()
        UnitFrames:DisableLocalCompanionFrame()
        CreateGroups()
        CreateLocalCompanion()
    end
    local INACTIVE_COMPANION_STATES =
    {
        [COMPANION_STATE_INACTIVE] = true,
        [COMPANION_STATE_BLOCKED_PERMANENT] = true,
        [COMPANION_STATE_BLOCKED_TEMPORARY] = true,
        [COMPANION_STATE_HIDDEN] = true,
        [COMPANION_STATE_INITIALIZING] = true,
    }
    local PENDING_COMPANION_STATES = 
    {
        [COMPANION_STATE_PENDING] = true,
        [COMPANION_STATE_INITIALIZED_PENDING] = true,
    }
    local ACTIVE_COMPANION_STATES =
    {
        [COMPANION_STATE_ACTIVE] = true,
    }
    --If this triggers, we will want to make sure the new state is handled in the OnCompanionStateChanged function
    internalassert(COMPANION_STATE_MAX_VALUE == 7, "A new companion state has been added. Please add it to one of the state tables.")
    local function OnCompanionStateChanged(eventCode, newState, oldState)
        if INACTIVE_COMPANION_STATES[newState] then
            --If we are going straight from pending to inactive, we need to manually mark the player unit as having changed since this won't trigger the normal UNIT_DESTROYED event
            if PENDING_COMPANION_STATES[oldState] and IsUnitGrouped("player") then
                ReportUnitChanged(GetLocalPlayerGroupUnitTag())
            end
            RefreshLocalCompanion()
        elseif PENDING_COMPANION_STATES[newState] then
            if IsUnitGrouped("player") then
                ReportUnitChanged(GetLocalPlayerGroupUnitTag())
            end
            UnitFrames:DisableLocalCompanionFrame()
            CreateLocalCompanion()
        elseif ACTIVE_COMPANION_STATES[newState] then
            --We only need to handle the local companion frame here, as the group frames are handled with the UNIT_CREATED event
            UnitFrames:DisableLocalCompanionFrame()
            CreateLocalCompanion()
        else
            internalassert(false, "Unhandled companion state")
        end
    end
    local function OnTargetOfTargetEnabledChanged()
        ZO_UnitFrames_UpdateWindow("reticleovertarget", UNIT_CHANGED)
    end
    local function OnInterfaceSettingChanged(eventCode)
        -- Groups do not update every frame (they wait for events), so refresh if the primary name option may have changed
        RefreshGroups(eventCode)
    end
    local function OnGuildNameAvailable()
        --only reticle over can show a guild name in a caption
        local unitFrame = UnitFrames:GetFrame("reticleover")
        if unitFrame then
            unitFrame:UpdateCaption()
        end
    end
    local function OnGuildIdChanged()
        --this is filtered to only fire on reticle over unit tag
        local unitFrame = UnitFrames:GetFrame("reticleover")
        if unitFrame then
            unitFrame:UpdateCaption()
        end
    end
    local function OnGroupElectionStarted()
        UnitFrames:BeginGroupElection()
    end
    local function OnGroupElectionUpdate(eventCode, resultType)
        UnitFrames:UpdateElectionInfo(resultType)
    end
    local function OnTargetMarkerUpdate()
        UnitFrames:UpdateNames()
    end
    ZO_UnitFrames:RegisterForEvent(EVENT_TARGET_CHANGED, OnTargetChanged)
    ZO_UnitFrames:AddFilterForEvent(EVENT_TARGET_CHANGED, REGISTER_FILTER_UNIT_TAG, "reticleover")
    ZO_UnitFrames:RegisterForEvent(EVENT_UNIT_CHARACTER_NAME_CHANGED, OnUnitCharacterNameChanged)
    ZO_UnitFrames:AddFilterForEvent(EVENT_UNIT_CHARACTER_NAME_CHANGED, REGISTER_FILTER_UNIT_TAG, "reticleover")
    ZO_UnitFrames:RegisterForEvent(EVENT_RETICLE_TARGET_CHANGED, OnReticleTargetChanged)
    ZO_UnitFrames:RegisterForEvent(EVENT_UNIT_CREATED, OnUnitCreated)
    ZO_UnitFrames:RegisterForEvent(EVENT_UNIT_DESTROYED, OnUnitDestroyed)
    ZO_UnitFrames:RegisterForEvent(EVENT_LEVEL_UPDATE, OnLevelUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_LEADER_UPDATE, OnLeaderUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_DISPOSITION_UPDATE, OnDispositionUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_SUPPORT_RANGE_UPDATE, OnGroupSupportRangeUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_UPDATE, OnGroupUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_MEMBER_JOINED, OnGroupMemberJoined)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_MEMBER_LEFT, OnGroupMemberLeft)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_MEMBER_CONNECTED_STATUS, OnGroupMemberConnectedStateChanged)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_MEMBER_ROLE_CHANGED, OnGroupMemberRoleChanged)
    ZO_UnitFrames:RegisterForEvent(EVENT_ACTIVE_COMPANION_STATE_CHANGED, OnCompanionStateChanged)
    ZO_UnitFrames:RegisterForEvent(EVENT_UNIT_DEATH_STATE_CHANGED, OnUnitDeathStateChanged)
    ZO_UnitFrames:RegisterForEvent(EVENT_RANK_POINT_UPDATE, OnRankPointUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_CHAMPION_POINT_UPDATE, OnChampionPointsUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_TITLE_UPDATE, OnTitleUpdated)
    ZO_UnitFrames:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
    ZO_UnitFrames:RegisterForEvent(EVENT_INTERFACE_SETTING_CHANGED, OnInterfaceSettingChanged)
    ZO_UnitFrames:RegisterForEvent(EVENT_GUILD_NAME_AVAILABLE, OnGuildNameAvailable)
    ZO_UnitFrames:RegisterForEvent(EVENT_GUILD_ID_CHANGED, OnGuildIdChanged)
    ZO_UnitFrames:AddFilterForEvent(EVENT_GUILD_ID_CHANGED, REGISTER_FILTER_UNIT_TAG, "reticleover")
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_ELECTION_REQUESTED, OnGroupElectionStarted)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_ELECTION_NOTIFICATION_ADDED, OnGroupElectionStarted)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_ELECTION_PROGRESS_UPDATED, OnGroupElectionUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_GROUP_ELECTION_RESULT, OnGroupElectionUpdate)
    ZO_UnitFrames:RegisterForEvent(EVENT_TARGET_MARKER_UPDATE, OnTargetMarkerUpdate)
    CALLBACK_MANAGER:RegisterCallback("TargetOfTargetEnabledChanged", OnTargetOfTargetEnabledChanged)
end
    local function OnAddOnLoaded(_, name)
        if name == "ZO_Ingame" then
            CalculateDynamicPlatformConstants()
            RegisterForEvents()
            CreateGroupAnchorFrames()
            UnitFrames = ZO_UnitFrames_Manager:New()
            UNIT_FRAMES = UnitFrames
            CreateTargetFrame()
            CreateLocalCompanion()
            CreateGroups()
            local function OnGamepadPreferredModeChanged()
                UnitFrames:ApplyVisualStyle()
                UpdateGroupFramesVisualStyle()
                UpdateLeaderIndicator()
            end
            ZO_PlatformStyle:New(OnGamepadPreferredModeChanged)
            CALLBACK_MANAGER:FireCallbacks("UnitFramesCreated")
            EVENT_MANAGER:UnregisterForEvent("UnitFrames_OnAddOnLoaded", EVENT_ADD_ON_LOADED)
        end
    end
    EVENT_MANAGER:RegisterForEvent("UnitFrames_OnAddOnLoaded", EVENT_ADD_ON_LOADED, OnAddOnLoaded)
    UNIT_FRAMES_FRAGMENT = ZO_HUDFadeSceneFragment:New(ZO_UnitFrames)
end
    if UnitFrames and UnitFrames:GetIsDirty() then
        UpdateGroupFrameStyle(UnitFrames:GetFirstDirtyGroupIndex())
        UnitFrames:ClearDirty()
    end
end