Game.Economy.ResourceInEditor
Assembly:
Assembly-CSharp (game assemblies may vary; this enum is defined in the game's managed assembly)
Namespace: Game.Economy
Type: enum
Base: System.Enum (underlying type: System.Int32)
Summary: ResourceInEditor is a serializable enumeration used by the game/editor to represent the different resource types that can be selected, displayed or referenced inside the in-game editor tooling (e.g., placement/inspection UIs, dropdowns, save data referencing resource types). It enumerates raw materials, processed goods, services and special tokens (like Money and Count). The enum is marked [Serializable] so its values can be stored in serialized data structures.
Fields
-
NoResource
Represents absence of any resource / default empty selection. -
Money
Currency/money resource (used for finance-related editor options or economy testing). -
Grain
Raw agricultural crop (grain). -
ConvenienceFood
Processed convenience food product. -
Food
General food resource (generic food item/category). -
Vegetables
Raw vegetable agricultural resource. -
Meals
Prepared meals / catering product. -
Wood
Raw wood resource (unprocessed). -
Timber
Processed wood, typically lumber/timber. -
Paper
Paper product (from wood/timber processing). -
Furniture
Manufactured furniture items. -
Vehicles
Vehicles / automobiles resource type. -
Lodging
Service-based resource representing lodging/hotel capacity. -
UnsortedMail
Postal resource: unsorted mail. -
LocalMail
Postal resource: local mail. -
OutgoingMail
Postal resource: mail being sent out. -
Oil
Crude oil resource. -
Petrochemicals
Petrochemical products derived from oil. -
Ore
Raw ore/mineral resource. -
Plastics
Plastics / polymer products. -
Metals
Generic metal resource (unspecified metal goods). -
Electronics
Electronic components/products. -
Software
Software/digital goods resource. -
Coal
Coal resource. -
Stone
Stone/quarry resource. -
Livestock
Animal agricultural resource / livestock. -
Cotton
Raw cotton fiber resource. -
Steel
Steel product (processed metal). -
Minerals
Various mined minerals (distinct from ore/stone). -
Concrete
Concrete building material. -
Machinery
Industrial machinery / heavy equipment. -
Chemicals
Chemical products (industrial chemicals). -
Pharmaceuticals
Medical / pharmaceutical products. -
Beverages
Drinks / beverage products. -
Textiles
Textile products (from cotton/others). -
Telecom
Telecommunications service/resource. -
Financial
Financial services resource. -
Media
Media industry resource (publishing/broadcasting). -
Entertainment
Entertainment industry resource (leisure products/services). -
Recreation
Recreation/leisure services resource. -
Garbage
Waste/garbage resource (collection/processing). -
Fish
Fishery / seafood resource. -
Count
Sentinel value representing the number of declared resource entries. Use to bound loops or arrays; not itself a selectable in-game resource.
Properties
- (None)
This enum type does not declare instance properties. Use standard System.Enum methods (Enum.GetValues, Enum.Parse, etc.) to work with values.
Constructors
- (None)
Enums do not expose constructors in user code. Each member corresponds to an integral constant.
Methods
- (None declared)
No methods are declared on the enum. Use framework-provided utilities: - Enum.GetValues(typeof(ResourceInEditor))
- Enum.IsDefined(typeof(ResourceInEditor), value)
- (cast to/from int) to store/compare numeric values
Usage Example
// Populate an editor dropdown with all resources except the Count sentinel:
foreach (ResourceInEditor resource in Enum.GetValues(typeof(ResourceInEditor)))
{
if (resource == ResourceInEditor.Count || resource == ResourceInEditor.NoResource)
continue;
dropdown.AddOption(resource.ToString());
}
// Example utility: check whether a resource is a raw material (illustrative)
bool IsRawMaterial(ResourceInEditor r)
{
switch (r)
{
case ResourceInEditor.Grain:
case ResourceInEditor.Wood:
case ResourceInEditor.Ore:
case ResourceInEditor.Coal:
case ResourceInEditor.Stone:
case ResourceInEditor.Cotton:
case ResourceInEditor.Fish:
return true;
default:
return false;
}
}
// Example: safely iterate using Count sentinel
for (int i = 0; i < (int)ResourceInEditor.Count; i++)
{
ResourceInEditor r = (ResourceInEditor)i;
// process r
}
Notes and tips: - Do not change the numeric ordering/values of existing enum members in released mods or save-related code — altering values breaks persisted references and compatibility. - Use ResourceInEditor.Count as a stable way to size arrays or iterate valid values. - The enum is marked [Serializable], so it can be stored in Unity serialized objects or custom save data.