Skip to content

Game.Net.SubReplacementType

Assembly:
Assembly-CSharp.dll
{{ Likely defined in the game's main managed assembly for Unity projects. If you find this type in a different assembly in your decompiled/game files, update the assembly name accordingly. }}

Namespace: Game.Net

Type: public enum SubReplacementType : byte

Base: System.Enum (underlying type: System.Byte)

Summary: {{ Represents a small set of replacement types used by the networking/game code to describe what kind of substitution should be applied to a "sub" entity. The enum is stored as a byte and currently defines two values: None and Tree. Use this enum when code needs to branch logic based on whether a replacement should occur and what replacement kind to use. }}


Fields

  • None {{ Value = 0. Indicates no replacement. Use this when no substitute object should be applied. }}

  • Tree {{ Value = 1. Indicates replacement with a tree (vegetation). Use this when the intended replacement for the sub-entity is a tree. }}

Properties

  • None
    {{ This is a simple enum type and exposes no properties. }}

Constructors

  • None (implicit value-type behavior)
    {{ Enums do not declare explicit constructors in C#. Instances are value types created by assignment or casting. }}

Methods

  • None
    {{ No instance or static methods are declared on this enum beyond the standard System.Enum methods (ToString, CompareTo, HasFlag, etc.). }}

Usage Example

// Typical usage: checking or assigning the replacement type.

SubReplacementType replacement = SubReplacementType.None;

if (replacement == SubReplacementType.Tree)
{
    // Apply logic to replace the sub-entity with a tree.
}
else if (replacement == SubReplacementType.None)
{
    // Leave as-is (no replacement).
}

// Example in a switch:
switch (replacement)
{
    case SubReplacementType.None:
        // No replacement logic
        break;
    case SubReplacementType.Tree:
        // Replace with tree logic
        break;
}