Game.Notifications.AnimationType
Assembly: Assembly-CSharp
Namespace: Game.Notifications
Type: enum (public) AnimationType : byte
Base: System.Enum (underlying type: System.Byte)
Summary: Enumeration of notification animation types used by the game's notification/ui system. Each value represents a distinct animation or transition that can be applied to notification markers, warning icons, or transaction indicators in the UI. The enum is stored as a byte to minimize memory overhead when passed around in messaging or job data.
Fields
-
MarkerAppear
Defines the animation played when a notification marker appears on screen (e.g., a new marker is created). -
MarkerDisappear
Defines the animation played when a notification marker is removed or fades out. -
WarningAppear
Defines the animation for when a warning icon or indicator is shown (e.g., a new warning state). -
WarningResolve
Defines the animation for when a warning is resolved or cleared. -
Transaction
Defines an animation related to transactions (e.g., money/commerce notifications or other transaction-related UI feedback).
Properties
- (none)
This enum does not expose properties.
Constructors
- (implicit)
Enums have an implicit default value constructor; no explicit constructors are defined for this enum.
Methods
- (none)
No methods are defined on this enum type beyond those inherited from System.Enum / System.ValueType.
Usage Example
// Example: Play UI animations based on the AnimationType enum
public void PlayNotificationAnimation(AnimationType type, Animator animator)
{
if (animator == null) return;
switch (type)
{
case AnimationType.MarkerAppear:
animator.Play("MarkerAppear");
break;
case AnimationType.MarkerDisappear:
animator.Play("MarkerDisappear");
break;
case AnimationType.WarningAppear:
animator.Play("WarningAppear");
break;
case AnimationType.WarningResolve:
animator.Play("WarningResolve");
break;
case AnimationType.Transaction:
animator.Play("Transaction");
break;
default:
break;
}
}
// Example: storing/sending the enum as a byte (useful for low-level or job data)
byte payload = (byte)AnimationType.WarningResolve;
AnimationType readBack = (AnimationType)payload;