Game.Notifications.IconClusterLayer
Assembly: Assembly-CSharp
Namespace: Game.Notifications
Type: enum
Base: System.Enum (underlying type: byte)
Summary:
Specifies the logical/rendering layer for icon clusters used by the notification system. The enum is byte-backed and provides simple grouping for icons so the game can treat marker icons, transaction icons, and default notification icons differently (for ordering, filtering, or rendering).
Fields
-
Default
Represents the standard/default icon cluster layer. Value = 0. -
Marker
Used for marker-style icon clusters (e.g., persistent map markers). Value = 1. -
Transaction
Used for transaction-related icon clusters (e.g., transient icons for transactions or operations). Value = 2.
Properties
- This enum type declares no properties.
Constructors
- Enums do not expose public constructors. Each named value above is represented by a constant of the underlying byte type; construction is done via casting or assignment.
Methods
- The enum itself declares no custom methods. It inherits standard System.Enum/System.ValueType/Object members such as ToString(), GetHashCode(), Equals(), and static helpers like Enum.IsDefined / Enum.GetValues, and the instance method HasFlag (from .NET).
Usage Example
// Simple assignment and comparison
IconClusterLayer layer = IconClusterLayer.Marker;
if (layer == IconClusterLayer.Transaction)
{
// handle transaction layer
}
// Casting from underlying byte (validate if value may be untrusted)
byte raw = 1;
if (Enum.IsDefined(typeof(IconClusterLayer), raw))
{
IconClusterLayer parsed = (IconClusterLayer)raw;
// use parsed
}
// Example usage in code that groups/assigns icon clusters
void SetupCluster(IconCluster cluster, IconClusterLayer targetLayer)
{
// cluster.Layer is hypothetical; set to desired layer
cluster.Layer = targetLayer;
}
{{ This enum is small and intended purely for categorization. When casting from numeric values (bytes) that come from external sources, validate with Enum.IsDefined or range checks to avoid invalid enum values. }}