Game.Notifications.IconPriority
Assembly: Assembly-CSharp
Namespace: Game.Notifications
Type: enum
Base: System.Enum (underlying type: System.Byte)
Summary: Represents discrete priority levels for notification icons used by the game's notification system. The numeric values (byte) determine ordering and severity when sorting, filtering, or rendering notification icons. Lower values indicate lower importance; higher values indicate more severe issues.
Fields
-
Min = 0
Represents the minimum/placeholder priority. Can be used as a default value or to indicate "no priority". -
Info = 10
Low-priority informational notifications (e.g., tips, status updates). -
Problem = 50
Indicates a minor problem that may require attention but is not critical. -
Warning = 100
A warning-level notification that suggests an important issue that should be addressed. -
MajorProblem = 150
A significant problem that likely impacts gameplay and needs prompt attention. -
Error = 200
High-severity error condition that affects systems or functionality. -
FatalProblem = 250
Critical/fatal problem indicating an immediate and severe failure. -
Max = byte.MaxValue
Sentinel value representing the maximum possible priority (255). Useful for bounds checks or top-level comparison.
Properties
- This enum type does not declare properties.
Use the enum values directly; runtime methods available are those inherited from System.Enum (e.g., ToString(), HasFlag when applicable).
Constructors
- Enums do not declare explicit constructors in C#. The underlying value is assigned from the defined fields.
You can cast from/to the underlying byte type when needed, e.g., (IconPriority)100 or (byte)IconPriority.Warning.
Methods
- No custom methods are defined on this enum.
Standard System.Enum static/instance methods are available (e.g., Enum.Parse, Enum.TryParse, Enum.GetValues, ToString()).
Usage Example
// Assigning a priority to a notification
var priority = Game.Notifications.IconPriority.Warning;
// Comparing priorities
if (priority >= Game.Notifications.IconPriority.Error)
{
// escalate handling for error+ notifications
}
// Casting to underlying byte for storage or network transfer
byte raw = (byte)Game.Notifications.IconPriority.MajorProblem;
var fromRaw = (Game.Notifications.IconPriority)raw;