Game.Prefabs.BuildingStatusType
Assembly: Assembly-CSharp
Namespace: Game.Prefabs
Type: enum
Base: System.Enum
Summary:
Enumeration of the various building status metrics and categorical flags used by the game to represent, display and evaluate building-related data (simulation metrics, UI badges, signature building categories, and counts). Modders can use these values when querying building status, mapping status to icons/labels, or driving logic that depends on a particular building metric.
Fields
-
CrimeProbability
Metric representing the probability or risk of crime at the building. -
MailAccumulation
Amount of undelivered mail/mail backlog for the building. -
Wealth
Wealth level of the building's occupants or the building's configured wealth tier. -
Education
Education level of residents or education-related metric for the building. -
Level
Building level (upgrade tier). -
Health
Health/sickness metric for the building's occupants. -
GarbageAccumulation
Amount of garbage accumulated at the building. -
Profitability
Financial performance or profitability metric for the building. -
Age
Age of the building (time since built or last upgraded). -
LeisureProvider
Indicates the building provides leisure services/facilities. -
Happiness
Happiness or satisfaction metric for occupants. -
ElectricityConsumption
Electric power consumption value for the building. -
NetworkQuality
Quality of transport/network connections serving the building (roads, transit). -
AirPollutionSource
Indicates the building is an air pollution source (emissions). -
GroundPollutionSource
Indicates the building is a ground/soil pollution source. -
NoisePollutionSource
Indicates the building generates noise pollution. -
Wellbeing
Composite wellbeing metric (may combine health, happiness, etc.). -
LodgingProvider
Indicates the building provides lodging (hotel, temporary housing capacity). -
WaterPollutionSource
Indicates the building is a source of water pollution. -
LandValue
Local land value metric around the building. -
WaterConsumption
Water usage/consumption metric for the building. -
ResidentialBuilding
Categorical flag indicating the building is residential. -
CommercialBuilding
Categorical flag indicating the building is commercial. -
IndustrialBuilding
Categorical flag indicating the building is industrial. -
OfficeBuilding
Categorical flag indicating the building is an office. -
SignatureResidential
Marker for a signature/special residential building (unique/special model). -
SignatureCommercial
Marker for a signature/special commercial building. -
SignatureIndustrial
Marker for a signature/special industrial building. -
SignatureOffice
Marker for a signature/special office building. -
HomelessCount
Number of homeless associated with the building (or homeless count in its influence area).
Properties
- None specific to this enum. (As an enum type, it exposes the standard System.Enum properties/methods.)
Constructors
- None defined (enum has the default underlying value constructors provided by .NET).
Methods
- None defined specifically on this enum. Standard System.Enum methods (ToString, HasFlag, GetValues, etc.) are available.
Usage Example
using Game.Prefabs;
public void UpdateBuildingIndicator(Building building)
{
// Example: select which UI icon to show based on a building status type
BuildingStatusType status = BuildingStatusType.Wealth;
switch (status)
{
case BuildingStatusType.Wealth:
ShowIcon(building, "icon_wealth");
break;
case BuildingStatusType.GarbageAccumulation:
ShowIcon(building, "icon_garbage");
break;
case BuildingStatusType.ElectricityConsumption:
ShowIcon(building, "icon_power");
break;
// handle other statuses...
default:
ShowIcon(building, "icon_default");
break;
}
}