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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;
    }
}