Game.Prefabs.GradientLegendType
Assembly:
Assembly-CSharp.dll
Namespace:
Game.Prefabs
Type:
public enum
Base:
System.Enum
Summary:
Defines the display style for a legend used by prefabs that render gradients or discrete fields in the UI (for example map legends or tooltip legends). Use this enum to choose between a continuous gradient representation or a discrete/field-based representation.
Fields
-
Gradient
Represents a continuous gradient legend. Use when the legend should show a smooth color ramp (e.g., elevation, temperature, pollution intensity). -
Fields
Represents a discrete/field legend. Use when the legend should show distinct segments or categories (e.g., named ranges, discrete levels, or labeled buckets).
Properties
- This enum has no properties.
Constructors
- Enums do not declare custom constructors in C#. The underlying type is int by default; members are assigned sequential integer values (Gradient = 0, Fields = 1) unless explicitly specified.
Methods
- This enum does not declare custom methods. Standard System.Enum methods are available (e.g., ToString(), Parse(), GetValues()).
Usage Example
using Game.Prefabs;
public class LegendRenderer
{
private GradientLegendType legendType;
public LegendRenderer(GradientLegendType type)
{
legendType = type;
}
public void Render()
{
switch (legendType)
{
case GradientLegendType.Gradient:
// Render a smooth color ramp
RenderGradient();
break;
case GradientLegendType.Fields:
// Render discrete color blocks with labels
RenderFields();
break;
}
}
private void RenderGradient() { /* implementation */ }
private void RenderFields() { /* implementation */ }
}
Additional notes: - Enums are serialized as integers in Unity; changing the order or removing members can break saved data. If you need to change values later, explicitly set the integer values for each member to preserve compatibility. - Use descriptive names when selecting the type so code reading remains clear (Gradient vs Fields).