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Game.Prefabs.HealthEventType

Assembly: Assembly-CSharp
Namespace: Game.Prefabs

Type: enum

Base: System.Enum

Summary:
Represents the kinds of health-related events that can occur within the game (e.g., to citizens or entities). Typical uses include event dispatching, logging, AI reactions, and gameplay systems that respond to health status changes (disease outbreak handling, injury treatment, or reporting death).


Fields

  • Disease
    Represents a disease-related health event. Underlying value: 0. Often used when a citizen or population is affected by contagion/illness.

  • Injury
    Represents an injury-related health event. Underlying value: 1. Used for accidents or non-fatal physical harm that may require treatment.

  • Death
    Represents a death event. Underlying value: 2. Used when an entity dies and systems need to react (remove entity, notify services, update statistics).

Properties

  • None declared on this enum.
    Enums inherit standard members from System.Enum (e.g., ToString(), GetValues(), HasFlag() when applicable).

Constructors

  • None declared.
    As with all enums, the CLR provides the underlying value-types and no public constructors are defined. Values are assigned via the enum members.

Methods

  • None declared on this enum.
    Inherited methods from System.Enum / System.ValueType / System.Object are available (ToString(), CompareTo(), GetHashCode(), HasFlag(object) via extension).

Usage Example

using Game.Prefabs;

public void HandleHealthEvent(HealthEventType eventType)
{
    switch (eventType)
    {
        case HealthEventType.Disease:
            // Trigger quarantine, increase hospital queue, notify UI
            break;
        case HealthEventType.Injury:
            // Send ambulance, log incident
            break;
        case HealthEventType.Death:
            // Remove citizen, update death counters, spawn grave
            break;
    }
}

// Creating/assigning
HealthEventType evt = HealthEventType.Injury;
if (evt == HealthEventType.Disease)
{
    // special handling...
}