Game.Prefabs.NetStatusType
Assembly:
Assembly-CSharp.dll
{{ This enum is defined in the game's main runtime assembly (Assembly-CSharp) used by Cities: Skylines 2 modding. }}
Namespace:
Game.Prefabs
Type:
enum
Base:
System.Enum
Summary:
This enum defines the different status/overlay types that can be reported or visualized for network prefabs (roads, power lines, pipes, etc.). Each value represents a specific measurement or source type used by the game's UI, debugging overlays, or internal status systems to convey network conditions (e.g., traffic flow, pollution, electrical flow).
{{ Use these values when you need to query, switch on, or render specific network-related status information in mods or tools. }}
Fields
-
Wear
{{ Represents wear or degradation of a network segment or prefab (for example, road surface wear). Can be used for displays or systems that track maintenance needs. }} -
TrafficFlow
{{ Represents the dynamic flow of traffic (how well traffic is moving along the network). Often used for flow overlays and routing diagnostics. }} -
NoisePollutionSource
{{ Indicates the source or contribution of a network element to noise pollution (e.g., busy roads). Useful for noise maps and mitigation logic. }} -
AirPollutionSource
{{ Indicates the source or contribution of a network element to air pollution. Used by pollution overlays and environmental calculations. }} -
TrafficVolume
{{ Represents the volume of traffic (the number of vehicles) traversing a network segment, as distinct from flow (movement quality). }} -
LowVoltageFlow
{{ Electrical low-voltage flow for small-scale power distribution lines. Use when inspecting or rendering power distribution networks. }} -
HighVoltageFlow
{{ Electrical high-voltage flow for transmission lines and major power conduits. }} -
PipeWaterFlow
{{ Flow of water through piping networks. Relevant for water supply infrastructure overlays and diagnostics. }} -
PipeSewageFlow
{{ Flow of sewage through sewers and wastewater pipes. Relevant for sanitation systems and related overlays. }} -
OilFlow
{{ Flow for oil pipelines or oil transport networks. Used if the game or mods simulate oil transport flows. }} -
LeisureProvider
{{ Marks network elements that provide or enable leisure services (for example, paths or networks connected to parks or leisure facilities). May be used for specialized overlays or logic related to recreational access. }}
Properties
- None
{{ This enum has no properties. It's a simple list of named constants used to classify network status types. }}
Constructors
- None (default enum instantiation)
{{ Enums use the default value behavior of System.Enum. You don't construct instances—use the named values directly (e.g., NetStatusType.TrafficFlow). }}
Methods
- None (inherent System.Enum methods only)
{{ No custom methods are declared on this enum. Standard enum operations (ToString, parsing, comparisons, casting to/from integers) apply. }}
Usage Example
// Example: mapping a NetStatusType to a UI label or overlay handling
NetStatusType status = NetStatusType.TrafficFlow;
string GetStatusLabel(NetStatusType t)
{
switch (t)
{
case NetStatusType.Wear: return "Wear";
case NetStatusType.TrafficFlow: return "Traffic Flow";
case NetStatusType.NoisePollutionSource: return "Noise Source";
case NetStatusType.AirPollutionSource: return "Air Pollution";
case NetStatusType.TrafficVolume: return "Traffic Volume";
case NetStatusType.LowVoltageFlow: return "Low Voltage Flow";
case NetStatusType.HighVoltageFlow: return "High Voltage Flow";
case NetStatusType.PipeWaterFlow: return "Water Pipe Flow";
case NetStatusType.PipeSewageFlow: return "Sewage Pipe Flow";
case NetStatusType.OilFlow: return "Oil Flow";
case NetStatusType.LeisureProvider: return "Leisure Provider";
default: return "Unknown";
}
}
// Usage
Debug.Log(GetStatusLabel(status)); // "Traffic Flow"
{{ Notes: Use this enum to tag, query, or render different network overlays or diagnostics. When adding support in UI or systems, ensure you handle each enum value appropriately or provide a safe default. }}