Game.Prefabs.ObjectStatusType
Assembly: Game (likely compiled into Assembly-CSharp in Unity builds)
Namespace: Game.Prefabs
Type: enum
Base: System.Enum (underlying type: System.Int32)
Summary:
Enumeration that represents various status types that a prefab object can have in the game. These statuses are used by game systems (resource handling, fire/damage simulation, AI/tourist logic, etc.) to determine behavior and presentation of prefabs in the world.
Fields
-
WoodResource
Represents that the object is a wood resource (e.g., a harvestable/collectible resource). Value = 0. -
FireHazard
Indicates the object is considered a fire hazard (used by fire simulation and risk assessment). Value = 1. -
Damage
Marks the object as damaged (may affect visuals, functionality, or require repairs). Value = 2. -
Destroyed
Indicates the object has been destroyed (removed/ruined state). Value = 3. -
ExtractorPlaceholder
Used for extractor-related prefabs as a placeholder state (e.g., for resource extractor placement or preview). Value = 4. -
Tourist
Marks the object as related to tourist functionality (affects tourism systems or visitor behavior). Value = 5.
Properties
- None declared on this enum.
Enums have no instance properties beyond those inherited from System.Enum; use the enum values directly.
Constructors
- None declared.
As with all enums, values are defined at compile-time. The enum uses the default underlying integer constructor semantics.
Methods
- No custom methods are declared on this enum.
Inherited members from System.Enum and System.ValueType are available, such as: - ToString()
- HasFlag(Enum)
- Enum.Parse / Enum.TryParse
- CompareTo(object)
Usage Example
// Assigning a status
Game.Prefabs.ObjectStatusType status = Game.Prefabs.ObjectStatusType.WoodResource;
// Checking a status
if (status == Game.Prefabs.ObjectStatusType.FireHazard)
{
// handle fire hazard logic
}
// Switch over statuses
switch (status)
{
case Game.Prefabs.ObjectStatusType.Damaged:
case Game.Prefabs.ObjectStatusType.Damage:
// show damaged visuals
break;
case Game.Prefabs.ObjectStatusType.Destroyed:
// remove or disable object
break;
}
// Example: storing status on a prefab/component
public class PrefabStatusComponent : MonoBehaviour
{
public Game.Prefabs.ObjectStatusType Status;
void Start()
{
if (Status == Game.Prefabs.ObjectStatusType.Tourist)
{
// apply tourist-specific behavior
}
}
}