Game.EndFrameBarrier
Assembly:
Game (assembly not explicitly specified in the source file; this type lives in the game's codebase)
Namespace: Game.SceneFlow
Type: enum OverlayProgressType
Base: System.Enum
Summary:
This source file defines the enum OverlayProgressType inside the Game.SceneFlow namespace. OverlayProgressType is a small, plain C# enum used to identify one of several concentric progress overlay layers (typically used by UI or scene-flow overlay rendering). It has four members:
- Outer — the outermost overlay ring/layer (value 0)
- Middle — the middle overlay ring/layer (value 1)
- Inner — the innermost overlay ring/layer (value 2)
- Count — a sentinel value representing the number of overlay layers (value 3)
Typical uses: selecting which ring to draw or update, indexing per-layer data arrays, and validating loops over overlay layers. Because this is a simple enum with the default int backing, you can cast to/from int when iterating or indexing. Treat Count as a sentinel; do not use Count as a drawable layer.
Fields
-
private System.Diagnostics.Stopwatch m_Stopwatch
This file does not define these fields. The provided source defines only the OverlayProgressType enum. The listed fields appear to belong to a different type (for example, an EndFrameBarrier class) and are not present in OverlayProgressType.cs. -
private Unity.Jobs.JobHandle <producerHandle>k__BackingField
Not applicable to this enum. No fields or backing fields are declared in OverlayProgressType.cs.
Properties
public Unity.Jobs.JobHandle producerHandle { get; private set }
Not present. OverlayProgressType is an enum and therefore does not have properties like producerHandle. The property shown in the template belongs to a different type.
Constructors
public EndFrameBarrier()
Not applicable. Enums do not declare constructors in user code. OverlayProgressType has no constructors; its members are compile-time constants.
Methods
protected virtual OnCreate() : System.Void
No methods are defined. OverlayProgressType is a value enum and contains no methods or lifecycle callbacks.
Usage Example
// Example: using OverlayProgressType to select behavior per overlay ring
// Get an overlay type (e.g., from some UI code)
OverlayProgressType type = OverlayProgressType.Middle;
// Switch to perform type-specific drawing/updating
switch (type)
{
case OverlayProgressType.Outer:
// Draw/update outer ring
break;
case OverlayProgressType.Middle:
// Draw/update middle ring
break;
case OverlayProgressType.Inner:
// Draw/update inner ring
break;
default:
// Handle unexpected values (Count should not be treated as a drawable layer)
break;
}
// Example: iterating over all real layers using the Count sentinel
for (int i = 0; i < (int)OverlayProgressType.Count; i++)
{
OverlayProgressType layer = (OverlayProgressType)i;
// Update or render the layer
}