Game.OverlayScreen
Assembly: Assembly-CSharp.dll
Namespace: Game.SceneFlow
Type: enum
Base: System.Enum (underlying type: System.Int32)
Summary:
OverlayScreen is an enumeration that identifies the different overlay UI screens that can be presented by the game's scene flow. These values represent transient full-screen overlays such as startup splash screens, disclaimers, connection/status messages and validation or error overlays. Mods can read these values to determine which overlay is currently active or to react accordingly (for example, pausing input handling while a disclaimer is shown).
Fields
-
None
Represents no overlay being shown. -
Splash1
The first startup/branding splash screen. -
Splash2
The second startup/branding splash screen. -
Splash3
The third startup/branding splash screen. -
Splash4
The fourth startup/branding splash screen. -
PiracyDisclaimer
An overlay displaying an anti-piracy or licensing disclaimer. -
PhotosensitivityDisclaimer
An overlay warning users about photosensitive seizure risks (typically shown when flashing content may appear). -
Wait
A generic wait/holding overlay — used when the game needs to block interaction while an operation completes. -
UserLoggedOut
Overlay shown when the user's session is logged out or their account status requires attention. -
ControllerDisconnected
Overlay indicating the player's controller has been disconnected. -
ControllerPairingChanged
Overlay indicating that controller pairing/state has changed and may require user action. -
Engagement
An engagement-related overlay (could be promotions, surveys, or other interactive prompts). -
Loading
A loading overlay shown while scenes/content are loading. -
CorruptSaveData
An error overlay displayed when save data is detected as corrupt. -
Validation
An overlay used for validation messages or checks (for example, verifying content or credentials).
Properties
- (None)
This enum does not define properties. It is a plain enumeration of possible overlay states.
Constructors
- (None)
Enums do not declare constructors; values are the defined named constants.
Methods
- (None)
No methods are defined on this enumeration.
Usage Example
// Example: check the current overlay and react accordingly.
void HandleOverlay(Game.SceneFlow.OverlayScreen overlay)
{
switch (overlay)
{
case Game.SceneFlow.OverlayScreen.None:
// Normal gameplay UI logic
break;
case Game.SceneFlow.OverlayScreen.PhotosensitivityDisclaimer:
// Suspend flashing visuals or show an explicit acknowledgement button
break;
case Game.SceneFlow.OverlayScreen.Loading:
// Show progress or prevent input
break;
case Game.SceneFlow.OverlayScreen.CorruptSaveData:
// Show an error dialog and offer recovery options
break;
default:
// For other overlays, consider pausing game input or saving state
break;
}
}