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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;
    }
}