Game.UI.InGame.CitizenConditionKey
Assembly:
{{ Likely part of the game's main UI/game assembly (exact assembly name not provided in source) }}
Namespace: Game.UI.InGame
Type: Enum
Base: System.Enum (underlying type: System.Int32)
Summary:
{{ Represents the set of named condition keys used by the in-game UI to indicate a citizen's current condition/status (for example to choose an icon, tooltip text or localized label). These keys are lightweight identifiers consumed by UI code to decide which visual or textual representation to show for a citizen. }}
Fields
-
Sick
{{ Indicates the citizen is sick (e.g., requires medical attention, displays sickness icon). }} -
Injured
{{ Indicates the citizen is injured (different from sick — typically physical injury status). }} -
Homeless
{{ Indicates the citizen has no residence (used to show homelessness icon/tooltip). }} -
Unwell
{{ Indicates the citizen feels unwell — a more general / possibly milder state than "Sick". }} -
Weak
{{ Indicates a weakened state (e.g., low health or stamina). }} -
InDistress
{{ Indicates the citizen is in distress (urgent state that may require immediate attention or evacuation). }} -
Evacuated
{{ Indicates the citizen has been evacuated (used to show evacuated status post-disaster or ordered relocation). }}
Properties
None
{{ This enum does not declare instance properties. It uses standard enum behavior (no custom properties). The underlying numeric values are the default int values assigned starting from 0. }}
Constructors
None (implicit)
{{ Enums do not have explicit constructors in source. The CLR provides the default enum behavior; values are created by assignment or casting. }}
Methods
None (enum has no custom methods)
{{ Standard System.Enum methods (ToString, HasFlag, GetValues, etc.) are available, but there are no custom methods declared on this enum. }}
Usage Example
// Example: mapping a citizen condition to a UI sprite or localized label.
void UpdateCitizenConditionUI(CitizenConditionKey condition)
{
switch (condition)
{
case CitizenConditionKey.Sick:
ShowIcon(sickSprite, "Sick");
break;
case CitizenConditionKey.Injured:
ShowIcon(injuredSprite, "Injured");
break;
case CitizenConditionKey.Homeless:
ShowIcon(homelessSprite, "Homeless");
break;
case CitizenConditionKey.Unwell:
ShowIcon(unwellSprite, "Unwell");
break;
case CitizenConditionKey.Weak:
ShowIcon(weakSprite, "Weak");
break;
case CitizenConditionKey.InDistress:
ShowIcon(distressSprite, "In Distress");
break;
case CitizenConditionKey.Evacuated:
ShowIcon(evacuatedSprite, "Evacuated");
break;
}
}
{{ Notes: Use these keys as stable identifiers when wiring up UI localization, icon selection, or analytics. If you add new keys, ensure corresponding UI assets and localized strings are provided. }}