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Game.UI.InGame.CompanyProfitabilityKey

Assembly: Assembly-CSharp
Namespace: Game.UI.InGame

Type: enum

Base: System.Enum

Summary:
Represents discrete profitability states used by the in-game UI to indicate a company's financial condition. Typically used by UI components to choose icons, colors, tooltips or other visual indicators that convey whether an entity (company) is operating at a loss, breaking even, or making a profit. {{ This enum contains five ordered states from worst (Bankrupt) to best (Profitable). Values are the default enum integer values 0–4 unless otherwise overridden in the game assembly. }}


Fields

  • Bankrupt
    {{ Value = 0. Indicates the company is insolvent or effectively out of business; UI should show a severe negative indicator. }}

  • LosingMoney
    {{ Value = 1. Indicates the company is operating at a loss; UI should show a negative indicator. }}

  • BreakingEven
    {{ Value = 2. Indicates revenue roughly equals expenses; UI should show a neutral indicator. }}

  • GettingBy
    {{ Value = 3. Indicates a small or modest profit; UI should show a slightly positive indicator. }}

  • Profitable
    {{ Value = 4. Indicates the company is in healthy profit; UI should show a strong positive indicator. }}

Properties

  • None.
    {{ This is a plain enum type and does not expose properties. }}

Constructors

  • None (the enum has the implicit private constructor).
    {{ Enums do not define public constructors. Use cast or assignment from the enum values. }}

Methods

  • None (no instance or static methods defined on this enum).
    {{ Use standard System.Enum methods if needed (e.g., ToString(), Enum.GetValues(), Enum.IsDefined()). }}

Usage Example

// Example: map CompanyProfitabilityKey to a UI sprite name or color
private string GetProfitabilityIconName(Game.UI.InGame.CompanyProfitabilityKey key)
{
    switch (key)
    {
        case Game.UI.InGame.CompanyProfitabilityKey.Bankrupt:
            return "icon_profit_bankrupt";
        case Game.UI.InGame.CompanyProfitabilityKey.LosingMoney:
            return "icon_profit_negative";
        case Game.UI.InGame.CompanyProfitabilityKey.BreakingEven:
            return "icon_profit_neutral";
        case Game.UI.InGame.CompanyProfitabilityKey.GettingBy:
            return "icon_profit_small_positive";
        case Game.UI.InGame.CompanyProfitabilityKey.Profitable:
            return "icon_profit_positive";
        default:
            return "icon_profit_unknown";
    }
}

{{ TIPS: Use this enum to drive UI logic (icons, colors, tooltips). If you need thresholds (percent profit/loss) map your numeric calculations to these enum values in your simulation or presentation layer. Verify actual assembly name in your mod context — common decompiled location is Assembly-CSharp.dll. }}