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Game.UI.InGame.PollutionThreshold

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

Type: public enum

Base: System.Enum

Summary:
Represents the pollution level thresholds used by the in-game UI. Typically used to control overlays, warnings, or UI elements that show pollution severity. Values are the standard sequential enum values (0..3) and map to increasing levels of pollution intensity.


Fields

  • None
    Represents no pollution / a cleared state. Underlying value: 0.

  • Low
    Represents a low pollution threshold. Underlying value: 1.

  • Medium
    Represents a medium pollution threshold. Underlying value: 2.

  • High
    Represents a high pollution threshold. Underlying value: 3.

Properties

  • This enum type does not define any custom properties. It inherits the standard Enum behavior from System.Enum (e.g., ToString()).

Constructors

  • Enums do not expose constructors in user code. Instances are the named constants defined above.

Methods

  • This enum inherits standard members from System.Enum and System.ValueType, for example:
  • static Parse / TryParse (to convert from string)
  • static GetValues / GetNames
  • instance ToString()
  • instance HasFlag (from Enum)

Use these inherited methods when you need to convert, inspect, or iterate enum values.

Usage Example

using Game.UI.InGame;

public class PollutionDisplay
{
    public void UpdateUI(PollutionThreshold threshold)
    {
        switch (threshold)
        {
            case PollutionThreshold.None:
                // hide overlay
                break;
            case PollutionThreshold.Low:
                // show low-alert visuals
                break;
            case PollutionThreshold.Medium:
                // show medium-alert visuals
                break;
            case PollutionThreshold.High:
                // show high-alert visuals
                break;
        }
    }
}

// Parsing from a string (example)
if (System.Enum.TryParse<PollutionThreshold>("Medium", out var parsed))
{
    // parsed == PollutionThreshold.Medium
}