//--------------------------------------------------------------------------------------------------------------------------------------------------- // // Copyright (C)2007 DarkWynter Studios. All rights reserved. // //--------------------------------------------------------------------------------------------------------------------------------------------------- // {Contact : darkwynter.com for licensing information //--------------------------------------------------------------------------------------------------------------------------------------------------- namespace DarkWynterEngine.Globals { #region Using Statements #endregion /// /// Class containing all enums. /// Enums are int32 by default. /// We override enum "name" : byte for memory optimization /// public static class Enums { //=== Major Mode of Execution /// /// Major Mode of Execution /// public enum EngineState : byte { //old code //public enum EngineState //{ // NOT_SUPPORTED,STORY_MODE,TITLE_SCREEN,GAME_SETUP, // LOAD_LEVEL,GAME_MODE,GAME_PAUSE,GAME_OVER, // CREDITS,EXIT //}; // These two modes are only set by EleGame /// /// Ur GPU sux!!! (Set by EleMentalGame) /// NOT_SUPPORTED, /// /// Loser! (Set by ELeMentalGame) /// GAME_OVER, // The rest of these should be modified only by the GameScreen /// /// Bye bye /// EXIT, /// /// Wat up world :-> /// CREDITS, /// /// Title /// TITLE_SCREEN, /// /// Game Setup /// GAME_SETUP, /// /// Loading... Please Wait /// LOAD_LEVEL, /// /// Game Mode /// GAME_MODE, /// /// Pause /// GAME_PAUSE }; /// /// Minor Mode of Execution within EngineState.GAME_MODE /// public enum GameType : byte { /// /// None /// NONE_SELECTED, /// /// Story Time /// STORY_MODE, /// /// Everyone for themselves /// LAST_MAN_STANDING, /// /// Frags /// DEATHMATCH, /// /// Come get me /// SURVIVAL }; /// /// Supported Controller Types /// public enum ControllerType : byte { /// /// PC only /// PC_ONLY, /// /// Xbox 360 only /// XBOX_ONLY, /// /// PC and Xbox /// PC_AND_XBOX, /// /// None /// NONE } /// /// Menu System Elements /// public enum MenuElementType : byte { /// /// Button /// BUTTON, /// /// Options /// OPTION, /// /// Values /// VALUE, /// /// Label /// LABEL, /// /// Image scroll /// IMAGE_SCROLL, /// /// Image /// IMAGE_DISPLAY, /// /// None /// NONE }; /// /// Supported GameObject Types /// public enum ObjectType : byte { /// /// Particle /// PARTICLE, /// /// Prop /// PROP, /// /// Player /// PLAYER, /// /// Human /// HUMAN, /// /// AI /// AI, /// /// Terrain /// TERRAIN, /// /// SkySphere /// SKYSPHERE, /// /// Sensor /// SENSOR, /// /// GPU Object /// GPU_OBJECT, /// /// Key /// KEY, /// /// Portal /// PORTAL, /// /// None /// NONE }; /// /// Player Movement Modes /// public enum MovementType : byte { /// /// Walk /// WALK, /// /// Hover /// HOVER }; /// /// Attack Modes /// public enum AttackType : byte { /// /// Fire /// FIRE, /// /// Water /// WATER, /// /// Earth /// EARTH, /// /// Wind /// WIND, /// /// Terrain /// TERRAIN, /// /// None /// NONE }; /// /// AI State /// public enum AIState : byte { /// /// Idle /// IDLE, /// /// Go to /// GOTO, /// /// Attack /// ATTACK, /// /// Start evade /// START_EVADE, /// /// Evade /// EVADE, /// /// Search /// SEARCH_MODE }; /// /// AI Attack state /// public enum AIAttackState : byte { /// /// Pursue /// PURSUE, /// /// Destroy /// DESTROY, /// /// None /// NONE }; /// /// Amounts /// public enum AmountType : byte { /// /// Low /// LOW, /// /// High /// HIGH, /// /// Neutral /// NEUTRAL }; /// /// Attack mode /// public enum AttackMode : byte { /// /// Attack /// ATTACK, /// /// Terrain Mod /// TERRAIN_MOD, /// /// None /// NONE }; /// /// Turn Direction /// public enum TurnDirection : byte { /// /// Left /// LEFT, /// /// Right /// RIGHT, /// /// None /// NOT_SET }; /// /// Hit location /// public enum HitWhere : byte { /// /// Left /// LEFT, /// /// Right /// RIGHT, /// /// Up /// UP, /// /// Down /// DOWN }; /// /// Terrain Type /// public enum TerrainType : byte { /// /// Ground /// GROUND, /// /// High /// HIGH, /// /// Medium /// MEDIUM, /// /// Low /// LOW, /// /// None /// NONE }; /// /// Collision Response /// public enum CollisionResponses : byte { /// /// Health bonus /// HEALTHBONUS, /// /// Manna Bonus /// MANNABONUS, /// /// Health Loss /// HEALTHLOSS, /// /// Manna loss /// MANNALOSS, /// /// None /// NONE }; /// /// Cleanup after collision /// public enum CollisionCleanup : byte { /// /// None /// NONE, /// /// Remove mass1 /// REMOVEMASS1, /// /// Remove mass2 /// REMOVEMASS2, /// /// Remove Both /// REMOVEBOTH }; /// /// Bounding Volume type /// public enum BoundingType : byte { /// /// Sphere /// Sphere, /// /// Box /// Box, /// /// Frustrum /// Frustum, /// /// Ray /// Ray }; /// /// Tells GpuProcessor how to execute this Variable /// public enum GpuProcessorMode : byte { /// /// Indexed pass /// Indexed, /// /// Spatial pass /// Spatial }; /// /// Bullet Type /// public enum BulletType : byte { /// /// Earth /// Earth, /// /// Water /// Water, /// /// Air /// Air }; /// /// Type of Displays /// public enum DisplayType : byte { /// /// Text /// TEXT, /// /// Value /// VALUE, /// /// Image /// IMAGE, /// /// Base /// BASE }; /// /// Particle Type /// public enum ParticleType : byte { /// /// Earth /// Earth, /// /// Water /// Water, /// /// Air /// Air }; } }