namespace Server.Items { public enum WaterState { Dead, Dying, Unhealthy, Healthy, Strong } public enum FoodState { Dead, Starving, Hungry, Full, Overfed } [PropertyObject] public class AquariumState { private int m_State; [CommandProperty( AccessLevel.GameMaster )] public int State { get => m_State; set { m_State = value; if ( m_State < 0 ) m_State = 0; if ( m_State > 4 ) m_State = 4; } } [CommandProperty( AccessLevel.GameMaster )] public int Maintain { get; set; } [CommandProperty( AccessLevel.GameMaster )] public int Improve { get; set; } [CommandProperty( AccessLevel.GameMaster )] public int Added { get; set; } public AquariumState() { } public override string ToString() { return "..."; } public virtual void Serialize( GenericWriter writer ) { writer.Write( 0 ); // version writer.Write( m_State ); writer.Write( Maintain ); writer.Write( Improve ); writer.Write( Added ); } public virtual void Deserialize( GenericReader reader ) { int version = reader.ReadInt(); m_State = reader.ReadInt(); Maintain = reader.ReadInt(); Improve = reader.ReadInt(); Added = reader.ReadInt(); } } }