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; private int m_Maintain; private int m_Improve; private int m_Added; [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 => m_Maintain; set => m_Maintain = value; } [CommandProperty( AccessLevel.GameMaster )] public int Improve { get => m_Improve; set => m_Improve = value; } [CommandProperty( AccessLevel.GameMaster )] public int Added { get => m_Added; set => m_Added = value; } public AquariumState() { } public override string ToString() { return "..."; } public virtual void Serialize( GenericWriter writer ) { writer.Write( 0 ); // version writer.Write( m_State ); writer.Write( m_Maintain ); writer.Write( m_Improve ); writer.Write( m_Added ); } public virtual void Deserialize( GenericReader reader ) { int version = reader.ReadInt(); m_State = reader.ReadInt(); m_Maintain = reader.ReadInt(); m_Improve = reader.ReadInt(); m_Added = reader.ReadInt(); } } }