RunUO/Scripts/Items/Aquarium/AquariumState.cs

98 lines
1.6 KiB
C#

using System;
using Server;
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{ return 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{ return m_Maintain; }
set{ m_Maintain = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int Improve
{
get{ return m_Improve; }
set{ m_Improve = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int Added
{
get{ return 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();
}
}
}