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418 lines
8.8 KiB
C#

3 years ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SiegeSong;
namespace SiegeSong
{
public enum ScheduleLocationType
{
Home = 0,
WorkPlace = 1,
UsualHaunt = 2,
UsualRestaurant = 3,
}
public enum WorldObjectType
{
Droppable = 0,
Station = 1,
Architecture = 2,
}
public enum DangerLevel
{
Peaceful = 0,
Calm = 1,
Dangerous = 2,
Perilous = 3,
}
public enum InteriorType
{
WindowedRoom = 0,
WindowlessRoom = 1,
IsolatedWindowlessRoom = 2,
Cave = 3,
}
public enum ActorPose
{
Standing = 0,
Kneeling = 1,
Sitting = 2,
Prone = 3,
Ragdolling = 4,
}
public enum CinematicFraming
{
CloseUp = 0,
Medium = 1,
Wide = 2,
ExtremeCloseUp = 3,
ExtremeWide = 4,
LowObstructed = 5,
LowUnobstructed = 6,
HighObstructed = 7,
HighUnobstructed = 8,
Dutch = 9,
}
public enum CameraMountType
{
Harness = 0,
WallArm = 1,
Dolly = 2,
Crane = 3,
}
public enum AIBattleStrategy
{
DistanceToRecoup = 0,
DistanceToRanged = 1,
LureIntoCounter = 2,
ChargeToAttack = 3,
}
public enum AIConfidence
{
Panicked = 0,
Nervous = 1,
Calm = 2,
Confident = 3,
Reckless = 4,
}
public enum AIHostility
{
Unconscious = 0,
Surrendered = 1,
Fleeing = 2,
NotHostile = 3,
GuardingNonHostile = 4,
SearchingNotHostile = 5,
GuardingHostile = 6,
SearchingHostile = 7,
Hostile = 8,
}
public enum FactionRelationship
{
Allies = 0,
Peers = 1,
Rivals = 2,
Enemies = 3,
Combatants = 4,
}
public enum Faction
{
PreyAnimals = 0,
PredatorAnimals = 1,
Wanderers = 2,
Bandits = 3,
Hunters = 4,
Monsters = 5,
Demons = 5, // Evil non-human spirits
Ghosts = 6, // Good, Neutral, or evil human spirits
Spirits = 7, // Good or Neutral non-human spirits
MonsterHuntersGuildMembers = 8,
BountyHuntersGuildMembers = 9,
WantedCriminalsOnTheLam = 10,
MagesGuildMembers = 11,
MagicalAcademyStudents = 12,
MagicalAcademyStaff = 13,
DarkMagesAllianceMembers = 14,
ThievesGuildMembers = 15,
AssassinsGuildMembers = 16,
EngineersGuildMembers = 17,
MedicalGuildMembers = 18,
ResearchersGuildMembers = 19,
CouriersGuildMembers = 20,
Religion1Members = 21,
Religion2Members = 22,
Religion3Members = 23,
Religion4Members = 24,
Religion5Members = 25,
Religion6Members = 26,
NationalGovernment1Members = 27,
NationalGovernment2Members = 28,
NationalGovernment3Members = 29,
NationalGovernment4Members = 30,
NationalGovernment5Members = 31,
NationalGovernment6Members = 32,
NationalGovernment7Members = 33,
NationalGovernment8Members = 34,
NationalGovernment9Members = 35,
NationalGovernment10Members = 36,
NationalGovernment11Members = 37,
NationalGovernment12Members = 38,
NationalGovernment13Members = 39,
NationalGovernment14Members = 40,
NationalGovernment15Members = 41,
NationalGovernment16Members = 42,
NationalGovernment17Members = 43,
NationalGovernment18Members = 44,
NationalGovernment19Members = 45,
NationalGovernment20Members = 46,
MilitaryAndMilitia1Members = 47,
MilitaryAndMilitia2Members = 48,
MilitaryAndMilitia3Members = 49,
MilitaryAndMilitia4Members = 50,
MilitaryAndMilitia5Members = 51,
MilitaryAndMilitia6Members = 52,
MilitaryAndMilitia7Members = 53,
MilitaryAndMilitia8Members = 54,
MilitaryAndMilitia9Members = 55,
MilitaryAndMilitia10Members = 56,
MilitaryAndMilitia11Members = 57,
MilitaryAndMilitia12Members = 58,
MilitaryAndMilitia13Members = 59,
MilitaryAndMilitia14Members = 60,
MilitaryAndMilitia15Members = 61,
MilitaryAndMilitia16Members = 62,
MilitaryAndMilitia17Members = 63,
MilitaryAndMilitia18Members = 64,
MilitaryAndMilitia19Members = 65,
MilitaryAndMilitia20Members = 66
}
public enum PhysicalMaterial
{
Flesh = 0,
Dirt = 1,
Sand = 2,
Stone = 3,
Ceramic = 4,
Wood = 5,
MetalF = 6,
MetalNonF = 7,
Fabric = 8,
}
public enum ProtectionLevel
{
Unprotected = 0,
Partial = 1,
Full = 2,
}
public enum DamageWeight
{
Light = 0,
Medium = 1,
Heavy = 2,
}
public enum DamageType
{
Cutting = 0,
Stabbing = 1,
Bludgeoning = 2,
}
public enum EffectType
{
Physical = 0,
Phsychic = 1,
Buring = 2,
Shocking = 3,
Freezing = 4,
Poisoning = 5,
Irradiating = 6,
}
public enum Attributes
{
Strength = 0,
Endurance = 1,
Resiliency = 2,
Resolve = 3,
Immunity = 4,
Balance = 5,
Intellect = 6,
Empathy = 7,
Awareness = 8,
}
public enum HUDGroup
{
StatBarArea = 0,
EquipmentArea = 1,
SelectorArea = 2,
NotificationArea = 3,
LeftDirectionalArea = 4,
RightDirectionalArea = 5,
BigNotificationArea = 6,
}
public enum HintArea
{
FarLeft = 0,
MidLeft = 1,
Center = 2,
MidRight = 3,
FarRight = 4,
}
public enum InputScheme
{
PC = 0,
Xbox = 1,
}
public enum NavigationButtonType
{
Tab = 0,
Page = 1,
Row = 2,
}
public enum InputButton
{
ActivateAccept = 0,
BackReject = 1,
SwapUseAbility = 2,
JumpClimb = 3,
CrouchStabilize = 4,
SprintZoomIn = 5,
CycleLeft = 6,
CycleRight = 7,
UseLeft = 8,
UseRight = 9,
CharacterMenu = 10,
GameMenu = 11,
}
public enum InputDirection
{
TopLeft = 0,
TopMid = 1,
TopRight = 2,
MidLeft = 3,
MidMid = 4,
MidRight = 5,
BottomLeft = 6,
BottomMid = 7,
BottomRight = 8,
}
public enum SkillCategory
{
Martial = 0,
Physical = 1,
Mental = 2,
Magical = 3,
}
public enum MartialSkill
{
ShortBlades = 0,
LongBlades = 1,
Axes = 2,
BluntWeapons = 3,
Polearms = 4,
ShortBows = 5,
LongBows = 6,
Boltcasters = 7,
Shields = 8,
}
public enum PhysicalSkill
{
Tailoring = 0,
Cooking = 1,
Sculpting = 2,
Smithing = 3,
Fishing = 4,
Athletics = 5,
Acrobatics = 6,
Finesse = 7,
Stealth = 8,
}
public enum MentalSkill
{
Oration = 0, // Persuasion + Inspiration
Performance = 1,
Perception = 2,
Strategy = 3, // Logistics + Negiotiation
Navigation = 4,
Engineering = 5, // Lockpicking + Mechanical
Alchemy = 6,
Medicine = 7,
AnimalHandling = 8,
}
public enum MagicalSkill
{
Transmutation = 0, // Destruction + Restoration (Healing)
Transfiguration = 1, // Alteration + Restoration (Augmentation)
Conjuration = 2,
Illusion = 3,
Enchanting = 4,
Pyrokinesis = 5,
Hydrokinesis = 6,
Geokinesis = 7,
Aerokinesis = 8,
}
public enum InputState
{
OutGameMenu = 0,
InGameMenu = 1,
World = 2,
}
public enum InventoryCategory
{
EquipmentAndAparrel = 0,
Items = 1,
MapsAndNotes = 2,
}
public enum ItemType
{
Material = 0,
Consumable = 1,
Equipable = 2,
Readable = 3,
Useable = 4,
Container = 5,
}
public enum EquipableType
{
Equipment = 0,
Aparrel = 1,
}
public enum EquipableArea
{
Left = 0,
Ability = 1,
Right = 2,
BothLR = 3,
BothLA = 4,
BothRA = 5,
EitherLR = 6,
EitherLA = 7,
EitherRA = 8,
All = 9,
Any = 10,
}
public enum AparrelSlot
{
Head = 0,
Chest = 1,
LeftShoulder = 2,
RightShoulder = 3,
LeftArm = 4,
RightArm = 5,
Belt = 6,
LeftLeg = 7,
RightLeg = 8,
}
}