//====================================================================================================== // WARNING: This file is auto-generated. // Any manual changes will be lost. // Use the constant generator system instead //====================================================================================================== using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace NeoFPS.Constants { [Serializable] public struct FpsSwappableCategory { public const int Firearm = 0; public const int Melee = 1; public const int Thrown = 2; public const int count = 3; public static readonly string[] names = new string[] { "Firearm", "Melee", "Thrown" }; [SerializeField] private int m_Value; public int value { get { return m_Value; } set { int max = (int)(count - 1); if (value < 0) value = 0; if (value > max) value = 0; // Reset to default m_Value = value; } } private FpsSwappableCategory (int v) { m_Value = v; } public static bool IsWithinBounds (int v) { int cast = (int)v; return (cast >= 0) && (cast < count); } // Checks public static bool operator ==(FpsSwappableCategory x, FpsSwappableCategory y) { return (x.value == y.value); } public static bool operator ==(FpsSwappableCategory x, int y) { return (x.value == y); } public static bool operator !=(FpsSwappableCategory x, FpsSwappableCategory y) { return (x.value != y.value); } public static bool operator !=(FpsSwappableCategory x, int y) { return (x.value != y); } public override bool Equals (object obj) { if (obj is FpsSwappableCategory) return value == ((FpsSwappableCategory)obj).value; if (obj is int) return value == (int)value; return false; } // Implicit conversions public static implicit operator FpsSwappableCategory (int v) { int max = count - 1; if (v < 0) v = 0; if (v > max) v = 0; // Reset to default return new FpsSwappableCategory (v); } public static implicit operator int (FpsSwappableCategory dam) { return dam.value; } public override string ToString () { return names [value]; } public override int GetHashCode() { return value.GetHashCode(); } } }