//====================================================================================================== // WARNING: This file is auto-generated. // Any manual changes will be lost. // Use the constant generator system instead //====================================================================================================== using System; using UnityEngine; namespace NeoFPS.Constants { [Serializable] public struct FpsInventoryKey { public const int Undefined = 0; public const int MeleeKnife = 1; public const int MeleeBaton = 2; public const int MeleeReserved01 = 3; public const int MeleeReserved02 = 4; public const int MeleeReserved03 = 5; public const int FirearmPistol = 6; public const int FirearmRevolver = 7; public const int FirearmShotgun = 8; public const int FirearmAssaultRifle = 9; public const int FirearmSniperRifle = 10; public const int FirearmGrenadeLauncher = 11; public const int ThrownFragGrenade = 12; public const int ThrownReserved01 = 13; public const int WeaponReserved01 = 14; public const int WeaponReserved02 = 15; public const int Ammo9mm = 16; public const int Ammo357magnum = 17; public const int Ammo12gauge = 18; public const int Ammo556mm = 19; public const int Ammo762mm = 20; public const int Ammo40mmHE = 21; public const int AmmoReserved01 = 22; public const int AmmoReserved02 = 23; public const int AmmoReserved03 = 24; public const int AmmoReserved04 = 25; public const int ArmourBody = 26; public const int ArmourHelmet = 27; public const int KeyRing = 28; public const int Lockpick = 29; public const int count = 30; public static readonly string[] names = new string[] { "Undefined", "MeleeKnife", "MeleeBaton", "MeleeReserved01", "MeleeReserved02", "MeleeReserved03", "FirearmPistol", "FirearmRevolver", "FirearmShotgun", "FirearmAssaultRifle", "FirearmSniperRifle", "FirearmGrenadeLauncher", "ThrownFragGrenade", "ThrownReserved01", "WeaponReserved01", "WeaponReserved02", "Ammo9mm", "Ammo357magnum", "Ammo12gauge", "Ammo556mm", "Ammo762mm", "Ammo40mmHE", "AmmoReserved01", "AmmoReserved02", "AmmoReserved03", "AmmoReserved04", "ArmourBody", "ArmourHelmet", "KeyRing", "Lockpick" }; [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 FpsInventoryKey (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 ==(FpsInventoryKey x, FpsInventoryKey y) { return (x.value == y.value); } public static bool operator ==(FpsInventoryKey x, int y) { return (x.value == y); } public static bool operator !=(FpsInventoryKey x, FpsInventoryKey y) { return (x.value != y.value); } public static bool operator !=(FpsInventoryKey x, int y) { return (x.value != y); } public override bool Equals (object obj) { if (obj is FpsInventoryKey) return value == ((FpsInventoryKey)obj).value; if (obj is int) return value == (int)value; return false; } // Implicit conversions public static implicit operator FpsInventoryKey (int v) { int max = count - 1; if (v < 0) v = 0; if (v > max) v = 0; // Reset to default return new FpsInventoryKey (v); } public static implicit operator int (FpsInventoryKey dam) { return dam.value; } public override string ToString () { return names [value]; } public override int GetHashCode() { return value.GetHashCode(); } } }