using System; 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; public AquariumState() { } [CommandProperty(AccessLevel.GameMaster)] public int State { get { return this.m_State; } set { this.m_State = value; if (this.m_State < 0) this.m_State = 0; if (this.m_State > 4) this.m_State = 4; } } [CommandProperty(AccessLevel.GameMaster)] public int Maintain { get { return this.m_Maintain; } set { this.m_Maintain = value; } } [CommandProperty(AccessLevel.GameMaster)] public int Improve { get { return this.m_Improve; } set { this.m_Improve = value; } } [CommandProperty(AccessLevel.GameMaster)] public int Added { get { return this.m_Added; } set { this.m_Added = value; } } public override string ToString() { return "..."; } public virtual void Serialize(GenericWriter writer) { writer.Write(0); // version writer.Write(this.m_State); writer.Write(this.m_Maintain); writer.Write(this.m_Improve); writer.Write(this.m_Added); } public virtual void Deserialize(GenericReader reader) { int version = reader.ReadInt(); this.m_State = reader.ReadInt(); this.m_Maintain = reader.ReadInt(); this.m_Improve = reader.ReadInt(); this.m_Added = reader.ReadInt(); } } }