package com.asteria.game.character.player.dialogue;
/**
* The enumerated type whose elements represent the expressions a character can
* take on.
*
* @author lare96 <http://github.com/lare96>
*/
public enum Expression {
HAPPY(588),
CALM(589),
CALM_CONTINUED(590),
DEFAULT(591),
EVIL(592),
EVIL_CONTINUED(593),
DELIGHTED_EVIL(594),
ANNOYED(595),
DISTRESSED(596),
DISTRESSED_CONTINUED(597),
DISORIENTED_LEFT(600),
DISORIENTED_RIGHT(601),
UNINTERESTED(602),
SLEEPY(603),
PLAIN_EVIL(604),
LAUGHING(605),
LAUGHING_2(608),
LONGER_LAUGHING(606),
LONGER_LAUGHING_2(607),
EVIL_LAUGH_SHORT(609),
SLIGHTLY_SAD(610),
SAD(599),
VERY_SAD(611),
OTHER(612),
NEAR_TEARS(598),
NEAR_TEARS_2(613),
ANGRY_1(614),
ANGRY_2(615),
ANGRY_3(616),
ANGRY_4(617);
/**
* The identification for this expression.
*/
private final int expression;
/**
* Creates a new {@link Expression}.
*
* @param expression
* the identification for this expression.
*/
private Expression(int expression) {
this.expression = expression;
}
/**
* Gets the identification for this expression.
*
* @return the expression.
*/
public final int getExpression() {
return expression;
}
}