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; } }