// Generated by the protocol buffer compiler.  DO NOT EDIT!
// source: Game_Define.proto

package com.caliverse.admin.domain.RabbitMq.message;

/**
 * <pre>
 *=============================================================================================
 * 엔티티 상태 종류
 *=============================================================================================
 * </pre>
 *
 * Protobuf enum {@code EntityStateType}
 */
public enum EntityStateType
    implements com.google.protobuf.ProtocolMessageEnum {
  /**
   * <code>EntityStateType_None = 0;</code>
   */
  EntityStateType_None(0),
  /**
   * <pre>
   * 생성된 (Root) : UserAuthServer, ChannelServer, IndunServer, ChatServer
   * </pre>
   *
   * <code>EntityStateType_Created = 1;</code>
   */
  EntityStateType_Created(1),
  /**
   * <pre>
   * 초기화중인
   * </pre>
   *
   * <code>EntityStateType_Initializing = 2;</code>
   */
  EntityStateType_Initializing(2),
  /**
   * <pre>
   * 로딩하고있는
   * </pre>
   *
   * <code>EntityStateType_Loading = 3;</code>
   */
  EntityStateType_Loading(3),
  /**
   * <pre>
   * 로그인중인
   * </pre>
   *
   * <code>EntityStateType_Login = 11;</code>
   */
  EntityStateType_Login(11),
  /**
   * <pre>
   * 로그아웃된
   * </pre>
   *
   * <code>EntityStateType_Logout = 111;</code>
   */
  EntityStateType_Logout(111),
  /**
   * <pre>
   * 던전에 입장중인
   * </pre>
   *
   * <code>EntityStateType_GameZoneEnter = 15;</code>
   */
  EntityStateType_GameZoneEnter(15),
  /**
   * <pre>
   * 플레이가 준비된
   * </pre>
   *
   * <code>EntityStateType_PlayReady = 16;</code>
   */
  EntityStateType_PlayReady(16),
  /**
   * <pre>
   * 게임존에 소환중인
   * </pre>
   *
   * <code>EntityStateType_Spawning = 17;</code>
   */
  EntityStateType_Spawning(17),
  /**
   * <pre>
   * 소환후 연출중인
   * </pre>
   *
   * <code>EntityStateType_SpawnedCutScene = 18;</code>
   */
  EntityStateType_SpawnedCutScene(18),
  /**
   * <pre>
   * 살아있는
   * </pre>
   *
   * <code>EntityStateType_Alive = 51;</code>
   */
  EntityStateType_Alive(51),
  /**
   * <pre>
   * 대기중인
   * </pre>
   *
   * <code>EntityStateType_Idle = 511;</code>
   */
  EntityStateType_Idle(511),
  /**
   * <pre>
   * 다음 상태를 생각중인
   * </pre>
   *
   * <code>EntityStateType_Think = 512;</code>
   */
  EntityStateType_Think(512),
  /**
   * <pre>
   * 이동중인
   * </pre>
   *
   * <code>EntityStateType_Move = 513;</code>
   */
  EntityStateType_Move(513),
  /**
   * <pre>
   * 주변 랜덤 배회
   * </pre>
   *
   * <code>EntityStateType_Roam = 5131;</code>
   */
  EntityStateType_Roam(5131),
  /**
   * <pre>
   * 걷기
   * </pre>
   *
   * <code>EntityStateType_Walk = 5132;</code>
   */
  EntityStateType_Walk(5132),
  /**
   * <pre>
   * 뛰기
   * </pre>
   *
   * <code>EntityStateType_Run = 5133;</code>
   */
  EntityStateType_Run(5133),
  /**
   * <pre>
   * 순찰
   * </pre>
   *
   * <code>EntityStateType_Patrol = 5134;</code>
   */
  EntityStateType_Patrol(5134),
  /**
   * <pre>
   * 추적
   * </pre>
   *
   * <code>EntityStateType_Chase = 5135;</code>
   */
  EntityStateType_Chase(5135),
  /**
   * <pre>
   * 질주
   * </pre>
   *
   * <code>EntityStateType_Dash = 5136;</code>
   */
  EntityStateType_Dash(5136),
  /**
   * <pre>
   * 홈으로 설정된 위치로
   * </pre>
   *
   * <code>EntityStateType_GoHome = 5137;</code>
   */
  EntityStateType_GoHome(5137),
  /**
   * <pre>
   * 댄스 상태
   * </pre>
   *
   * <code>EntityStateType_Dancing = 5138;</code>
   */
  EntityStateType_Dancing(5138),
  /**
   * <pre>
   * 전투중인
   * </pre>
   *
   * <code>EntityStateType_Battle = 514;</code>
   */
  EntityStateType_Battle(514),
  /**
   * <pre>
   * 스킬 사용
   * </pre>
   *
   * <code>EntityStateType_SkillFire = 5141;</code>
   */
  EntityStateType_SkillFire(5141),
  /**
   * <pre>
   * 제어 불능중인
   * </pre>
   *
   * <code>EntityStateType_Uncontrol = 515;</code>
   */
  EntityStateType_Uncontrol(515),
  /**
   * <pre>
   * 은신중인
   * </pre>
   *
   * <code>EntityStateType_Hide = 516;</code>
   */
  EntityStateType_Hide(516),
  /**
   * <pre>
   * 중지중인        
   * </pre>
   *
   * <code>EntityStateType_Pause = 519;</code>
   */
  EntityStateType_Pause(519),
  /**
   * <pre>
   * 사망한
   * </pre>
   *
   * <code>EntityStateType_Dead = 61;</code>
   */
  EntityStateType_Dead(61),
  /**
   * <pre>
   * 부활중인
   * </pre>
   *
   * <code>EntityStateType_Revive = 611;</code>
   */
  EntityStateType_Revive(611),
  /**
   * <pre>
   * 던전내에서 나가는
   * </pre>
   *
   * <code>EntityStateType_GameZoneExit = 99;</code>
   */
  EntityStateType_GameZoneExit(99),
  /**
   * <pre>
   * 활성화된
   * </pre>
   *
   * <code>EntityStateType_Activate = 101;</code>
   */
  EntityStateType_Activate(101),
  /**
   * <pre>
   * 비활성화된
   * </pre>
   *
   * <code>EntityStateType_Deactivate = 102;</code>
   */
  EntityStateType_Deactivate(102),
  /**
   * <pre>
   * 던전의 그라운드에 떨어진
   * </pre>
   *
   * <code>EntityStateType_Drop = 201;</code>
   */
  EntityStateType_Drop(201),
  /**
   * <pre>
   * 아이템 제작에 사용중
   * </pre>
   *
   * <code>EntityStateType_UsingByCrafting = 301;</code>
   */
  EntityStateType_UsingByCrafting(301),
  /**
   * <pre>
   * 파밍에 사용중
   * </pre>
   *
   * <code>EntityStateType_UsingByFarming = 302;</code>
   */
  EntityStateType_UsingByFarming(302),
  /**
   * <pre>
   * 마이홈에 사용중
   * </pre>
   *
   * <code>EntityStateType_UsingByMyHome = 303;</code>
   */
  EntityStateType_UsingByMyHome(303),
  UNRECOGNIZED(-1),
  ;

  /**
   * <code>EntityStateType_None = 0;</code>
   */
  public static final int EntityStateType_None_VALUE = 0;
  /**
   * <pre>
   * 생성된 (Root) : UserAuthServer, ChannelServer, IndunServer, ChatServer
   * </pre>
   *
   * <code>EntityStateType_Created = 1;</code>
   */
  public static final int EntityStateType_Created_VALUE = 1;
  /**
   * <pre>
   * 초기화중인
   * </pre>
   *
   * <code>EntityStateType_Initializing = 2;</code>
   */
  public static final int EntityStateType_Initializing_VALUE = 2;
  /**
   * <pre>
   * 로딩하고있는
   * </pre>
   *
   * <code>EntityStateType_Loading = 3;</code>
   */
  public static final int EntityStateType_Loading_VALUE = 3;
  /**
   * <pre>
   * 로그인중인
   * </pre>
   *
   * <code>EntityStateType_Login = 11;</code>
   */
  public static final int EntityStateType_Login_VALUE = 11;
  /**
   * <pre>
   * 로그아웃된
   * </pre>
   *
   * <code>EntityStateType_Logout = 111;</code>
   */
  public static final int EntityStateType_Logout_VALUE = 111;
  /**
   * <pre>
   * 던전에 입장중인
   * </pre>
   *
   * <code>EntityStateType_GameZoneEnter = 15;</code>
   */
  public static final int EntityStateType_GameZoneEnter_VALUE = 15;
  /**
   * <pre>
   * 플레이가 준비된
   * </pre>
   *
   * <code>EntityStateType_PlayReady = 16;</code>
   */
  public static final int EntityStateType_PlayReady_VALUE = 16;
  /**
   * <pre>
   * 게임존에 소환중인
   * </pre>
   *
   * <code>EntityStateType_Spawning = 17;</code>
   */
  public static final int EntityStateType_Spawning_VALUE = 17;
  /**
   * <pre>
   * 소환후 연출중인
   * </pre>
   *
   * <code>EntityStateType_SpawnedCutScene = 18;</code>
   */
  public static final int EntityStateType_SpawnedCutScene_VALUE = 18;
  /**
   * <pre>
   * 살아있는
   * </pre>
   *
   * <code>EntityStateType_Alive = 51;</code>
   */
  public static final int EntityStateType_Alive_VALUE = 51;
  /**
   * <pre>
   * 대기중인
   * </pre>
   *
   * <code>EntityStateType_Idle = 511;</code>
   */
  public static final int EntityStateType_Idle_VALUE = 511;
  /**
   * <pre>
   * 다음 상태를 생각중인
   * </pre>
   *
   * <code>EntityStateType_Think = 512;</code>
   */
  public static final int EntityStateType_Think_VALUE = 512;
  /**
   * <pre>
   * 이동중인
   * </pre>
   *
   * <code>EntityStateType_Move = 513;</code>
   */
  public static final int EntityStateType_Move_VALUE = 513;
  /**
   * <pre>
   * 주변 랜덤 배회
   * </pre>
   *
   * <code>EntityStateType_Roam = 5131;</code>
   */
  public static final int EntityStateType_Roam_VALUE = 5131;
  /**
   * <pre>
   * 걷기
   * </pre>
   *
   * <code>EntityStateType_Walk = 5132;</code>
   */
  public static final int EntityStateType_Walk_VALUE = 5132;
  /**
   * <pre>
   * 뛰기
   * </pre>
   *
   * <code>EntityStateType_Run = 5133;</code>
   */
  public static final int EntityStateType_Run_VALUE = 5133;
  /**
   * <pre>
   * 순찰
   * </pre>
   *
   * <code>EntityStateType_Patrol = 5134;</code>
   */
  public static final int EntityStateType_Patrol_VALUE = 5134;
  /**
   * <pre>
   * 추적
   * </pre>
   *
   * <code>EntityStateType_Chase = 5135;</code>
   */
  public static final int EntityStateType_Chase_VALUE = 5135;
  /**
   * <pre>
   * 질주
   * </pre>
   *
   * <code>EntityStateType_Dash = 5136;</code>
   */
  public static final int EntityStateType_Dash_VALUE = 5136;
  /**
   * <pre>
   * 홈으로 설정된 위치로
   * </pre>
   *
   * <code>EntityStateType_GoHome = 5137;</code>
   */
  public static final int EntityStateType_GoHome_VALUE = 5137;
  /**
   * <pre>
   * 댄스 상태
   * </pre>
   *
   * <code>EntityStateType_Dancing = 5138;</code>
   */
  public static final int EntityStateType_Dancing_VALUE = 5138;
  /**
   * <pre>
   * 전투중인
   * </pre>
   *
   * <code>EntityStateType_Battle = 514;</code>
   */
  public static final int EntityStateType_Battle_VALUE = 514;
  /**
   * <pre>
   * 스킬 사용
   * </pre>
   *
   * <code>EntityStateType_SkillFire = 5141;</code>
   */
  public static final int EntityStateType_SkillFire_VALUE = 5141;
  /**
   * <pre>
   * 제어 불능중인
   * </pre>
   *
   * <code>EntityStateType_Uncontrol = 515;</code>
   */
  public static final int EntityStateType_Uncontrol_VALUE = 515;
  /**
   * <pre>
   * 은신중인
   * </pre>
   *
   * <code>EntityStateType_Hide = 516;</code>
   */
  public static final int EntityStateType_Hide_VALUE = 516;
  /**
   * <pre>
   * 중지중인        
   * </pre>
   *
   * <code>EntityStateType_Pause = 519;</code>
   */
  public static final int EntityStateType_Pause_VALUE = 519;
  /**
   * <pre>
   * 사망한
   * </pre>
   *
   * <code>EntityStateType_Dead = 61;</code>
   */
  public static final int EntityStateType_Dead_VALUE = 61;
  /**
   * <pre>
   * 부활중인
   * </pre>
   *
   * <code>EntityStateType_Revive = 611;</code>
   */
  public static final int EntityStateType_Revive_VALUE = 611;
  /**
   * <pre>
   * 던전내에서 나가는
   * </pre>
   *
   * <code>EntityStateType_GameZoneExit = 99;</code>
   */
  public static final int EntityStateType_GameZoneExit_VALUE = 99;
  /**
   * <pre>
   * 활성화된
   * </pre>
   *
   * <code>EntityStateType_Activate = 101;</code>
   */
  public static final int EntityStateType_Activate_VALUE = 101;
  /**
   * <pre>
   * 비활성화된
   * </pre>
   *
   * <code>EntityStateType_Deactivate = 102;</code>
   */
  public static final int EntityStateType_Deactivate_VALUE = 102;
  /**
   * <pre>
   * 던전의 그라운드에 떨어진
   * </pre>
   *
   * <code>EntityStateType_Drop = 201;</code>
   */
  public static final int EntityStateType_Drop_VALUE = 201;
  /**
   * <pre>
   * 아이템 제작에 사용중
   * </pre>
   *
   * <code>EntityStateType_UsingByCrafting = 301;</code>
   */
  public static final int EntityStateType_UsingByCrafting_VALUE = 301;
  /**
   * <pre>
   * 파밍에 사용중
   * </pre>
   *
   * <code>EntityStateType_UsingByFarming = 302;</code>
   */
  public static final int EntityStateType_UsingByFarming_VALUE = 302;
  /**
   * <pre>
   * 마이홈에 사용중
   * </pre>
   *
   * <code>EntityStateType_UsingByMyHome = 303;</code>
   */
  public static final int EntityStateType_UsingByMyHome_VALUE = 303;


  public final int getNumber() {
    if (this == UNRECOGNIZED) {
      throw new java.lang.IllegalArgumentException(
          "Can't get the number of an unknown enum value.");
    }
    return value;
  }

  /**
   * @param value The numeric wire value of the corresponding enum entry.
   * @return The enum associated with the given numeric wire value.
   * @deprecated Use {@link #forNumber(int)} instead.
   */
  @java.lang.Deprecated
  public static EntityStateType valueOf(int value) {
    return forNumber(value);
  }

  /**
   * @param value The numeric wire value of the corresponding enum entry.
   * @return The enum associated with the given numeric wire value.
   */
  public static EntityStateType forNumber(int value) {
    switch (value) {
      case 0: return EntityStateType_None;
      case 1: return EntityStateType_Created;
      case 2: return EntityStateType_Initializing;
      case 3: return EntityStateType_Loading;
      case 11: return EntityStateType_Login;
      case 111: return EntityStateType_Logout;
      case 15: return EntityStateType_GameZoneEnter;
      case 16: return EntityStateType_PlayReady;
      case 17: return EntityStateType_Spawning;
      case 18: return EntityStateType_SpawnedCutScene;
      case 51: return EntityStateType_Alive;
      case 511: return EntityStateType_Idle;
      case 512: return EntityStateType_Think;
      case 513: return EntityStateType_Move;
      case 5131: return EntityStateType_Roam;
      case 5132: return EntityStateType_Walk;
      case 5133: return EntityStateType_Run;
      case 5134: return EntityStateType_Patrol;
      case 5135: return EntityStateType_Chase;
      case 5136: return EntityStateType_Dash;
      case 5137: return EntityStateType_GoHome;
      case 5138: return EntityStateType_Dancing;
      case 514: return EntityStateType_Battle;
      case 5141: return EntityStateType_SkillFire;
      case 515: return EntityStateType_Uncontrol;
      case 516: return EntityStateType_Hide;
      case 519: return EntityStateType_Pause;
      case 61: return EntityStateType_Dead;
      case 611: return EntityStateType_Revive;
      case 99: return EntityStateType_GameZoneExit;
      case 101: return EntityStateType_Activate;
      case 102: return EntityStateType_Deactivate;
      case 201: return EntityStateType_Drop;
      case 301: return EntityStateType_UsingByCrafting;
      case 302: return EntityStateType_UsingByFarming;
      case 303: return EntityStateType_UsingByMyHome;
      default: return null;
    }
  }

  public static com.google.protobuf.Internal.EnumLiteMap<EntityStateType>
      internalGetValueMap() {
    return internalValueMap;
  }
  private static final com.google.protobuf.Internal.EnumLiteMap<
      EntityStateType> internalValueMap =
        new com.google.protobuf.Internal.EnumLiteMap<EntityStateType>() {
          public EntityStateType findValueByNumber(int number) {
            return EntityStateType.forNumber(number);
          }
        };

  public final com.google.protobuf.Descriptors.EnumValueDescriptor
      getValueDescriptor() {
    if (this == UNRECOGNIZED) {
      throw new java.lang.IllegalStateException(
          "Can't get the descriptor of an unrecognized enum value.");
    }
    return getDescriptor().getValues().get(ordinal());
  }
  public final com.google.protobuf.Descriptors.EnumDescriptor
      getDescriptorForType() {
    return getDescriptor();
  }
  public static final com.google.protobuf.Descriptors.EnumDescriptor
      getDescriptor() {
    return com.caliverse.admin.domain.RabbitMq.message.GameDefine.getDescriptor().getEnumTypes().get(1);
  }

  private static final EntityStateType[] VALUES = values();

  public static EntityStateType valueOf(
      com.google.protobuf.Descriptors.EnumValueDescriptor desc) {
    if (desc.getType() != getDescriptor()) {
      throw new java.lang.IllegalArgumentException(
        "EnumValueDescriptor is not for this type.");
    }
    if (desc.getIndex() == -1) {
      return UNRECOGNIZED;
    }
    return VALUES[desc.getIndex()];
  }

  private final int value;

  private EntityStateType(int value) {
    this.value = value;
  }

  // @@protoc_insertion_point(enum_scope:EntityStateType)
}

