Beispiel #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyEntitiesCharactersDestinyCharacterComponent" /> class.
 /// </summary>
 /// <param name="membershipId">Every Destiny Profile has a membershipId. This is provided on the character as well for convenience..</param>
 /// <param name="membershipType">membershipType tells you the platform on which the character plays. Examine the BungieMembershipType enumeration for possible values..</param>
 /// <param name="characterId">The unique identifier for the character..</param>
 /// <param name="dateLastPlayed">The last date that the user played Destiny..</param>
 /// <param name="minutesPlayedThisSession">If the user is currently playing, this is how long they&#39;ve been playing..</param>
 /// <param name="minutesPlayedTotal">If this value is 525,600, then they played Destiny for a year. Or they&#39;re a very dedicated Rent fan. Note that this includes idle time, not just time spent actually in activities shooting things..</param>
 /// <param name="light">The user&#39;s calculated \&quot;Light Level\&quot;. Light level is an indicator of your power that mostly matters in the end game, once you&#39;ve reached the maximum character level: it&#39;s a level that&#39;s dependent on the average Attack/Defense power of your items..</param>
 /// <param name="stats">Your character&#39;s stats, such as Agility, Resilience, etc... *not* historical stats.  You&#39;ll have to call a different endpoint for those..</param>
 /// <param name="raceHash">Use this hash to look up the character&#39;s DestinyRaceDefinition..</param>
 /// <param name="genderHash">Use this hash to look up the character&#39;s DestinyGenderDefinition..</param>
 /// <param name="classHash">Use this hash to look up the character&#39;s DestinyClassDefinition..</param>
 /// <param name="raceType">Mostly for historical purposes at this point, this is an enumeration for the character&#39;s race.  It&#39;ll be preferable in the general case to look up the related definition: but for some people this was too convenient to remove..</param>
 /// <param name="classType">Mostly for historical purposes at this point, this is an enumeration for the character&#39;s class.  It&#39;ll be preferable in the general case to look up the related definition: but for some people this was too convenient to remove..</param>
 /// <param name="genderType">Mostly for historical purposes at this point, this is an enumeration for the character&#39;s Gender.  It&#39;ll be preferable in the general case to look up the related definition: but for some people this was too convenient to remove. And yeah, it&#39;s an enumeration and not a boolean. Fight me..</param>
 /// <param name="emblemPath">A shortcut path to the user&#39;s currently equipped emblem image. If you&#39;re just showing summary info for a user, this is more convenient than examining their equipped emblem and looking up the definition..</param>
 /// <param name="emblemBackgroundPath">A shortcut path to the user&#39;s currently equipped emblem background image. If you&#39;re just showing summary info for a user, this is more convenient than examining their equipped emblem and looking up the definition..</param>
 /// <param name="emblemHash">The hash of the currently equipped emblem for the user. Can be used to look up the DestinyInventoryItemDefinition..</param>
 /// <param name="emblemColor">A shortcut for getting the background color of the user&#39;s currently equipped emblem without having to do a DestinyInventoryItemDefinition lookup..</param>
 /// <param name="levelProgression">The progression that indicates your character&#39;s level. Not their light level, but their character level: you know, the thing you max out a couple hours in and then ignore for the sake of light level..</param>
 /// <param name="baseCharacterLevel">The \&quot;base\&quot; level of your character, not accounting for any light level..</param>
 /// <param name="percentToNextLevel">A number between 0 and 100, indicating the whole and fractional % remaining to get to the next character level..</param>
 /// <param name="titleRecordHash">If this Character has a title assigned to it, this is the identifier of the DestinyRecordDefinition that has that title information..</param>
 public DestinyEntitiesCharactersDestinyCharacterComponent(long membershipId = default(long), int membershipType = default(int), long characterId = default(long), DateTime dateLastPlayed = default(DateTime), long minutesPlayedThisSession = default(long), long minutesPlayedTotal = default(long), int light = default(int), Dictionary <string, int> stats = default(Dictionary <string, int>), long raceHash = default(long), long genderHash = default(long), long classHash = default(long), int raceType = default(int), int classType = default(int), int genderType = default(int), string emblemPath = default(string), string emblemBackgroundPath = default(string), long emblemHash = default(long), DestinyMiscDestinyColor emblemColor = default(DestinyMiscDestinyColor), DestinyDestinyProgression levelProgression = default(DestinyDestinyProgression), int baseCharacterLevel = default(int), float percentToNextLevel = default(float), long titleRecordHash = default(long))
 {
     this.MembershipId             = membershipId;
     this.MembershipType           = membershipType;
     this.CharacterId              = characterId;
     this.DateLastPlayed           = dateLastPlayed;
     this.MinutesPlayedThisSession = minutesPlayedThisSession;
     this.MinutesPlayedTotal       = minutesPlayedTotal;
     this.Light                = light;
     this.Stats                = stats;
     this.RaceHash             = raceHash;
     this.GenderHash           = genderHash;
     this.ClassHash            = classHash;
     this.RaceType             = raceType;
     this.ClassType            = classType;
     this.GenderType           = genderType;
     this.EmblemPath           = emblemPath;
     this.EmblemBackgroundPath = emblemBackgroundPath;
     this.EmblemHash           = emblemHash;
     this.EmblemColor          = emblemColor;
     this.LevelProgression     = levelProgression;
     this.BaseCharacterLevel   = baseCharacterLevel;
     this.PercentToNextLevel   = percentToNextLevel;
     this.TitleRecordHash      = titleRecordHash;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsDestinyProgressionDefinition" /> class.
 /// </summary>
 /// <param name="displayProperties">displayProperties.</param>
 /// <param name="scope">The \&quot;Scope\&quot; of the progression indicates the source of the progression&#39;s live data.  See the DestinyProgressionScope enum for more info: but essentially, a Progression can either be backed by a stored value, or it can be a calculated derivative of other values..</param>
 /// <param name="repeatLastStep">If this is True, then the progression doesn&#39;t have a maximum level..</param>
 /// <param name="source">If there&#39;s a description of how to earn this progression in the local config, this will be that localized description..</param>
 /// <param name="steps">Progressions are divided into Steps, which roughly equate to \&quot;Levels\&quot; in the traditional sense of a Progression. Notably, the last step can be repeated indefinitely if repeatLastStep is true, meaning that the calculation for your level is not as simple as comparing your current progress to the max progress of the steps.   These and more calculations are done for you if you grab live character progression data, such as in the DestinyCharacterProgressionComponent..</param>
 /// <param name="visible">If true, the Progression is something worth showing to users.  If false, BNet isn&#39;t going to show it. But that doesn&#39;t mean you can&#39;t. We&#39;re all friends here..</param>
 /// <param name="factionHash">If the value exists, this is the hash identifier for the Faction that owns this Progression.  This is purely for convenience, if you&#39;re looking at a progression and want to know if and who it&#39;s related to in terms of Faction Reputation..</param>
 /// <param name="color">The #RGB string value for the color related to this progression, if there is one..</param>
 /// <param name="rankIcon">For progressions that have it, this is the rank icon we use in the Companion, displayed above the progressions&#39; rank value..</param>
 /// <param name="rewardItems">rewardItems.</param>
 /// <param name="hash">The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to..</param>
 /// <param name="index">The index of the entity as it was found in the investment tables..</param>
 /// <param name="redacted">If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!.</param>
 public DestinyDefinitionsDestinyProgressionDefinition(DestinyDefinitionsDestinyProgressionDisplayPropertiesDefinition displayProperties = default(DestinyDefinitionsDestinyProgressionDisplayPropertiesDefinition), int scope = default(int), bool repeatLastStep = default(bool), string source = default(string), List <DestinyDefinitionsDestinyProgressionStepDefinition> steps = default(List <DestinyDefinitionsDestinyProgressionStepDefinition>), bool visible = default(bool), long factionHash = default(long), DestinyMiscDestinyColor color = default(DestinyMiscDestinyColor), string rankIcon = default(string), List <DestinyDefinitionsDestinyProgressionRewardItemQuantity> rewardItems = default(List <DestinyDefinitionsDestinyProgressionRewardItemQuantity>), long hash = default(long), int index = default(int), bool redacted = default(bool))
 {
     this.DisplayProperties = displayProperties;
     this.Scope             = scope;
     this.RepeatLastStep    = repeatLastStep;
     this.Source            = source;
     this.Steps             = steps;
     this.Visible           = visible;
     this.FactionHash       = factionHash;
     this.Color             = color;
     this.RankIcon          = rankIcon;
     this.RewardItems       = rewardItems;
     this.Hash     = hash;
     this.Index    = index;
     this.Redacted = redacted;
 }