/// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsDirectorDestinyActivityGraphArtElementDefinition" /> class.
 /// </summary>
 /// <param name="Position">The position on the map of the art element..</param>
 public DestinyDefinitionsDirectorDestinyActivityGraphArtElementDefinition(DestinyDefinitionsCommonDestinyPositionDefinition Position = default(DestinyDefinitionsCommonDestinyPositionDefinition))
 {
     this.Position = Position;
 }
Beispiel #2
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsDirectorDestinyActivityGraphNodeDefinition" /> class.
 /// </summary>
 /// <param name="NodeId">An identifier for the Activity Graph Node, only guaranteed to be unique within its parent Activity Graph..</param>
 /// <param name="OverrideDisplay">The node *may* have display properties that override the active Activity&#39;s display properties..</param>
 /// <param name="Position">The position on the map for this node..</param>
 /// <param name="FeaturingStates">The node may have various visual accents placed on it, or styles applied. These are the list of possible styles that the Node can have. The game iterates through each, looking for the first one that passes a check of the required game/character/account state in order to show that style, and then renders the node in that style..</param>
 /// <param name="Activities">The node may have various possible activities that could be active for it, however only one may be active at a time. See the DestinyActivityGraphNodeActivityDefinition for details..</param>
 public DestinyDefinitionsDirectorDestinyActivityGraphNodeDefinition(uint?NodeId = default(uint?), DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition OverrideDisplay = default(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition), DestinyDefinitionsCommonDestinyPositionDefinition Position = default(DestinyDefinitionsCommonDestinyPositionDefinition), List <DestinyDefinitionsDirectorDestinyActivityGraphNodeFeaturingStateDefinition> FeaturingStates = default(List <DestinyDefinitionsDirectorDestinyActivityGraphNodeFeaturingStateDefinition>), List <DestinyDefinitionsDirectorDestinyActivityGraphNodeActivityDefinition> Activities = default(List <DestinyDefinitionsDirectorDestinyActivityGraphNodeActivityDefinition>))
 {
     this.NodeId          = NodeId;
     this.OverrideDisplay = OverrideDisplay;
     this.Position        = Position;
     this.FeaturingStates = FeaturingStates;
     this.Activities      = Activities;
 }