Beispiel #1
0
 internal DestinyCharacterComponent(long membershipId, BungieMembershipType membershipType, long characterId, DateTime dateLastPlayed,
                                    long minutesPlayedThisSession, long minutesPlayedTotal, int light, Dictionary <uint, int> stats, uint raceHash, uint genderHash,
                                    uint classHash, DestinyRaceType raceType, DestinyClassType classType, DestinyGenderTypes genderType, string emblemPath,
                                    string emblemBackgroundPath, uint emblemHash, DestinyColor emblemColor, DestinyProgression levelProgression,
                                    int baseCharacterLevel, double percentToNextLevel, uint?titleRecordHash)
 {
     MembershipId             = membershipId;
     MembershipType           = membershipType;
     CharacterId              = characterId;
     DateLastPlayed           = dateLastPlayed;
     MinutesPlayedThisSession = minutesPlayedThisSession;
     MinutesPlayedTotal       = minutesPlayedTotal;
     Light                = light;
     Stats                = stats.AsReadOnlyDictionaryWithDefinitionKeyOrEmpty <DestinyStatDefinition, int>(DefinitionsEnum.DestinyStatDefinition);
     Race                 = new DefinitionHashPointer <DestinyRaceDefinition>(raceHash, DefinitionsEnum.DestinyRaceDefinition);
     Gender               = new DefinitionHashPointer <DestinyGenderDefinition>(genderHash, DefinitionsEnum.DestinyGenderDefinition);
     Class                = new DefinitionHashPointer <DestinyClassDefinition>(classHash, DefinitionsEnum.DestinyClassDefinition);
     RaceType             = raceType;
     ClassType            = classType;
     GenderType           = genderType;
     EmblemPath           = emblemPath;
     EmblemBackgroundPath = emblemBackgroundPath;
     Emblem               = new DefinitionHashPointer <DestinyInventoryItemDefinition>(emblemHash, DefinitionsEnum.DestinyInventoryItemDefinition);
     EmblemColor          = emblemColor;
     LevelProgression     = levelProgression;
     BaseCharacterLevel   = baseCharacterLevel;
     PercentToNextLevel   = percentToNextLevel;
     TitleRecord          = new DefinitionHashPointer <DestinyRecordDefinition>(titleRecordHash, DefinitionsEnum.DestinyRecordDefinition);
 }
Beispiel #2
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 internal DestinyItemTalentGridComponent(uint talentGridHash, DestinyTalentNode[] nodes, bool isGridComplete, DestinyProgression gridProgression)
 {
     TalentGrid      = new DefinitionHashPointer <DestinyTalentGridDefinition>(talentGridHash, DefinitionsEnum.DestinyTalentGridDefinition);
     Nodes           = nodes.AsReadOnlyOrEmpty();
     IsGridComplete  = isGridComplete;
     GridProgression = gridProgression;
 }
Beispiel #3
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 internal DestinyArtifactProfileScoped(uint artifactHash, DestinyProgression pointProgression, int pointsAcquired,
                                       DestinyProgression powerBonusProgression, int powerBonus)
 {
     Artifact              = new DefinitionHashPointer <DestinyArtifactDefinition>(artifactHash, DefinitionsEnum.DestinyArtifactDefinition);
     PointProgression      = pointProgression;
     PointsAcquired        = pointsAcquired;
     PowerBonusProgression = powerBonusProgression;
     PowerBonus            = powerBonus;
 }
 internal DestinyVendorComponent(bool canPurchase, DestinyProgression progression, int vendorLocationIndex, int?seasonalRank, uint vendorHash,
                                 DateTime nextRefreshDate, bool enabled)
 {
     CanPurchase         = canPurchase;
     Progression         = progression;
     VendorLocationIndex = vendorLocationIndex;
     SeasonalRank        = seasonalRank;
     Vendor          = new DefinitionHashPointer <DestinyVendorDefinition>(vendorHash, DefinitionsEnum.DestinyVendorDefinition);
     NextRefreshDate = nextRefreshDate;
     IsEnabled       = enabled;
 }