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); }
internal DestinyItemTalentGridComponent(uint talentGridHash, DestinyTalentNode[] nodes, bool isGridComplete, DestinyProgression gridProgression) { TalentGrid = new DefinitionHashPointer <DestinyTalentGridDefinition>(talentGridHash, DefinitionsEnum.DestinyTalentGridDefinition); Nodes = nodes.AsReadOnlyOrEmpty(); IsGridComplete = isGridComplete; GridProgression = gridProgression; }
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; }