Exemple #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyComponentsMetricsDestinyMetricComponent" /> class.
 /// </summary>
 /// <param name="invisible">invisible.</param>
 /// <param name="objectiveProgress">objectiveProgress.</param>
 public DestinyComponentsMetricsDestinyMetricComponent(bool invisible = default(bool), DestinyQuestsDestinyObjectiveProgress objectiveProgress = default(DestinyQuestsDestinyObjectiveProgress))
 {
     this.Invisible         = invisible;
     this.ObjectiveProgress = objectiveProgress;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyEntitiesItemsDestinyItemComponent" /> class.
 /// </summary>
 /// <param name="itemHash">The identifier for the item&#39;s definition, which is where most of the useful static information for the item can be found..</param>
 /// <param name="itemInstanceId">If the item is instanced, it will have an instance ID. Lack of an instance ID implies that the item has no distinct local qualities aside from stack size..</param>
 /// <param name="quantity">The quantity of the item in this stack. Note that Instanced items cannot stack. If an instanced item, this value will always be 1 (as the stack has exactly one item in it).</param>
 /// <param name="bindStatus">If the item is bound to a location, it will be specified in this enum..</param>
 /// <param name="location">An easy reference for where the item is located. Redundant if you got the item from an Inventory, but useful when making detail calls on specific items..</param>
 /// <param name="bucketHash">The hash identifier for the specific inventory bucket in which the item is located..</param>
 /// <param name="transferStatus">If there is a known error state that would cause this item to not be transferable, this Flags enum will indicate all of those error states. Otherwise, it will be 0 (CanTransfer)..</param>
 /// <param name="lockable">If the item can be locked, this will indicate that state..</param>
 /// <param name="state">A flags enumeration indicating the transient/custom states of the item that affect how it is rendered: whether it&#39;s tracked or locked for example, or whether it has a masterwork plug inserted..</param>
 /// <param name="overrideStyleItemHash">If populated, this is the hash of the item whose icon (and other secondary styles, but *not* the human readable strings) should override whatever icons/styles are on the item being sold.  If you don&#39;t do this, certain items whose styles are being overridden by socketed items - such as the \&quot;Recycle Shader\&quot; item - would show whatever their default icon/style is, and it wouldn&#39;t be pretty or look accurate..</param>
 /// <param name="expirationDate">If the item can expire, this is the date at which it will/did expire..</param>
 /// <param name="isWrapper">If this is true, the object is actually a \&quot;wrapper\&quot; of the object it&#39;s representing. This means that it&#39;s not the actual item itself, but rather an item that must be \&quot;opened\&quot; in game before you have and can use the item.   Wrappers are an evolution of \&quot;bundles\&quot;, which give an easy way to let you preview the contents of what you purchased while still letting you get a refund before you \&quot;open\&quot; it..</param>
 /// <param name="tooltipNotificationIndexes">If this is populated, it is a list of indexes into DestinyInventoryItemDefinition.tooltipNotifications for any special tooltip messages that need to be shown for this item..</param>
 /// <param name="metricHash">The identifier for the currently-selected metric definition, to be displayed on the emblem nameplate..</param>
 /// <param name="metricObjective">The objective progress for the currently-selected metric definition, to be displayed on the emblem nameplate..</param>
 public DestinyEntitiesItemsDestinyItemComponent(long itemHash = default(long), long itemInstanceId = default(long), int quantity = default(int), int bindStatus = default(int), int location = default(int), long bucketHash = default(long), int transferStatus = default(int), bool lockable = default(bool), int state = default(int), long overrideStyleItemHash = default(long), DateTime expirationDate = default(DateTime), bool isWrapper = default(bool), List <int> tooltipNotificationIndexes = default(List <int>), long metricHash = default(long), DestinyQuestsDestinyObjectiveProgress metricObjective = default(DestinyQuestsDestinyObjectiveProgress))
 {
     this.ItemHash                   = itemHash;
     this.ItemInstanceId             = itemInstanceId;
     this.Quantity                   = quantity;
     this.BindStatus                 = bindStatus;
     this.Location                   = location;
     this.BucketHash                 = bucketHash;
     this.TransferStatus             = transferStatus;
     this.Lockable                   = lockable;
     this.State                      = state;
     this.OverrideStyleItemHash      = overrideStyleItemHash;
     this.ExpirationDate             = expirationDate;
     this.IsWrapper                  = isWrapper;
     this.TooltipNotificationIndexes = tooltipNotificationIndexes;
     this.MetricHash                 = metricHash;
     this.MetricObjective            = metricObjective;
 }
Exemple #3
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyComponentsPresentationDestinyPresentationNodeComponent" /> class.
 /// </summary>
 /// <param name="state">state.</param>
 /// <param name="objective">An optional property: presentation nodes MAY have objectives, which can be used to infer more human readable data about the progress. However, progressValue and completionValue ought to be considered the canonical values for progress on Progression Nodes..</param>
 /// <param name="progressValue">How much of the presentation node is considered to be completed so far by the given character/profile..</param>
 /// <param name="completionValue">The value at which the presentation node is considered to be completed..</param>
 public DestinyComponentsPresentationDestinyPresentationNodeComponent(int state = default(int), DestinyQuestsDestinyObjectiveProgress objective = default(DestinyQuestsDestinyObjectiveProgress), int progressValue = default(int), int completionValue = default(int))
 {
     this.State           = state;
     this.Objective       = objective;
     this.ProgressValue   = progressValue;
     this.CompletionValue = completionValue;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyComponentsKiosksDestinyKioskItem" /> class.
 /// </summary>
 /// <param name="index">The index of the item in the related DestinyVendorDefintion&#39;s itemList property, representing the sale..</param>
 /// <param name="canAcquire">If true, the user can not only see the item, but they can acquire it. It is possible that a user can see a kiosk item and not be able to acquire it..</param>
 /// <param name="failureIndexes">Indexes into failureStrings for the Vendor, indicating the reasons why it failed if any..</param>
 /// <param name="flavorObjective">I may regret naming it this way - but this represents when an item has an objective that doesn&#39;t serve a beneficial purpose, but rather is used for \&quot;flavor\&quot; or additional information. For instance, when Emblems track specific stats, those stats are represented as Objectives on the item..</param>
 public DestinyComponentsKiosksDestinyKioskItem(int index = default(int), bool canAcquire = default(bool), List <int> failureIndexes = default(List <int>), DestinyQuestsDestinyObjectiveProgress flavorObjective = default(DestinyQuestsDestinyObjectiveProgress))
 {
     this.Index           = index;
     this.CanAcquire      = canAcquire;
     this.FailureIndexes  = failureIndexes;
     this.FlavorObjective = flavorObjective;
 }
Exemple #5
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyEntitiesItemsDestinyItemObjectivesComponent" /> class.
 /// </summary>
 /// <param name="objectives">If the item has a hard association with objectives, your progress on them will be defined here.   Objectives are our standard way to describe a series of tasks that have to be completed for a reward..</param>
 /// <param name="flavorObjective">I may regret naming it this way - but this represents when an item has an objective that doesn&#39;t serve a beneficial purpose, but rather is used for \&quot;flavor\&quot; or additional information. For instance, when Emblems track specific stats, those stats are represented as Objectives on the item..</param>
 /// <param name="dateCompleted">If we have any information on when these objectives were completed, this will be the date of that completion. This won&#39;t be on many items, but could be interesting for some items that do store this information..</param>
 public DestinyEntitiesItemsDestinyItemObjectivesComponent(List <DestinyQuestsDestinyObjectiveProgress> objectives = default(List <DestinyQuestsDestinyObjectiveProgress>), DestinyQuestsDestinyObjectiveProgress flavorObjective = default(DestinyQuestsDestinyObjectiveProgress), DateTime dateCompleted = default(DateTime))
 {
     this.Objectives      = objectives;
     this.FlavorObjective = flavorObjective;
     this.DateCompleted   = dateCompleted;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyChallengesDestinyChallengeStatus" /> class.
 /// </summary>
 /// <param name="objective">The progress - including completion status - of the active challenge..</param>
 public DestinyChallengesDestinyChallengeStatus(DestinyQuestsDestinyObjectiveProgress objective = default(DestinyQuestsDestinyObjectiveProgress))
 {
     this.Objective = objective;
 }