Exemple #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyResponsesDestinyCharacterResponse" /> class.
 /// </summary>
 /// <param name="Inventory">The character-level non-equipped inventory items.  COMPONENT TYPE: CharacterInventories.</param>
 /// <param name="Character">Base information about the character in question.  COMPONENT TYPE: Characters.</param>
 /// <param name="Progressions">Character progression data, including Milestones.  COMPONENT TYPE: CharacterProgressions.</param>
 /// <param name="RenderData">Character rendering data - a minimal set of information about equipment and dyes used for rendering.  COMPONENT TYPE: CharacterRenderData.</param>
 /// <param name="Activities">Activity data - info about current activities available to the player.  COMPONENT TYPE: CharacterActivities.</param>
 /// <param name="Equipment">Equipped items on the character.  COMPONENT TYPE: CharacterEquipment.</param>
 /// <param name="Kiosks">Items available from Kiosks that are available to this specific character.   COMPONENT TYPE: Kiosks.</param>
 /// <param name="ItemComponents">The set of components belonging to the player&#39;s instanced items.  COMPONENT TYPE: [See inside the DestinyItemComponentSet contract for component types.].</param>
 public DestinyResponsesDestinyCharacterResponse(SingleComponentResponseOfDestinyInventoryComponent Inventory = default(SingleComponentResponseOfDestinyInventoryComponent), SingleComponentResponseOfDestinyCharacterComponent Character = default(SingleComponentResponseOfDestinyCharacterComponent), SingleComponentResponseOfDestinyCharacterProgressionComponent Progressions = default(SingleComponentResponseOfDestinyCharacterProgressionComponent), SingleComponentResponseOfDestinyCharacterRenderComponent RenderData = default(SingleComponentResponseOfDestinyCharacterRenderComponent), SingleComponentResponseOfDestinyCharacterActivitiesComponent Activities = default(SingleComponentResponseOfDestinyCharacterActivitiesComponent), SingleComponentResponseOfDestinyInventoryComponent Equipment = default(SingleComponentResponseOfDestinyInventoryComponent), SingleComponentResponseOfDestinyKiosksComponent Kiosks = default(SingleComponentResponseOfDestinyKiosksComponent), DestinyItemComponentSetOfint64 ItemComponents = default(DestinyItemComponentSetOfint64))
 {
     this.Inventory      = Inventory;
     this.Character      = Character;
     this.Progressions   = Progressions;
     this.RenderData     = RenderData;
     this.Activities     = Activities;
     this.Equipment      = Equipment;
     this.Kiosks         = Kiosks;
     this.ItemComponents = ItemComponents;
 }
Exemple #2
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyResponsesDestinyProfileResponse" /> class.
 /// </summary>
 /// <param name="VendorReceipts">Recent, refundable purchases you have made from vendors. When will you use it? Couldn&#39;t say...  COMPONENT TYPE: VendorReceipts.</param>
 /// <param name="ProfileInventory">The profile-level inventory of the Destiny Profile.  COMPONENT TYPE: ProfileInventories.</param>
 /// <param name="ProfileCurrencies">The profile-level currencies owned by the Destiny Profile.  COMPONENT TYPE: ProfileCurrencies.</param>
 /// <param name="Profile">The basic information about the Destiny Profile (formerly \&quot;Account\&quot;).  COMPONENT TYPE: Profiles.</param>
 /// <param name="ProfileKiosks">Items available from Kiosks that are available Profile-wide (i.e. across all characters)  This component returns information about what Kiosk items are available to you on a *Profile* level. It is theoretically possible for Kiosks to have items gated by specific Character as well. If you ever have those, you will find them on the characterKiosks property.  COMPONENT TYPE: Kiosks.</param>
 /// <param name="Characters">Basic information about each character, keyed by the CharacterId.  COMPONENT TYPE: Characters.</param>
 /// <param name="CharacterInventories">The character-level non-equipped inventory items, keyed by the Character&#39;s Id.  COMPONENT TYPE: CharacterInventories.</param>
 /// <param name="CharacterProgressions">Character-level progression data, keyed by the Character&#39;s Id.  COMPONENT TYPE: CharacterProgressions.</param>
 /// <param name="CharacterRenderData">Character rendering data - a minimal set of info needed to render a character in 3D - keyed by the Character&#39;s Id.  COMPONENT TYPE: CharacterRenderData.</param>
 /// <param name="CharacterActivities">Character activity data - the activities available to this character and its status, keyed by the Character&#39;s Id.  COMPONENT TYPE: CharacterActivities.</param>
 /// <param name="CharacterEquipment">The character&#39;s equipped items, keyed by the Character&#39;s Id.  COMPONENT TYPE: CharacterEquipment.</param>
 /// <param name="CharacterKiosks">Items available from Kiosks that are available to a specific character as opposed to the account as a whole. It must be combined with data from the profileKiosks property to get a full picture of the character&#39;s available items to check out of a kiosk.  This component returns information about what Kiosk items are available to you on a *Character* level. Usually, kiosk items will be earned for the entire Profile (all characters) at once. To find those, look in the profileKiosks property.  COMPONENT TYPE: Kiosks.</param>
 /// <param name="ItemComponents">Information about instanced items across all returned characters, keyed by the item&#39;s instance ID.  COMPONENT TYPE: [See inside the DestinyItemComponentSet contract for component types.].</param>
 public DestinyResponsesDestinyProfileResponse(SingleComponentResponseOfDestinyVendorReceiptsComponent VendorReceipts = default(SingleComponentResponseOfDestinyVendorReceiptsComponent), SingleComponentResponseOfDestinyInventoryComponent ProfileInventory = default(SingleComponentResponseOfDestinyInventoryComponent), SingleComponentResponseOfDestinyInventoryComponent ProfileCurrencies = default(SingleComponentResponseOfDestinyInventoryComponent), SingleComponentResponseOfDestinyProfileComponent Profile = default(SingleComponentResponseOfDestinyProfileComponent), SingleComponentResponseOfDestinyKiosksComponent ProfileKiosks = default(SingleComponentResponseOfDestinyKiosksComponent), DictionaryComponentResponseOfint64AndDestinyCharacterComponent Characters = default(DictionaryComponentResponseOfint64AndDestinyCharacterComponent), DictionaryComponentResponseOfint64AndDestinyInventoryComponent CharacterInventories = default(DictionaryComponentResponseOfint64AndDestinyInventoryComponent), DictionaryComponentResponseOfint64AndDestinyCharacterProgressionComponent CharacterProgressions = default(DictionaryComponentResponseOfint64AndDestinyCharacterProgressionComponent), DictionaryComponentResponseOfint64AndDestinyCharacterRenderComponent CharacterRenderData = default(DictionaryComponentResponseOfint64AndDestinyCharacterRenderComponent), DictionaryComponentResponseOfint64AndDestinyCharacterActivitiesComponent CharacterActivities = default(DictionaryComponentResponseOfint64AndDestinyCharacterActivitiesComponent), DictionaryComponentResponseOfint64AndDestinyInventoryComponent CharacterEquipment = default(DictionaryComponentResponseOfint64AndDestinyInventoryComponent), DictionaryComponentResponseOfint64AndDestinyKiosksComponent CharacterKiosks = default(DictionaryComponentResponseOfint64AndDestinyKiosksComponent), DestinyItemComponentSetOfint64 ItemComponents = default(DestinyItemComponentSetOfint64))
 {
     this.VendorReceipts        = VendorReceipts;
     this.ProfileInventory      = ProfileInventory;
     this.ProfileCurrencies     = ProfileCurrencies;
     this.Profile               = Profile;
     this.ProfileKiosks         = ProfileKiosks;
     this.Characters            = Characters;
     this.CharacterInventories  = CharacterInventories;
     this.CharacterProgressions = CharacterProgressions;
     this.CharacterRenderData   = CharacterRenderData;
     this.CharacterActivities   = CharacterActivities;
     this.CharacterEquipment    = CharacterEquipment;
     this.CharacterKiosks       = CharacterKiosks;
     this.ItemComponents        = ItemComponents;
 }