Esempio n. 1
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsRecordsDestinyRecordDefinition" /> class.
 /// </summary>
 /// <param name="displayProperties">displayProperties.</param>
 /// <param name="scope">Indicates whether this Record&#39;s state is determined on a per-character or on an account-wide basis..</param>
 /// <param name="presentationInfo">presentationInfo.</param>
 /// <param name="loreHash">loreHash.</param>
 /// <param name="objectiveHashes">objectiveHashes.</param>
 /// <param name="recordValueStyle">recordValueStyle.</param>
 /// <param name="titleInfo">titleInfo.</param>
 /// <param name="completionInfo">completionInfo.</param>
 /// <param name="stateInfo">stateInfo.</param>
 /// <param name="requirements">requirements.</param>
 /// <param name="expirationInfo">expirationInfo.</param>
 /// <param name="intervalInfo">Some records have multiple &#39;interval&#39; objectives, and the record may be claimed at each completed interval.</param>
 /// <param name="rewardItems">If there is any publicly available information about rewards earned for achieving this record, this is the list of those items.   However, note that some records intentionally have \&quot;hidden\&quot; rewards. These will not be returned in this list..</param>
 /// <param name="presentationNodeType">presentationNodeType.</param>
 /// <param name="traitIds">traitIds.</param>
 /// <param name="traitHashes">traitHashes.</param>
 /// <param name="parentNodeHashes">A quick reference to presentation nodes that have this node as a child. Presentation nodes can be parented under multiple parents..</param>
 /// <param name="hash">The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to..</param>
 /// <param name="index">The index of the entity as it was found in the investment tables..</param>
 /// <param name="redacted">If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!.</param>
 public DestinyDefinitionsRecordsDestinyRecordDefinition(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition displayProperties = default(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition), int scope = default(int), DestinyDefinitionsPresentationDestinyPresentationChildBlock presentationInfo = default(DestinyDefinitionsPresentationDestinyPresentationChildBlock), long loreHash = default(long), List <long> objectiveHashes = default(List <long>), int recordValueStyle = default(int), DestinyDefinitionsRecordsDestinyRecordTitleBlock titleInfo = default(DestinyDefinitionsRecordsDestinyRecordTitleBlock), DestinyDefinitionsRecordsDestinyRecordCompletionBlock completionInfo = default(DestinyDefinitionsRecordsDestinyRecordCompletionBlock), DestinyDefinitionsRecordsSchemaRecordStateBlock stateInfo = default(DestinyDefinitionsRecordsSchemaRecordStateBlock), DestinyDefinitionsPresentationDestinyPresentationNodeRequirementsBlock requirements = default(DestinyDefinitionsPresentationDestinyPresentationNodeRequirementsBlock), DestinyDefinitionsRecordsDestinyRecordExpirationBlock expirationInfo = default(DestinyDefinitionsRecordsDestinyRecordExpirationBlock), DestinyDefinitionsRecordsDestinyRecordIntervalBlock intervalInfo = default(DestinyDefinitionsRecordsDestinyRecordIntervalBlock), List <DestinyDestinyItemQuantity> rewardItems = default(List <DestinyDestinyItemQuantity>), int presentationNodeType = default(int), List <string> traitIds = default(List <string>), List <long> traitHashes = default(List <long>), List <long> parentNodeHashes = default(List <long>), long hash = default(long), int index = default(int), bool redacted = default(bool))
 {
     this.DisplayProperties    = displayProperties;
     this.Scope                = scope;
     this.PresentationInfo     = presentationInfo;
     this.LoreHash             = loreHash;
     this.ObjectiveHashes      = objectiveHashes;
     this.RecordValueStyle     = recordValueStyle;
     this.TitleInfo            = titleInfo;
     this.CompletionInfo       = completionInfo;
     this.StateInfo            = stateInfo;
     this.Requirements         = requirements;
     this.ExpirationInfo       = expirationInfo;
     this.IntervalInfo         = intervalInfo;
     this.RewardItems          = rewardItems;
     this.PresentationNodeType = presentationNodeType;
     this.TraitIds             = traitIds;
     this.TraitHashes          = traitHashes;
     this.ParentNodeHashes     = parentNodeHashes;
     this.Hash     = hash;
     this.Index    = index;
     this.Redacted = redacted;
 }
Esempio n. 2
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsCollectiblesDestinyCollectibleStateBlock" /> class.
 /// </summary>
 /// <param name="obscuredOverrideItemHash">obscuredOverrideItemHash.</param>
 /// <param name="requirements">requirements.</param>
 public DestinyDefinitionsCollectiblesDestinyCollectibleStateBlock(long obscuredOverrideItemHash = default(long), DestinyDefinitionsPresentationDestinyPresentationNodeRequirementsBlock requirements = default(DestinyDefinitionsPresentationDestinyPresentationNodeRequirementsBlock))
 {
     this.ObscuredOverrideItemHash = obscuredOverrideItemHash;
     this.Requirements             = requirements;
 }
Esempio n. 3
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 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsPresentationDestinyPresentationNodeDefinition" /> class.
 /// </summary>
 /// <param name="displayProperties">displayProperties.</param>
 /// <param name="originalIcon">The original icon for this presentation node, before we futzed with it..</param>
 /// <param name="rootViewIcon">Some presentation nodes are meant to be explicitly shown on the \&quot;root\&quot; or \&quot;entry\&quot; screens for the feature to which they are related. You should use this icon when showing them on such a view, if you have a similar \&quot;entry point\&quot; view in your UI. If you don&#39;t have a UI, then I guess it doesn&#39;t matter either way does it?.</param>
 /// <param name="nodeType">nodeType.</param>
 /// <param name="scope">Indicates whether this presentation node&#39;s state is determined on a per-character or on an account-wide basis..</param>
 /// <param name="objectiveHash">If this presentation node shows a related objective (for instance, if it tracks the progress of its children), the objective being tracked is indicated here..</param>
 /// <param name="completionRecordHash">If this presentation node has an associated \&quot;Record\&quot; that you can accomplish for completing its children, this is the identifier of that Record..</param>
 /// <param name="children">The child entities contained by this presentation node..</param>
 /// <param name="displayStyle">A hint for how to display this presentation node when it&#39;s shown in a list..</param>
 /// <param name="screenStyle">A hint for how to display this presentation node when it&#39;s shown in its own detail screen..</param>
 /// <param name="requirements">The requirements for being able to interact with this presentation node and its children..</param>
 /// <param name="disableChildSubscreenNavigation">If this presentation node has children, but the game doesn&#39;t let you inspect the details of those children, that is indicated here..</param>
 /// <param name="presentationNodeType">presentationNodeType.</param>
 /// <param name="traitIds">traitIds.</param>
 /// <param name="traitHashes">traitHashes.</param>
 /// <param name="parentNodeHashes">A quick reference to presentation nodes that have this node as a child. Presentation nodes can be parented under multiple parents..</param>
 /// <param name="hash">The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to..</param>
 /// <param name="index">The index of the entity as it was found in the investment tables..</param>
 /// <param name="redacted">If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!.</param>
 public DestinyDefinitionsPresentationDestinyPresentationNodeDefinition(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition displayProperties = default(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition), string originalIcon = default(string), string rootViewIcon = default(string), int nodeType = default(int), int scope = default(int), long objectiveHash = default(long), long completionRecordHash = default(long), DestinyDefinitionsPresentationDestinyPresentationNodeChildrenBlock children = default(DestinyDefinitionsPresentationDestinyPresentationNodeChildrenBlock), int displayStyle = default(int), int screenStyle = default(int), DestinyDefinitionsPresentationDestinyPresentationNodeRequirementsBlock requirements = default(DestinyDefinitionsPresentationDestinyPresentationNodeRequirementsBlock), bool disableChildSubscreenNavigation = default(bool), int presentationNodeType = default(int), List <string> traitIds = default(List <string>), List <long> traitHashes = default(List <long>), List <long> parentNodeHashes = default(List <long>), long hash = default(long), int index = default(int), bool redacted = default(bool))
 {
     this.DisplayProperties               = displayProperties;
     this.OriginalIcon                    = originalIcon;
     this.RootViewIcon                    = rootViewIcon;
     this.NodeType                        = nodeType;
     this.Scope                           = scope;
     this.ObjectiveHash                   = objectiveHash;
     this.CompletionRecordHash            = completionRecordHash;
     this.Children                        = children;
     this.DisplayStyle                    = displayStyle;
     this.ScreenStyle                     = screenStyle;
     this.Requirements                    = requirements;
     this.DisableChildSubscreenNavigation = disableChildSubscreenNavigation;
     this.PresentationNodeType            = presentationNodeType;
     this.TraitIds                        = traitIds;
     this.TraitHashes                     = traitHashes;
     this.ParentNodeHashes                = parentNodeHashes;
     this.Hash     = hash;
     this.Index    = index;
     this.Redacted = redacted;
 }