/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(LifeFormAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return(false); } return (this.PaintScheme == other.PaintScheme && this.Health == other.Health && this.Compliance == other.Compliance && this.FlashLights == other.FlashLights && this.LifeFormState == other.LifeFormState && this.FrozenStatus == other.FrozenStatus && this.State == other.State && this.Weapon1 == other.Weapon1 && this.Weapon2 == other.Weapon2 && this.CamouflageType == other.CamouflageType && this.ConcealedStationary == other.ConcealedStationary && this.ConcealedMovement == other.ConcealedMovement); }
/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(LifeFormAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return false; } return this.PaintScheme == other.PaintScheme && this.Health == other.Health && this.Compliance == other.Compliance && this.FlashLights == other.FlashLights && this.LifeFormState == other.LifeFormState && this.FrozenStatus == other.FrozenStatus && this.State == other.State && this.Weapon1 == other.Weapon1 && this.Weapon2 == other.Weapon2 && this.CamouflageType == other.CamouflageType && this.ConcealedStationary == other.ConcealedStationary && this.ConcealedMovement == other.ConcealedMovement; }
/// <summary> /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance, represented by the uint value.</returns> public static LifeFormAppearance FromUInt32(uint value) { LifeFormAppearance ps = new LifeFormAppearance(); uint mask0 = 0x0001; byte shift0 = 0; uint newValue0 = value & mask0 >> shift0; ps.PaintScheme = (LifeFormAppearance.PaintSchemeValue)newValue0; uint mask2 = 0x0018; byte shift2 = 3; uint newValue2 = value & mask2 >> shift2; ps.Health = (LifeFormAppearance.HealthValue)newValue2; uint mask3 = 0x01e0; byte shift3 = 5; uint newValue3 = value & mask3 >> shift3; ps.Compliance = (LifeFormAppearance.ComplianceValue)newValue3; uint mask5 = 0x1000; byte shift5 = 12; uint newValue5 = value & mask5 >> shift5; ps.FlashLights = (LifeFormAppearance.FlashLightsValue)newValue5; uint mask7 = 0xf0000; byte shift7 = 16; uint newValue7 = value & mask7 >> shift7; ps.LifeFormState = (LifeFormAppearance.LifeFormStateValue)newValue7; uint mask9 = 0x200000; byte shift9 = 21; uint newValue9 = value & mask9 >> shift9; ps.FrozenStatus = (LifeFormAppearance.FrozenStatusValue)newValue9; uint mask11 = 0x800000; byte shift11 = 23; uint newValue11 = value & mask11 >> shift11; ps.State = (LifeFormAppearance.StateValue)newValue11; uint mask12 = 0x3000000; byte shift12 = 24; uint newValue12 = value & mask12 >> shift12; ps.Weapon1 = (LifeFormAppearance.Weapon1Value)newValue12; uint mask13 = 0xc000000; byte shift13 = 26; uint newValue13 = value & mask13 >> shift13; ps.Weapon2 = (LifeFormAppearance.Weapon2Value)newValue13; uint mask14 = 0x30000000; byte shift14 = 28; uint newValue14 = value & mask14 >> shift14; ps.CamouflageType = (LifeFormAppearance.CamouflageTypeValue)newValue14; uint mask15 = 0x40000000; byte shift15 = 30; uint newValue15 = value & mask15 >> shift15; ps.ConcealedStationary = (LifeFormAppearance.ConcealedStationaryValue)newValue15; uint mask16 = 0x80000000; byte shift16 = 31; uint newValue16 = value & mask16 >> shift16; ps.ConcealedMovement = (LifeFormAppearance.ConcealedMovementValue)newValue16; return(ps); }
/// <summary> /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance, represented by the uint value.</returns> public static LifeFormAppearance FromUInt32(uint value) { LifeFormAppearance ps = new LifeFormAppearance(); uint mask0 = 0x0001; byte shift0 = 0; uint newValue0 = value & mask0 >> shift0; ps.PaintScheme = (LifeFormAppearance.PaintSchemeValue)newValue0; uint mask2 = 0x0018; byte shift2 = 3; uint newValue2 = value & mask2 >> shift2; ps.Health = (LifeFormAppearance.HealthValue)newValue2; uint mask3 = 0x01e0; byte shift3 = 5; uint newValue3 = value & mask3 >> shift3; ps.Compliance = (LifeFormAppearance.ComplianceValue)newValue3; uint mask5 = 0x1000; byte shift5 = 12; uint newValue5 = value & mask5 >> shift5; ps.FlashLights = (LifeFormAppearance.FlashLightsValue)newValue5; uint mask7 = 0xf0000; byte shift7 = 16; uint newValue7 = value & mask7 >> shift7; ps.LifeFormState = (LifeFormAppearance.LifeFormStateValue)newValue7; uint mask9 = 0x200000; byte shift9 = 21; uint newValue9 = value & mask9 >> shift9; ps.FrozenStatus = (LifeFormAppearance.FrozenStatusValue)newValue9; uint mask11 = 0x800000; byte shift11 = 23; uint newValue11 = value & mask11 >> shift11; ps.State = (LifeFormAppearance.StateValue)newValue11; uint mask12 = 0x3000000; byte shift12 = 24; uint newValue12 = value & mask12 >> shift12; ps.Weapon1 = (LifeFormAppearance.Weapon1Value)newValue12; uint mask13 = 0xc000000; byte shift13 = 26; uint newValue13 = value & mask13 >> shift13; ps.Weapon2 = (LifeFormAppearance.Weapon2Value)newValue13; uint mask14 = 0x30000000; byte shift14 = 28; uint newValue14 = value & mask14 >> shift14; ps.CamouflageType = (LifeFormAppearance.CamouflageTypeValue)newValue14; uint mask15 = 0x40000000; byte shift15 = 30; uint newValue15 = value & mask15 >> shift15; ps.ConcealedStationary = (LifeFormAppearance.ConcealedStationaryValue)newValue15; uint mask16 = 0x80000000; byte shift16 = 31; uint newValue16 = value & mask16 >> shift16; ps.ConcealedMovement = (LifeFormAppearance.ConcealedMovementValue)newValue16; return ps; }