/// <summary> /// Creates the <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance.</param> /// <returns>The <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance, represented by the uint value.</returns> public static CulturalAppearance FromUInt32(uint value) { CulturalAppearance ps = new CulturalAppearance(); uint mask1 = 0x0018; byte shift1 = 3; uint newValue1 = (value & mask1) >> shift1; ps.Damage = (CulturalAppearance.DamageValue)newValue1; uint mask2 = 0x0060; byte shift2 = 5; uint newValue2 = (value & mask2) >> shift2; ps.Smoke = (CulturalAppearance.SmokeValue)newValue2; uint mask4 = 0x8000; byte shift4 = 15; uint newValue4 = (value & mask4) >> shift4; ps.Flaming = (CulturalAppearance.FlamingValue)newValue4; uint mask6 = 0x200000; byte shift6 = 21; uint newValue6 = (value & mask6) >> shift6; ps.FrozenStatus = (CulturalAppearance.FrozenStatusValue)newValue6; uint mask7 = 0x400000; byte shift7 = 22; uint newValue7 = (value & mask7) >> shift7; ps.InternalHeatStatus = (CulturalAppearance.InternalHeatStatusValue)newValue7; uint mask8 = 0x800000; byte shift8 = 23; uint newValue8 = (value & mask8) >> shift8; ps.State = (CulturalAppearance.StateValue)newValue8; uint mask10 = 0x10000000; byte shift10 = 28; uint newValue10 = (value & mask10) >> shift10; ps.ExteriorLights = (CulturalAppearance.ExteriorLightsValue)newValue10; uint mask11 = 0x20000000; byte shift11 = 29; uint newValue11 = (value & mask11) >> shift11; ps.InteriorLights = (CulturalAppearance.InteriorLightsValue)newValue11; uint mask13 = 0x80000000; byte shift13 = 31; uint newValue13 = (value & mask13) >> shift13; ps.MaskedCloaked = (CulturalAppearance.MaskedCloakedValue)newValue13; return(ps); }
/// <summary> /// Determines whether the specified <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.CulturalAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(CulturalAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return(false); } return (this.Damage == other.Damage && this.Smoke == other.Smoke && this.Flaming == other.Flaming && this.FrozenStatus == other.FrozenStatus && this.InternalHeatStatus == other.InternalHeatStatus && this.State == other.State && this.ExteriorLights == other.ExteriorLights && this.InteriorLights == other.InteriorLights && this.MaskedCloaked == other.MaskedCloaked); }