/// <summary> /// Determines whether the specified <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(SensorEmitterAppearance 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.Mobility == other.Mobility && this.Mission == other.Mission && this.Damage == other.Damage && this.Smoke == other.Smoke && this.TrailingEffects == other.TrailingEffects && this.Lights == other.Lights && this.Flaming == other.Flaming && this.Antenna == other.Antenna && this.CamouflageType == other.CamouflageType && this.Concealed == other.Concealed && this.FrozenStatus == other.FrozenStatus && this.PowerPlantStatus == other.PowerPlantStatus && this.State == other.State && this.Tent == other.Tent && this.BlackoutLights == other.BlackoutLights && this.InteriorLights == other.InteriorLights); }
/// <summary> /// Creates the <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance.</param> /// <returns>The <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance, represented by the uint value.</returns> public static SensorEmitterAppearance FromUInt32(uint value) { SensorEmitterAppearance ps = new SensorEmitterAppearance(); uint mask0 = 0x0001; byte shift0 = 0; uint newValue0 = (value & mask0) >> shift0; ps.PaintScheme = (SensorEmitterAppearance.PaintSchemeValue)newValue0; uint mask1 = 0x0002; byte shift1 = 1; uint newValue1 = (value & mask1) >> shift1; ps.Mobility = (SensorEmitterAppearance.MobilityValue)newValue1; uint mask2 = 0x0004; byte shift2 = 2; uint newValue2 = (value & mask2) >> shift2; ps.Mission = (SensorEmitterAppearance.MissionValue)newValue2; uint mask3 = 0x0018; byte shift3 = 3; uint newValue3 = (value & mask3) >> shift3; ps.Damage = (SensorEmitterAppearance.DamageValue)newValue3; uint mask4 = 0x0060; byte shift4 = 5; uint newValue4 = (value & mask4) >> shift4; ps.Smoke = (SensorEmitterAppearance.SmokeValue)newValue4; uint mask5 = 0x0180; byte shift5 = 7; uint newValue5 = (value & mask5) >> shift5; ps.TrailingEffects = (SensorEmitterAppearance.TrailingEffectsValue)newValue5; uint mask7 = 0x1000; byte shift7 = 12; uint newValue7 = (value & mask7) >> shift7; ps.Lights = (SensorEmitterAppearance.LightsValue)newValue7; uint mask9 = 0x8000; byte shift9 = 15; uint newValue9 = (value & mask9) >> shift9; ps.Flaming = (SensorEmitterAppearance.FlamingValue)newValue9; uint mask10 = 0x10000; byte shift10 = 16; uint newValue10 = (value & mask10) >> shift10; ps.Antenna = (SensorEmitterAppearance.AntennaValue)newValue10; uint mask11 = 0x60000; byte shift11 = 17; uint newValue11 = (value & mask11) >> shift11; ps.CamouflageType = (SensorEmitterAppearance.CamouflageTypeValue)newValue11; uint mask12 = 0x80000; byte shift12 = 19; uint newValue12 = (value & mask12) >> shift12; ps.Concealed = (SensorEmitterAppearance.ConcealedValue)newValue12; uint mask14 = 0x200000; byte shift14 = 21; uint newValue14 = (value & mask14) >> shift14; ps.FrozenStatus = (SensorEmitterAppearance.FrozenStatusValue)newValue14; uint mask15 = 0x400000; byte shift15 = 22; uint newValue15 = (value & mask15) >> shift15; ps.PowerPlantStatus = (SensorEmitterAppearance.PowerPlantStatusValue)newValue15; uint mask16 = 0x800000; byte shift16 = 23; uint newValue16 = (value & mask16) >> shift16; ps.State = (SensorEmitterAppearance.StateValue)newValue16; uint mask17 = 0x1000000; byte shift17 = 24; uint newValue17 = (value & mask17) >> shift17; ps.Tent = (SensorEmitterAppearance.TentValue)newValue17; uint mask19 = 0x4000000; byte shift19 = 26; uint newValue19 = (value & mask19) >> shift19; ps.BlackoutLights = (SensorEmitterAppearance.BlackoutLightsValue)newValue19; uint mask21 = 0x20000000; byte shift21 = 29; uint newValue21 = (value & mask21) >> shift21; ps.InteriorLights = (SensorEmitterAppearance.InteriorLightsValue)newValue21; return(ps); }