/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(GeneralAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return(false); } return (this.PercentComplete == other.PercentComplete && this.Damage == other.Damage && this.Predistributed == other.Predistributed && this.State == other.State && this.Smoking == other.Smoking && this.Flaming == other.Flaming); }
/// <summary> /// Creates the <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance from the ushort value. /// </summary> /// <param name="value">The ushort value which represents the <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance, represented by the ushort value.</returns> public static GeneralAppearance FromUInt16(ushort value) { GeneralAppearance ps = new GeneralAppearance(); uint mask0 = 0x00ff; byte shift0 = 0; uint newValue0 = value & mask0 >> shift0; ps.PercentComplete = (byte)newValue0; uint mask1 = 0x0300; byte shift1 = 8; uint newValue1 = value & mask1 >> shift1; ps.Damage = (GeneralAppearance.DamageValue)newValue1; uint mask2 = 0x0400; byte shift2 = 10; uint newValue2 = value & mask2 >> shift2; ps.Predistributed = (GeneralAppearance.PredistributedValue)newValue2; uint mask3 = 0x0800; byte shift3 = 11; uint newValue3 = value & mask3 >> shift3; ps.State = (GeneralAppearance.StateValue)newValue3; uint mask4 = 0x1000; byte shift4 = 12; uint newValue4 = value & mask4 >> shift4; ps.Smoking = (GeneralAppearance.SmokingValue)newValue4; uint mask5 = 0x2000; byte shift5 = 13; uint newValue5 = value & mask5 >> shift5; ps.Flaming = (GeneralAppearance.FlamingValue)newValue5; return(ps); }
/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(GeneralAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return false; } return this.PercentComplete == other.PercentComplete && this.Damage == other.Damage && this.Predistributed == other.Predistributed && this.State == other.State && this.Smoking == other.Smoking && this.Flaming == other.Flaming; }
/// <summary> /// Creates the <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance from the ushort value. /// </summary> /// <param name="value">The ushort value which represents the <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.Environment.ObjectState.GeneralAppearance"/> instance, represented by the ushort value.</returns> public static GeneralAppearance FromUInt16(ushort value) { GeneralAppearance ps = new GeneralAppearance(); uint mask0 = 0x00ff; byte shift0 = 0; uint newValue0 = value & mask0 >> shift0; ps.PercentComplete = (byte)newValue0; uint mask1 = 0x0300; byte shift1 = 8; uint newValue1 = value & mask1 >> shift1; ps.Damage = (GeneralAppearance.DamageValue)newValue1; uint mask2 = 0x0400; byte shift2 = 10; uint newValue2 = value & mask2 >> shift2; ps.Predistributed = (GeneralAppearance.PredistributedValue)newValue2; uint mask3 = 0x0800; byte shift3 = 11; uint newValue3 = value & mask3 >> shift3; ps.State = (GeneralAppearance.StateValue)newValue3; uint mask4 = 0x1000; byte shift4 = 12; uint newValue4 = value & mask4 >> shift4; ps.Smoking = (GeneralAppearance.SmokingValue)newValue4; uint mask5 = 0x2000; byte shift5 = 13; uint newValue5 = value & mask5 >> shift5; ps.Flaming = (GeneralAppearance.FlamingValue)newValue5; return ps; }