예제 #1
0
 internal TalentGridNode(bool autoUnlocks, int binaryPairNodeIndex, int column, uint exclusiveSetHash, uint?groupHash, int groupScopeIndex, bool ignoreForCompletion,
                         bool isRandom, bool isRandomRepurchasable, bool isRealStepSelectionRandom, bool lastStepRepeats, string layoutIdentifier, uint loreHash, uint nodeHash,
                         int nodeIndex, string nodeStyleIdentifier, uint originalNodeHash, int[] prerequisiteNodeIndexes, int randomStartProgressionBarAtProgression, int row,
                         TalentGridNodeStep[] steps, int talentNodeTypes, NodeActivationRequirement randomActivationRequirement, uint[] exclusiveWithNodeHashes)
 {
     AutoUnlocks         = autoUnlocks;
     BinaryPairNodeIndex = binaryPairNodeIndex;
     Column                    = column;
     ExclusiveSetHash          = exclusiveSetHash;
     GroupHash                 = groupHash;
     GroupScopeIndex           = groupScopeIndex;
     IgnoreForCompletion       = ignoreForCompletion;
     IsRandom                  = isRandom;
     IsRandomRepurchasable     = isRandomRepurchasable;
     IsRealStepSelectionRandom = isRealStepSelectionRandom;
     LastStepRepeats           = lastStepRepeats;
     LayoutIdentifier          = layoutIdentifier;
     Lore                    = new DefinitionHashPointer <DestinyLoreDefinition>(loreHash, DefinitionsEnum.DestinyLoreDefinition);
     NodeHash                = nodeHash;
     NodeIndex               = nodeIndex;
     NodeStyleIdentifier     = nodeStyleIdentifier;
     OriginalNodeHash        = originalNodeHash;
     PrerequisiteNodeIndexes = prerequisiteNodeIndexes.AsReadOnlyOrEmpty();
     RandomStartProgressionBarAtProgression = randomStartProgressionBarAtProgression;
     Row                         = row;
     Steps                       = steps.AsReadOnlyOrEmpty();
     TalentNodeTypes             = talentNodeTypes;
     RandomActivationRequirement = randomActivationRequirement;
     ExclusiveWithNodeHashes     = exclusiveWithNodeHashes.AsReadOnlyOrEmpty();
 }
 internal TalentGridNodeStep(NodeActivationRequirement activationRequirement, bool affectsLevel, bool affectsQuality, bool canActivateNextStep,
                             DamageType damageType, DestinyDefinitionDisplayProperties displayProperties, string interactionDescription, bool isNextStepRandom, int nextStepIndex,
                             uint nodeStepHash, uint[] perkHashes, int startProgressionBarAtProgress, uint[] statHashes, int stepIndex, int truePropertyIndex, int trueStepIndex,
                             uint?damageTypeHash, TalentNodeStepGroups stepGroups, NodeSocketReplaceResponse[] socketReplacements)
 {
     ActivationRequirement  = activationRequirement;
     AffectsLevel           = affectsLevel;
     AffectsQuality         = affectsQuality;
     CanActivateNextStep    = canActivateNextStep;
     DamageTypeEnumValue    = damageType;
     DisplayProperties      = displayProperties;
     InteractionDescription = interactionDescription;
     IsNextStepRandom       = isNextStepRandom;
     NextStepIndex          = nextStepIndex;
     NodeStepHash           = nodeStepHash;
     Perks = perkHashes.DefinitionsAsReadOnlyOrEmpty <DestinySandboxPerkDefinition>(DefinitionsEnum.DestinySandboxPerkDefinition);
     StartProgressionBarAtProgress = startProgressionBarAtProgress;
     Stats              = statHashes.DefinitionsAsReadOnlyOrEmpty <DestinyStatDefinition>(DefinitionsEnum.DestinyStatDefinition);
     StepIndex          = stepIndex;
     TruePropertyIndex  = truePropertyIndex;
     TrueStepIndex      = trueStepIndex;
     DamageType         = new DefinitionHashPointer <DestinyDamageTypeDefinition>(damageTypeHash, DefinitionsEnum.DestinyDamageTypeDefinition);
     StepGroups         = stepGroups;
     SocketReplacements = socketReplacements.AsReadOnlyOrEmpty();
 }