示例#1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsDestinyClassDefinition" /> class.
 /// </summary>
 /// <param name="ClassType">In Destiny 1, we added a convenience Enumeration for referring to classes. We&#39;ve kept it, though mostly for posterity. This is the enum value for this definition&#39;s class..</param>
 /// <param name="DisplayProperties">DisplayProperties.</param>
 /// <param name="GenderedClassNames">A localized string referring to the singular form of the Class&#39;s name when referred to in gendered form. Keyed by the DestinyGender..</param>
 /// <param name="MentorVendorHash">If the Class has a Mentor (all classes *should*), this will be the hash identifier for that Vendor if you care..</param>
 /// <param name="Hash">The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to..</param>
 /// <param name="Index">The index of the entity as it was found in the investment tables..</param>
 /// <param name="Redacted">If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!.</param>
 public DestinyDefinitionsDestinyClassDefinition(DestinyDestinyClass ClassType = default(DestinyDestinyClass), DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition DisplayProperties = default(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition), Dictionary <string, string> GenderedClassNames = default(Dictionary <string, string>), uint?MentorVendorHash = default(uint?), uint?Hash = default(uint?), int?Index = default(int?), bool?Redacted = default(bool?))
 {
     this.ClassType          = ClassType;
     this.DisplayProperties  = DisplayProperties;
     this.GenderedClassNames = GenderedClassNames;
     this.MentorVendorHash   = MentorVendorHash;
     this.Hash     = Hash;
     this.Index    = Index;
     this.Redacted = Redacted;
 }
示例#2
0
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyEntitiesCharactersDestinyCharacterComponent" /> class.
 /// </summary>
 /// <param name="MembershipId">Every Destiny Profile has a membershipId. This is provided on the character as well for convenience..</param>
 /// <param name="MembershipType">membershipType tells you the platform on which the character plays. Examine the BungieMembershipType enumeration for possible values..</param>
 /// <param name="CharacterId">The unique identifier for the character..</param>
 /// <param name="DateLastPlayed">The last date that the user played Destiny..</param>
 /// <param name="MinutesPlayedThisSession">If the user is currently playing, this is how long they&#39;ve been playing..</param>
 /// <param name="MinutesPlayedTotal">If this value is 525,600, then they played Destiny for a year. Or they&#39;re a very dedicated Rent fan. Note that this includes idle time, not just time spent actually in activities shooting things..</param>
 /// <param name="Light">The user&#39;s calculated \&quot;Light Level\&quot;. Light level is an indicator of your power that mostly matters in the end game, once you&#39;ve reached the maximum character level: it&#39;s a level that&#39;s dependent on the average Attack/Defense power of your items..</param>
 /// <param name="Stats">Your character&#39;s stats, such as Agility, Resilience, etc... *not* historical stats.  You&#39;ll have to call a different endpoint for those..</param>
 /// <param name="RaceHash">Use this hash to look up the character&#39;s DestinyRaceDefinition..</param>
 /// <param name="GenderHash">Use this hash to look up the character&#39;s DestinyGenderDefinition..</param>
 /// <param name="ClassHash">Use this hash to look up the character&#39;s DestinyClassDefinition..</param>
 /// <param name="RaceType">Mostly for historical purposes at this point, this is an enumeration for the character&#39;s race.  It&#39;ll be preferable in the general case to look up the related definition: but for some people this was too convenient to remove..</param>
 /// <param name="ClassType">Mostly for historical purposes at this point, this is an enumeration for the character&#39;s class.  It&#39;ll be preferable in the general case to look up the related definition: but for some people this was too convenient to remove..</param>
 /// <param name="GenderType">Mostly for historical purposes at this point, this is an enumeration for the character&#39;s Gender.  It&#39;ll be preferable in the general case to look up the related definition: but for some people this was too convenient to remove. And yeah, it&#39;s an enumeration and not a boolean. Fight me..</param>
 /// <param name="EmblemPath">A shortcut path to the user&#39;s currently equipped emblem image. If you&#39;re just showing summary info for a user, this is more convenient than examining their equipped emblem and looking up the definition..</param>
 /// <param name="EmblemBackgroundPath">A shortcut path to the user&#39;s currently equipped emblem background image. If you&#39;re just showing summary info for a user, this is more convenient than examining their equipped emblem and looking up the definition..</param>
 /// <param name="EmblemHash">The hash of the currently equipped emblem for the user. Can be used to look up the DestinyInventoryItemDefinition..</param>
 /// <param name="EmblemColor">A shortcut for getting the background color of the user&#39;s currently equipped emblem without having to do a DestinyInventoryItemDefinition lookup..</param>
 /// <param name="LevelProgression">The progression that indicates your character&#39;s level. Not their light level, but their character level: you know, the thing you max out a couple hours in and then ignore for the sake of light level..</param>
 /// <param name="BaseCharacterLevel">The \&quot;base\&quot; level of your character, not accounting for any light level..</param>
 /// <param name="PercentToNextLevel">A number between 0 and 100, indicating the whole and fractional % remaining to get to the next character level..</param>
 public DestinyEntitiesCharactersDestinyCharacterComponent(long?MembershipId = default(long?), BungieMembershipType MembershipType = default(BungieMembershipType), long?CharacterId = default(long?), DateTime?DateLastPlayed = default(DateTime?), long?MinutesPlayedThisSession = default(long?), long?MinutesPlayedTotal = default(long?), int?Light = default(int?), Dictionary <string, int?> Stats = default(Dictionary <string, int?>), uint?RaceHash = default(uint?), uint?GenderHash = default(uint?), uint?ClassHash = default(uint?), DestinyDestinyRace RaceType = default(DestinyDestinyRace), DestinyDestinyClass ClassType = default(DestinyDestinyClass), DestinyDestinyGender GenderType = default(DestinyDestinyGender), string EmblemPath = default(string), string EmblemBackgroundPath = default(string), uint?EmblemHash = default(uint?), DestinyMiscDestinyColor EmblemColor = default(DestinyMiscDestinyColor), DestinyDestinyProgression LevelProgression = default(DestinyDestinyProgression), int?BaseCharacterLevel = default(int?), float?PercentToNextLevel = default(float?))
 {
     this.MembershipId             = MembershipId;
     this.MembershipType           = MembershipType;
     this.CharacterId              = CharacterId;
     this.DateLastPlayed           = DateLastPlayed;
     this.MinutesPlayedThisSession = MinutesPlayedThisSession;
     this.MinutesPlayedTotal       = MinutesPlayedTotal;
     this.Light                = Light;
     this.Stats                = Stats;
     this.RaceHash             = RaceHash;
     this.GenderHash           = GenderHash;
     this.ClassHash            = ClassHash;
     this.RaceType             = RaceType;
     this.ClassType            = ClassType;
     this.GenderType           = GenderType;
     this.EmblemPath           = EmblemPath;
     this.EmblemBackgroundPath = EmblemBackgroundPath;
     this.EmblemHash           = EmblemHash;
     this.EmblemColor          = EmblemColor;
     this.LevelProgression     = LevelProgression;
     this.BaseCharacterLevel   = BaseCharacterLevel;
     this.PercentToNextLevel   = PercentToNextLevel;
 }
示例#3
0
 /// <summary>
 /// Initializes a new instance of the <see cref="DestinyDefinitionsDestinyItemCategoryDefinition" /> class.
 /// </summary>
 /// <param name="DisplayProperties">DisplayProperties.</param>
 /// <param name="Visible">If True, this category should be visible in UI. Sometimes we make categories that we don&#39;t think are interesting externally. It&#39;s up to you if you want to skip on showing them..</param>
 /// <param name="ShortTitle">A shortened version of the title. The reason why we have this is because the Armory in German had titles that were too long to display in our UI, so these were localized abbreviated versions of those categories. The property still exists today, even though the Armory doesn&#39;t exist for D2... yet..</param>
 /// <param name="ItemTypeRegex">The janky regular expression we used against the item type to try and discern whether the item belongs to this category..</param>
 /// <param name="ItemTypeRegexNot">If the item type matches this janky regex, it does *not* belong to this category..</param>
 /// <param name="OriginBucketIdentifier">If the item belongs to this bucket, it does belong to this category..</param>
 /// <param name="GrantDestinyItemType">If an item belongs to this category, it will also receive this item type. This is now how DestinyItemType is populated for items: it used to be an even jankier process, but that&#39;s a story that requires more alcohol..</param>
 /// <param name="GrantDestinySubType">If an item belongs to this category, it will also receive this subtype enum value.  I know what you&#39;re thinking - what if it belongs to multiple categories that provide sub-types?  The last one processed wins, as is the case with all of these \&quot;grant\&quot; enums. Now you can see one reason why we moved away from these enums... but they&#39;re so convenient when they work, aren&#39;t they?.</param>
 /// <param name="GrantDestinyClass">If an item belongs to this category, it will also get this class restriction enum value.  See the other \&quot;grant\&quot;-prefixed properties on this definition for my color commentary..</param>
 /// <param name="GroupedCategoryHashes">If this category is a \&quot;parent\&quot; category of other categories, those children will have their hashes listed in rendering order here, and can be looked up using these hashes against DestinyItemCategoryDefinition.  In this way, you can build up a visual hierarchy of item categories. That&#39;s what we did, and you can do it too. I believe in you. Yes, you, Carl.  (I hope someone named Carl reads this someday).</param>
 /// <param name="Hash">The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to..</param>
 /// <param name="Index">The index of the entity as it was found in the investment tables..</param>
 /// <param name="Redacted">If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!.</param>
 public DestinyDefinitionsDestinyItemCategoryDefinition(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition DisplayProperties = default(DestinyDefinitionsCommonDestinyDisplayPropertiesDefinition), bool?Visible = default(bool?), string ShortTitle = default(string), string ItemTypeRegex = default(string), string ItemTypeRegexNot = default(string), string OriginBucketIdentifier = default(string), DestinyDestinyItemType GrantDestinyItemType = default(DestinyDestinyItemType), DestinyDestinyItemSubType GrantDestinySubType = default(DestinyDestinyItemSubType), DestinyDestinyClass GrantDestinyClass = default(DestinyDestinyClass), List <uint?> GroupedCategoryHashes = default(List <uint?>), uint?Hash = default(uint?), int?Index = default(int?), bool?Redacted = default(bool?))
 {
     this.DisplayProperties      = DisplayProperties;
     this.Visible                = Visible;
     this.ShortTitle             = ShortTitle;
     this.ItemTypeRegex          = ItemTypeRegex;
     this.ItemTypeRegexNot       = ItemTypeRegexNot;
     this.OriginBucketIdentifier = OriginBucketIdentifier;
     this.GrantDestinyItemType   = GrantDestinyItemType;
     this.GrantDestinySubType    = GrantDestinySubType;
     this.GrantDestinyClass      = GrantDestinyClass;
     this.GroupedCategoryHashes  = GroupedCategoryHashes;
     this.Hash     = Hash;
     this.Index    = Index;
     this.Redacted = Redacted;
 }