DestinyEquipmentSlotDefinition class
Characters can not only have Inventory buckets (containers of items that are generally matched by their type or functionality), they can also have Equipment Slots.
The Equipment Slot is an indicator that the related bucket can have instanced items equipped on the character. For instance, the Primary Weapon bucket has an Equipment Slot that determines whether you can equip primary weapons, and holds the association between its slot and the inventory bucket from which it can have items equipped.
An Equipment Slot must have a related Inventory Bucket, but not all inventory buckets must have Equipment Slots.
Constructors
Properties
- applyCustomArtDyes ↔ bool
-
If True, equipped items should have their custom art dyes applied when rendering
the item. Otherwise, custom art dyes on an item should be ignored if the item is
equipped in this slot.
read / write
-
artDyeChannels
↔ List<
DestinyArtDyeReference> -
The Art Dye Channels that apply to this equipment slot.
read / write
- bucketTypeHash ↔ int
-
The inventory bucket that owns this equipment slot. [...]
read / write
- displayProperties ↔ DestinyDisplayPropertiesDefinition
-
read / write
- equipmentCategoryHash ↔ int
-
These technically point to "Equipment Category Definitions". But don't get
excited. There's nothing of significant value in those definitions, so I didn't
bother to expose them. You can use the hash here to group equipment slots by
common functionality, which serves the same purpose as if we had the Equipment
Category definitions exposed.
read / write
- hash ↔ int
-
The unique identifier for this entity. Guaranteed to be unique for the type of
entity, but not globally. [...]
read / write
- hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- index ↔ int
-
The index of the entity as it was found in the investment tables.
read / write
- redacted ↔ bool
-
If this is true, then there is an entity with this identifier/type combination,
but BNet is not yet allowed to show it. Sorry!
read / write
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a non-existent method or property is accessed. [...]
inherited
-
toString(
) → String -
Returns a string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator. [...]
inherited