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

DestinyEquipmentSlotDefinition()

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