DestinyItemInstanceComponent class

If an item is "instanced", this will contain information about the item's instance that doesn't fit easily into other components. One might say this is the "essential" instance data for the item.

Items are instanced if they require information or state that can vary. For instance, weapons are Instanced: they are given a unique identifier, uniquely generated stats, and can have their properties altered. Non-instanced items have none of these things: for instance, Glimmer has no unique properties aside from how much of it you own.

You can tell from an item's definition whether it will be instanced or not by looking at the DestinyInventoryItemDefinition's definition.inventory. isInstanceItem property.

Constructors

DestinyItemInstanceComponent()

Properties

canEquip ↔ bool
If this is an equippable item, you can check it here. There are permanent as well as transitory reasons why an item might not be able to be equipped: check cannotEquipReason for details.
read / write
cannotEquipReason ↔ int
If you cannot equip the item, this is a flags enum that enumerates all of the reasons why you couldn't equip the item. You may need to refine your UI further by using unlockHashesRequiredToEquip and equipRequiredLevel.
read / write
damageType ↔ int
If the item has a damage type, this is the item's current damage type.
read / write
damageTypeHash ↔ int
The current damage type's hash, so you can look up localized info and icons for it. [...]
read / write
equipRequiredLevel ↔ int
If the item cannot be equipped until you reach a certain level, that level will be reflected here.
read / write
isEquipped ↔ bool
Is the item currently equipped on the given character?
read / write
itemLevel ↔ int
The Item's "Level" has the most significant bearing on its stats, such as Light and Power.
read / write
primaryStat ↔ int
The item stat that we consider to be "primary" for the item. For instance, this would be "Attack" for Weapons or "Defense" for armor.
read / write
quality ↔ int
The "Quality" of the item has a lesser - but still impactful - bearing on stats like Light and Power.
read / write
unlockHashesRequiredToEquip ↔ List<int>
Sometimes, there are limitations to equipping that are represented by character- level flags called "unlocks". [...]
read / write
hashCode → int
The hash code for this object.
read-only, inherited
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 ==(dynamic other) → bool
The equality operator.
inherited