DestinyProfileResponse class

The response for GetDestinyProfile, with components for character and item-level data.

Constructors

DestinyProfileResponse()

Properties

characterActivities int
Character activity data - the activities available to this character and its status, keyed by the Character's Id. [...]
read / write
characterCollectibles int
COMPONENT TYPE: Collectibles
read / write
characterCurrencyLookups int
A "lookup" convenience component that can be used to quickly check if the character has access to items that can be used for purchasing. [...]
read / write
characterEquipment int
The character's equipped items, keyed by the Character's Id. [...]
read / write
characterInventories int
The character-level non-equipped inventory items, keyed by the Character's Id. [...]
read / write
characterKiosks int
Items available from Kiosks that are available to a specific character as opposed to the account as a whole. It must be combined with data from the profileKiosks property to get a full picture of the character's available items to check out of a kiosk. [...]
read / write
characterPlugSets int
When sockets refer to reusable Plug Sets (see DestinyPlugSetDefinition for more info), this is the set of plugs and their states, per character, that are character-scoped. [...]
read / write
characterPresentationNodes int
COMPONENT TYPE: PresentationNodes
read / write
characterProgressions int
Character-level progression data, keyed by the Character's Id. [...]
read / write
characterRecords int
COMPONENT TYPE: Records
read / write
characterRenderData int
Character rendering data - a minimal set of info needed to render a character in 3D - keyed by the Character's Id. [...]
read / write
characters int
Basic information about each character, keyed by the CharacterId. [...]
read / write
characterUninstancedItemComponents Map<String, DestinyBaseItemComponentSetOfuint32>
Do you ever get the feeling that a system was designed too flexibly? That it can be used in so many different ways that you end up being unable to provide an easy to use abstraction for the mess that's happening under the surface? [...]
read / write
hashCode int
The hash code for this object. [...]
read-only, inherited
itemComponents int
Information about instanced items across all returned characters, keyed by the item's instance ID. [...]
read / write
profile int
The basic information about the Destiny Profile (formerly "Account"). [...]
read / write
profileCollectibles int
COMPONENT TYPE: Collectibles
read / write
profileCurrencies int
The profile-level currencies owned by the Destiny Profile. [...]
read / write
profileInventory int
The profile-level inventory of the Destiny Profile. [...]
read / write
profileKiosks int
Items available from Kiosks that are available Profile-wide (i.e. across all characters) [...]
read / write
profilePlugSets int
When sockets refer to reusable Plug Sets (see DestinyPlugSetDefinition for more info), this is the set of plugs and their states that are profile-scoped. [...]
read / write
profilePresentationNodes int
COMPONENT TYPE: PresentationNodes
read / write
profileProgression int
When we have progression information - such as Checklists - that may apply profile-wide, it will be returned here rather than in the per-character progression data. [...]
read / write
profileRecords int
COMPONENT TYPE: Records
read / write
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
vendorReceipts int
Recent, refundable purchases you have made from vendors. When will you use it? Couldn't say... [...]
read / write

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