bungie-net-core
Version:
An easy way to interact with the Bungie.net API
67 lines (66 loc) • 3.08 kB
TypeScript
/**
* Bungie.Net API
* These endpoints constitute the functionality exposed by Bungie.net, both for more traditional website functionality and for connectivity to Bungie video games and their related functionality.
*
* Contact: support@bungie.com
*
* NOTE: This class is auto generated by the bungie-net-core code generator program
* Repository: {@link https://github.com/owens1127/bungie-net-core}
* Do not edit these files manually.
*/
import { DestinyDisplayPropertiesDefinition } from './Common/DestinyDisplayPropertiesDefinition';
import { DestinyArtDyeReference } from './DestinyArtDyeReference';
/**
* 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.
* @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyEquipmentSlotDefinition}
*/
export interface DestinyEquipmentSlotDefinition {
readonly displayProperties: DestinyDisplayPropertiesDefinition;
/**
* 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.
*/
readonly equipmentCategoryHash: number;
/**
* The inventory bucket that owns this equipment slot. Mapped to
* DestinyInventoryBucketDefinition in the manifest.
*/
readonly bucketTypeHash: number;
/**
* 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.
*/
readonly applyCustomArtDyes: boolean;
/** The Art Dye Channels that apply to this equipment slot. */
readonly artDyeChannels: DestinyArtDyeReference[];
/**
* 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.
*/
readonly hash: number;
/** The index of the entity as it was found in the investment tables. */
readonly index: number;
/**
* If this is true, then there is an entity with this identifier/type combination,
* but BNet is not yet allowed to show it. Sorry!
*/
readonly redacted: boolean;
}