Penumbra/Penumbra.GameData/Structs/CharacterWeapon.cs
2022-07-21 10:07:52 +02:00

51 lines
No EOL
1.4 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace Penumbra.GameData.Structs;
[StructLayout( LayoutKind.Explicit, Pack = 1, Size = 7 )]
public readonly struct CharacterWeapon : IEquatable< CharacterWeapon >
{
[FieldOffset( 0 )]
public readonly SetId Set;
[FieldOffset( 2 )]
public readonly WeaponType Type;
[FieldOffset( 4 )]
public readonly ushort Variant;
[FieldOffset( 6 )]
public readonly StainId Stain;
public ulong Value
=> ( ulong )Set | ( ( ulong )Type << 16 ) | ( ( ulong )Variant << 32 ) | ( ( ulong )Stain << 48 );
public override string ToString()
=> $"{Set},{Type},{Variant},{Stain}";
public CharacterWeapon( SetId set, WeaponType type, ushort variant, StainId stain )
{
Set = set;
Type = type;
Variant = variant;
Stain = stain;
}
public static readonly CharacterWeapon Empty = new(0, 0, 0, 0);
public bool Equals( CharacterWeapon other )
=> Value == other.Value;
public override bool Equals( object? obj )
=> obj is CharacterWeapon other && Equals( other );
public override int GetHashCode()
=> Value.GetHashCode();
public static bool operator ==( CharacterWeapon left, CharacterWeapon right )
=> left.Value == right.Value;
public static bool operator !=( CharacterWeapon left, CharacterWeapon right )
=> left.Value != right.Value;
}