Struct FullCellId
Namespace: ReadyM.Api.Idents
Assembly: ReadyM.Api.dll
Fully identifies a cell across the whole game world by pairing it with its parent area. A CellId only has to be unique within its parent AreaId, so a cell can only be uniquely identified by the (AreaId, CellId) pair represented by this struct.
public struct FullCellId : INetSerializable, IEquatable<FullCellId>
Implements
INetSerializable, IEquatable<FullCellId>
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Remarks
This struct doesn't replace CellId, because most of the time AreaId can be inferred from the context of which area is a given player in. Cells are only used in OblivionMP for now. WukongMP does not use cells.
Constructors
FullCellId(AreaId, CellId)
public FullCellId(AreaId areaId, CellId cellId)
Parameters
areaId AreaId
cellId CellId
Properties
AreaId
public AreaId AreaId { get; }
Property Value
CellId
public CellId CellId { get; }
Property Value
Methods
Equals(FullCellId)
public bool Equals(FullCellId other)
Parameters
other FullCellId
Returns
Equals(object?)
public override bool Equals(object? obj)
Parameters
obj object?
Returns
GetHashCode()
public override int GetHashCode()
Returns
ToString()
public override string ToString()
Returns
Operators
operator ==(FullCellId, FullCellId)
public static bool operator ==(FullCellId left, FullCellId right)
Parameters
left FullCellId
right FullCellId
Returns
operator !=(FullCellId, FullCellId)
public static bool operator !=(FullCellId left, FullCellId right)
Parameters
left FullCellId
right FullCellId