public bool Equals(DestinyProgressionLevelRequirementDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     RequirementCurve == input.RequirementCurve ||
                     (RequirementCurve != null && RequirementCurve.SequenceEqual(input.RequirementCurve))
                     ) &&
                 (
                     ProgressionHash == input.ProgressionHash ||
                     (ProgressionHash.Equals(input.ProgressionHash))
                 ) &&
                 (
                     Hash == input.Hash ||
                     (Hash.Equals(input.Hash))
                 ) &&
                 (
                     Index == input.Index ||
                     (Index.Equals(input.Index))
                 ) &&
                 (
                     Redacted == input.Redacted ||
                     (Redacted != null && Redacted.Equals(input.Redacted))
                 ));
        }
Ejemplo n.º 2
0
        public bool Equals(DestinyTalentGridDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     MaxGridLevel == input.MaxGridLevel ||
                     (MaxGridLevel.Equals(input.MaxGridLevel))
                     ) &&
                 (
                     GridLevelPerColumn == input.GridLevelPerColumn ||
                     (GridLevelPerColumn.Equals(input.GridLevelPerColumn))
                 ) &&
                 (
                     ProgressionHash == input.ProgressionHash ||
                     (ProgressionHash.Equals(input.ProgressionHash))
                 ) &&
                 (
                     Nodes == input.Nodes ||
                     (Nodes != null && Nodes.SequenceEqual(input.Nodes))
                 ) &&
                 (
                     ExclusiveSets == input.ExclusiveSets ||
                     (ExclusiveSets != null && ExclusiveSets.SequenceEqual(input.ExclusiveSets))
                 ) &&
                 (
                     IndependentNodeIndexes == input.IndependentNodeIndexes ||
                     (IndependentNodeIndexes != null && IndependentNodeIndexes.SequenceEqual(input.IndependentNodeIndexes))
                 ) &&
                 (
                     Groups == input.Groups ||
                     (Groups != null && Groups.SequenceEqual(input.Groups))
                 ) &&
                 (
                     NodeCategories == input.NodeCategories ||
                     (NodeCategories != null && NodeCategories.SequenceEqual(input.NodeCategories))
                 ) &&
                 (
                     Hash == input.Hash ||
                     (Hash.Equals(input.Hash))
                 ) &&
                 (
                     Index == input.Index ||
                     (Index.Equals(input.Index))
                 ) &&
                 (
                     Redacted == input.Redacted ||
                     (Redacted != null && Redacted.Equals(input.Redacted))
                 ));
        }
        public bool Equals(DestinyDisplayCategoryDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     Index == input.Index ||
                     (Index.Equals(input.Index))
                     ) &&
                 (
                     Identifier == input.Identifier ||
                     (Identifier != null && Identifier.Equals(input.Identifier))
                 ) &&
                 (
                     DisplayCategoryHash == input.DisplayCategoryHash ||
                     (DisplayCategoryHash.Equals(input.DisplayCategoryHash))
                 ) &&
                 (
                     DisplayProperties == input.DisplayProperties ||
                     (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties))
                 ) &&
                 (
                     DisplayInBanner == input.DisplayInBanner ||
                     (DisplayInBanner != null && DisplayInBanner.Equals(input.DisplayInBanner))
                 ) &&
                 (
                     ProgressionHash == input.ProgressionHash ||
                     (ProgressionHash.Equals(input.ProgressionHash))
                 ) &&
                 (
                     SortOrder == input.SortOrder ||
                     (SortOrder != null && SortOrder.Equals(input.SortOrder))
                 ) &&
                 (
                     DisplayStyleHash == input.DisplayStyleHash ||
                     (DisplayStyleHash.Equals(input.DisplayStyleHash))
                 ) &&
                 (
                     DisplayStyleIdentifier == input.DisplayStyleIdentifier ||
                     (DisplayStyleIdentifier != null && DisplayStyleIdentifier.Equals(input.DisplayStyleIdentifier))
                 ));
        }
        public bool Equals(DestinyFactionDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     DisplayProperties == input.DisplayProperties ||
                     (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties))
                     ) &&
                 (
                     ProgressionHash == input.ProgressionHash ||
                     (ProgressionHash.Equals(input.ProgressionHash))
                 ) &&
                 (
                     TokenValues == input.TokenValues ||
                     (TokenValues != null && TokenValues.SequenceEqual(input.TokenValues))
                 ) &&
                 (
                     RewardItemHash == input.RewardItemHash ||
                     (RewardItemHash.Equals(input.RewardItemHash))
                 ) &&
                 (
                     RewardVendorHash == input.RewardVendorHash ||
                     (RewardVendorHash.Equals(input.RewardVendorHash))
                 ) &&
                 (
                     Vendors == input.Vendors ||
                     (Vendors != null && Vendors.SequenceEqual(input.Vendors))
                 ) &&
                 (
                     Hash == input.Hash ||
                     (Hash.Equals(input.Hash))
                 ) &&
                 (
                     Index == input.Index ||
                     (Index.Equals(input.Index))
                 ) &&
                 (
                     Redacted == input.Redacted ||
                     (Redacted != null && Redacted.Equals(input.Redacted))
                 ));
        }
        public bool Equals(DestinyFactionProgression input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     FactionHash == input.FactionHash ||
                     (FactionHash.Equals(input.FactionHash))
                     ) &&
                 (
                     FactionVendorIndex == input.FactionVendorIndex ||
                     (FactionVendorIndex.Equals(input.FactionVendorIndex))
                 ) &&
                 (
                     ProgressionHash == input.ProgressionHash ||
                     (ProgressionHash.Equals(input.ProgressionHash))
                 ) &&
                 (
                     DailyProgress == input.DailyProgress ||
                     (DailyProgress.Equals(input.DailyProgress))
                 ) &&
                 (
                     DailyLimit == input.DailyLimit ||
                     (DailyLimit.Equals(input.DailyLimit))
                 ) &&
                 (
                     WeeklyProgress == input.WeeklyProgress ||
                     (WeeklyProgress.Equals(input.WeeklyProgress))
                 ) &&
                 (
                     WeeklyLimit == input.WeeklyLimit ||
                     (WeeklyLimit.Equals(input.WeeklyLimit))
                 ) &&
                 (
                     CurrentProgress == input.CurrentProgress ||
                     (CurrentProgress.Equals(input.CurrentProgress))
                 ) &&
                 (
                     Level == input.Level ||
                     (Level.Equals(input.Level))
                 ) &&
                 (
                     LevelCap == input.LevelCap ||
                     (LevelCap.Equals(input.LevelCap))
                 ) &&
                 (
                     StepIndex == input.StepIndex ||
                     (StepIndex.Equals(input.StepIndex))
                 ) &&
                 (
                     ProgressToNextLevel == input.ProgressToNextLevel ||
                     (ProgressToNextLevel.Equals(input.ProgressToNextLevel))
                 ) &&
                 (
                     NextLevelAt == input.NextLevelAt ||
                     (NextLevelAt.Equals(input.NextLevelAt))
                 ) &&
                 (
                     CurrentResetCount == input.CurrentResetCount ||
                     (CurrentResetCount.Equals(input.CurrentResetCount))
                 ) &&
                 (
                     SeasonResets == input.SeasonResets ||
                     (SeasonResets != null && SeasonResets.SequenceEqual(input.SeasonResets))
                 ) &&
                 (
                     RewardItemStates == input.RewardItemStates ||
                     (RewardItemStates != null && RewardItemStates.SequenceEqual(input.RewardItemStates))
                 ));
        }