Esempio n. 1
0
        public bool Equals(DestinyTalentNode input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     NodeIndex == input.NodeIndex ||
                     (NodeIndex.Equals(input.NodeIndex))
                     ) &&
                 (
                     NodeHash == input.NodeHash ||
                     (NodeHash.Equals(input.NodeHash))
                 ) &&
                 (
                     State == input.State ||
                     (State != null && State.Equals(input.State))
                 ) &&
                 (
                     IsActivated == input.IsActivated ||
                     (IsActivated != null && IsActivated.Equals(input.IsActivated))
                 ) &&
                 (
                     StepIndex == input.StepIndex ||
                     (StepIndex.Equals(input.StepIndex))
                 ) &&
                 (
                     MaterialsToUpgrade == input.MaterialsToUpgrade ||
                     (MaterialsToUpgrade != null && MaterialsToUpgrade.SequenceEqual(input.MaterialsToUpgrade))
                 ) &&
                 (
                     ActivationGridLevel == input.ActivationGridLevel ||
                     (ActivationGridLevel.Equals(input.ActivationGridLevel))
                 ) &&
                 (
                     ProgressPercent == input.ProgressPercent ||
                     (ProgressPercent.Equals(input.ProgressPercent))
                 ) &&
                 (
                     Hidden == input.Hidden ||
                     (Hidden != null && Hidden.Equals(input.Hidden))
                 ) &&
                 (
                     NodeStatsBlock == input.NodeStatsBlock ||
                     (NodeStatsBlock != null && NodeStatsBlock.Equals(input.NodeStatsBlock))
                 ));
        }
        public bool Equals(DestinyTalentNodeDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     NodeIndex == input.NodeIndex ||
                     (NodeIndex.Equals(input.NodeIndex))
                     ) &&
                 (
                     NodeHash == input.NodeHash ||
                     (NodeHash.Equals(input.NodeHash))
                 ) &&
                 (
                     Row == input.Row ||
                     (Row.Equals(input.Row))
                 ) &&
                 (
                     Column == input.Column ||
                     (Column.Equals(input.Column))
                 ) &&
                 (
                     PrerequisiteNodeIndexes == input.PrerequisiteNodeIndexes ||
                     (PrerequisiteNodeIndexes != null && PrerequisiteNodeIndexes.SequenceEqual(input.PrerequisiteNodeIndexes))
                 ) &&
                 (
                     BinaryPairNodeIndex == input.BinaryPairNodeIndex ||
                     (BinaryPairNodeIndex.Equals(input.BinaryPairNodeIndex))
                 ) &&
                 (
                     AutoUnlocks == input.AutoUnlocks ||
                     (AutoUnlocks != null && AutoUnlocks.Equals(input.AutoUnlocks))
                 ) &&
                 (
                     LastStepRepeats == input.LastStepRepeats ||
                     (LastStepRepeats != null && LastStepRepeats.Equals(input.LastStepRepeats))
                 ) &&
                 (
                     IsRandom == input.IsRandom ||
                     (IsRandom != null && IsRandom.Equals(input.IsRandom))
                 ) &&
                 (
                     RandomActivationRequirement == input.RandomActivationRequirement ||
                     (RandomActivationRequirement != null && RandomActivationRequirement.Equals(input.RandomActivationRequirement))
                 ) &&
                 (
                     IsRandomRepurchasable == input.IsRandomRepurchasable ||
                     (IsRandomRepurchasable != null && IsRandomRepurchasable.Equals(input.IsRandomRepurchasable))
                 ) &&
                 (
                     Steps == input.Steps ||
                     (Steps != null && Steps.SequenceEqual(input.Steps))
                 ) &&
                 (
                     ExclusiveWithNodeHashes == input.ExclusiveWithNodeHashes ||
                     (ExclusiveWithNodeHashes != null && ExclusiveWithNodeHashes.SequenceEqual(input.ExclusiveWithNodeHashes))
                 ) &&
                 (
                     RandomStartProgressionBarAtProgression == input.RandomStartProgressionBarAtProgression ||
                     (RandomStartProgressionBarAtProgression.Equals(input.RandomStartProgressionBarAtProgression))
                 ) &&
                 (
                     LayoutIdentifier == input.LayoutIdentifier ||
                     (LayoutIdentifier != null && LayoutIdentifier.Equals(input.LayoutIdentifier))
                 ) &&
                 (
                     GroupHash == input.GroupHash ||
                     (GroupHash.Equals(input.GroupHash))
                 ) &&
                 (
                     LoreHash == input.LoreHash ||
                     (LoreHash.Equals(input.LoreHash))
                 ) &&
                 (
                     NodeStyleIdentifier == input.NodeStyleIdentifier ||
                     (NodeStyleIdentifier != null && NodeStyleIdentifier.Equals(input.NodeStyleIdentifier))
                 ) &&
                 (
                     IgnoreForCompletion == input.IgnoreForCompletion ||
                     (IgnoreForCompletion != null && IgnoreForCompletion.Equals(input.IgnoreForCompletion))
                 ));
        }