コード例 #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))
                 ));
        }
コード例 #2
0
        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))
                 ));
        }
コード例 #3
0
        public bool Equals(DestinyNodeStepDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     DisplayProperties == input.DisplayProperties ||
                     (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties))
                     ) &&
                 (
                     StepIndex == input.StepIndex ||
                     (StepIndex.Equals(input.StepIndex))
                 ) &&
                 (
                     NodeStepHash == input.NodeStepHash ||
                     (NodeStepHash.Equals(input.NodeStepHash))
                 ) &&
                 (
                     InteractionDescription == input.InteractionDescription ||
                     (InteractionDescription != null && InteractionDescription.Equals(input.InteractionDescription))
                 ) &&
                 (
                     DamageType == input.DamageType ||
                     (DamageType != null && DamageType.Equals(input.DamageType))
                 ) &&
                 (
                     DamageTypeHash == input.DamageTypeHash ||
                     (DamageTypeHash.Equals(input.DamageTypeHash))
                 ) &&
                 (
                     ActivationRequirement == input.ActivationRequirement ||
                     (ActivationRequirement != null && ActivationRequirement.Equals(input.ActivationRequirement))
                 ) &&
                 (
                     CanActivateNextStep == input.CanActivateNextStep ||
                     (CanActivateNextStep != null && CanActivateNextStep.Equals(input.CanActivateNextStep))
                 ) &&
                 (
                     NextStepIndex == input.NextStepIndex ||
                     (NextStepIndex.Equals(input.NextStepIndex))
                 ) &&
                 (
                     IsNextStepRandom == input.IsNextStepRandom ||
                     (IsNextStepRandom != null && IsNextStepRandom.Equals(input.IsNextStepRandom))
                 ) &&
                 (
                     PerkHashes == input.PerkHashes ||
                     (PerkHashes != null && PerkHashes.SequenceEqual(input.PerkHashes))
                 ) &&
                 (
                     StartProgressionBarAtProgress == input.StartProgressionBarAtProgress ||
                     (StartProgressionBarAtProgress.Equals(input.StartProgressionBarAtProgress))
                 ) &&
                 (
                     StatHashes == input.StatHashes ||
                     (StatHashes != null && StatHashes.SequenceEqual(input.StatHashes))
                 ) &&
                 (
                     AffectsQuality == input.AffectsQuality ||
                     (AffectsQuality != null && AffectsQuality.Equals(input.AffectsQuality))
                 ) &&
                 (
                     StepGroups == input.StepGroups ||
                     (StepGroups != null && StepGroups.Equals(input.StepGroups))
                 ) &&
                 (
                     AffectsLevel == input.AffectsLevel ||
                     (AffectsLevel != null && AffectsLevel.Equals(input.AffectsLevel))
                 ) &&
                 (
                     SocketReplacements == input.SocketReplacements ||
                     (SocketReplacements != null && SocketReplacements.SequenceEqual(input.SocketReplacements))
                 ));
        }