public void Update(DestinyTalentNode?other) { if (other is null) { return; } if (NodeIndex != other.NodeIndex) { NodeIndex = other.NodeIndex; OnPropertyChanged(nameof(NodeIndex)); } if (NodeHash != other.NodeHash) { NodeHash = other.NodeHash; OnPropertyChanged(nameof(NodeHash)); } if (State != other.State) { State = other.State; OnPropertyChanged(nameof(State)); } if (IsActivated != other.IsActivated) { IsActivated = other.IsActivated; OnPropertyChanged(nameof(IsActivated)); } if (StepIndex != other.StepIndex) { StepIndex = other.StepIndex; OnPropertyChanged(nameof(StepIndex)); } if (!MaterialsToUpgrade.DeepEqualsList(other.MaterialsToUpgrade)) { MaterialsToUpgrade = other.MaterialsToUpgrade; OnPropertyChanged(nameof(MaterialsToUpgrade)); } if (ActivationGridLevel != other.ActivationGridLevel) { ActivationGridLevel = other.ActivationGridLevel; OnPropertyChanged(nameof(ActivationGridLevel)); } if (ProgressPercent != other.ProgressPercent) { ProgressPercent = other.ProgressPercent; OnPropertyChanged(nameof(ProgressPercent)); } if (Hidden != other.Hidden) { Hidden = other.Hidden; OnPropertyChanged(nameof(Hidden)); } if (!NodeStatsBlock.DeepEquals(other.NodeStatsBlock)) { NodeStatsBlock.Update(other.NodeStatsBlock); OnPropertyChanged(nameof(NodeStatsBlock)); } }
public bool DeepEquals(DestinyTalentNode?other) { return(other is not null && NodeIndex == other.NodeIndex && NodeHash == other.NodeHash && State == other.State && IsActivated == other.IsActivated && StepIndex == other.StepIndex && MaterialsToUpgrade.DeepEqualsList(other.MaterialsToUpgrade) && ActivationGridLevel == other.ActivationGridLevel && ProgressPercent == other.ProgressPercent && Hidden == other.Hidden && (NodeStatsBlock is not null ? NodeStatsBlock.DeepEquals(other.NodeStatsBlock) : other.NodeStatsBlock is null)); }
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)) )); }