public void Update(DestinyItemComponentSetOfint64?other)
 {
     if (other is null)
     {
         return;
     }
     if (!Instances.DeepEquals(other.Instances))
     {
         Instances.Update(other.Instances);
         OnPropertyChanged(nameof(Instances));
     }
     if (!RenderData.DeepEquals(other.RenderData))
     {
         RenderData.Update(other.RenderData);
         OnPropertyChanged(nameof(RenderData));
     }
     if (!Stats.DeepEquals(other.Stats))
     {
         Stats.Update(other.Stats);
         OnPropertyChanged(nameof(Stats));
     }
     if (!Sockets.DeepEquals(other.Sockets))
     {
         Sockets.Update(other.Sockets);
         OnPropertyChanged(nameof(Sockets));
     }
     if (!ReusablePlugs.DeepEquals(other.ReusablePlugs))
     {
         ReusablePlugs.Update(other.ReusablePlugs);
         OnPropertyChanged(nameof(ReusablePlugs));
     }
     if (!PlugObjectives.DeepEquals(other.PlugObjectives))
     {
         PlugObjectives.Update(other.PlugObjectives);
         OnPropertyChanged(nameof(PlugObjectives));
     }
     if (!TalentGrids.DeepEquals(other.TalentGrids))
     {
         TalentGrids.Update(other.TalentGrids);
         OnPropertyChanged(nameof(TalentGrids));
     }
     if (!PlugStates.DeepEquals(other.PlugStates))
     {
         PlugStates.Update(other.PlugStates);
         OnPropertyChanged(nameof(PlugStates));
     }
     if (!Objectives.DeepEquals(other.Objectives))
     {
         Objectives.Update(other.Objectives);
         OnPropertyChanged(nameof(Objectives));
     }
     if (!Perks.DeepEquals(other.Perks))
     {
         Perks.Update(other.Perks);
         OnPropertyChanged(nameof(Perks));
     }
 }
 public bool DeepEquals(DestinyItemComponentSetOfint64?other)
 {
     return(other is not null &&
            (Instances is not null ? Instances.DeepEquals(other.Instances) : other.Instances is null) &&
            (RenderData is not null ? RenderData.DeepEquals(other.RenderData) : other.RenderData is null) &&
            (Stats is not null ? Stats.DeepEquals(other.Stats) : other.Stats is null) &&
            (Sockets is not null ? Sockets.DeepEquals(other.Sockets) : other.Sockets is null) &&
            (ReusablePlugs is not null ? ReusablePlugs.DeepEquals(other.ReusablePlugs) : other.ReusablePlugs is null) &&
            (PlugObjectives is not null ? PlugObjectives.DeepEquals(other.PlugObjectives) : other.PlugObjectives is null) &&
            (TalentGrids is not null ? TalentGrids.DeepEquals(other.TalentGrids) : other.TalentGrids is null) &&
            (PlugStates is not null ? PlugStates.DeepEquals(other.PlugStates) : other.PlugStates is null) &&
            (Objectives is not null ? Objectives.DeepEquals(other.Objectives) : other.Objectives is null) &&
            (Perks is not null ? Perks.DeepEquals(other.Perks) : other.Perks is null));
 }
예제 #3
0
        public bool Equals(DestinyItemComponentSetOfuint32 input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     Instances == input.Instances ||
                     (Instances != null && Instances.Equals(input.Instances))
                     ) &&
                 (
                     RenderData == input.RenderData ||
                     (RenderData != null && RenderData.Equals(input.RenderData))
                 ) &&
                 (
                     Stats == input.Stats ||
                     (Stats != null && Stats.Equals(input.Stats))
                 ) &&
                 (
                     Sockets == input.Sockets ||
                     (Sockets != null && Sockets.Equals(input.Sockets))
                 ) &&
                 (
                     ReusablePlugs == input.ReusablePlugs ||
                     (ReusablePlugs != null && ReusablePlugs.Equals(input.ReusablePlugs))
                 ) &&
                 (
                     PlugObjectives == input.PlugObjectives ||
                     (PlugObjectives != null && PlugObjectives.Equals(input.PlugObjectives))
                 ) &&
                 (
                     TalentGrids == input.TalentGrids ||
                     (TalentGrids != null && TalentGrids.Equals(input.TalentGrids))
                 ) &&
                 (
                     PlugStates == input.PlugStates ||
                     (PlugStates != null && PlugStates.Equals(input.PlugStates))
                 ) &&
                 (
                     Objectives == input.Objectives ||
                     (Objectives != null && Objectives.Equals(input.Objectives))
                 ) &&
                 (
                     Perks == input.Perks ||
                     (Perks != null && Perks.Equals(input.Perks))
                 ));
        }