/// <summary> /// Returns true if ClanWarLeagueClanMember instances are equal /// </summary> /// <param name="input">Instance of ClanWarLeagueClanMember to be compared</param> /// <returns>Boolean</returns> public bool Equals(ClanWarLeagueClanMember?input) { if (input == null) { return(false); } return (( Tag == input.Tag || (Tag != null && Tag.Equals(input.Tag)) ) && ( TownHallLevel == input.TownHallLevel || TownHallLevel.Equals(input.TownHallLevel) ) && ( Name == input.Name || (Name != null && Name.Equals(input.Name)) )); }
/// <summary> /// Returns true if Player instances are equal /// </summary> /// <param name="input">Instance of Player to be compared</param> /// <returns>Boolean</returns> public bool Equals(Player?input) { if (input == null) { return(false); } return (( Clan == input.Clan || (Clan != null && Clan.Equals(input.Clan)) ) && ( League == input.League || (League != null && League.Equals(input.League)) ) && ( Role == input.Role || Role.Equals(input.Role) ) && ( AttackWins == input.AttackWins || AttackWins.Equals(input.AttackWins) ) && ( DefenseWins == input.DefenseWins || DefenseWins.Equals(input.DefenseWins) ) && ( TownHallLevel == input.TownHallLevel || TownHallLevel.Equals(input.TownHallLevel) ) && ( TownHallWeaponLevel == input.TownHallWeaponLevel || TownHallWeaponLevel.Equals(input.TownHallWeaponLevel) ) && ( VersusBattleWins == input.VersusBattleWins || VersusBattleWins.Equals(input.VersusBattleWins) ) && ( LegendStatistics == input.LegendStatistics || (LegendStatistics != null && LegendStatistics.Equals(input.LegendStatistics)) ) && ( Troops == input.Troops || Troops != null && input.Troops != null && Troops.SequenceEqual(input.Troops) ) && ( Heroes == input.Heroes || Heroes != null && input.Heroes != null && Heroes.SequenceEqual(input.Heroes) ) && ( Spells == input.Spells || Spells != null && input.Spells != null && Spells.SequenceEqual(input.Spells) ) && ( Labels == input.Labels || Labels != null && input.Labels != null && Labels.SequenceEqual(input.Labels) ) && ( Tag == input.Tag || (Tag != null && Tag.Equals(input.Tag)) ) && ( Name == input.Name || (Name != null && Name.Equals(input.Name)) ) && ( ExpLevel == input.ExpLevel || ExpLevel.Equals(input.ExpLevel) ) && ( Trophies == input.Trophies || Trophies.Equals(input.Trophies) ) && ( BestTrophies == input.BestTrophies || BestTrophies.Equals(input.BestTrophies) ) && ( Donations == input.Donations || Donations.Equals(input.Donations) ) && ( DonationsReceived == input.DonationsReceived || DonationsReceived.Equals(input.DonationsReceived) ) && ( BuilderHallLevel == input.BuilderHallLevel || BuilderHallLevel.Equals(input.BuilderHallLevel) ) && ( VersusTrophies == input.VersusTrophies || VersusTrophies.Equals(input.VersusTrophies) ) && ( BestVersusTrophies == input.BestVersusTrophies || BestVersusTrophies.Equals(input.BestVersusTrophies) ) && ( WarStars == input.WarStars || WarStars.Equals(input.WarStars) ) && ( Achievements == input.Achievements || Achievements != null && input.Achievements != null && Achievements.SequenceEqual(input.Achievements) ) && ( VersusBattleWinCount == input.VersusBattleWinCount || VersusBattleWinCount.Equals(input.VersusBattleWinCount) )); }