public bool Equals(DestinyTalentNodeStepGroups input) { if (input == null) { return(false); } return (( WeaponPerformance == input.WeaponPerformance || (WeaponPerformance != null && WeaponPerformance.Equals(input.WeaponPerformance)) ) && ( ImpactEffects == input.ImpactEffects || (ImpactEffects != null && ImpactEffects.Equals(input.ImpactEffects)) ) && ( GuardianAttributes == input.GuardianAttributes || (GuardianAttributes != null && GuardianAttributes.Equals(input.GuardianAttributes)) ) && ( LightAbilities == input.LightAbilities || (LightAbilities != null && LightAbilities.Equals(input.LightAbilities)) ) && ( DamageTypes == input.DamageTypes || (DamageTypes != null && DamageTypes.Equals(input.DamageTypes)) )); }
public Task<SearchItemsResponse> SearchItems(ImpactEffect? impactEffects = null, GuardianAttribute? guardianAttributes = null, LightAbility? lightAbilities = null, DamageType? damageTypes = null, SourceCategory? sourcecat = null, long? sourcehash = null, bool? matchrandomsteps = null, bool? definitions = null, long? categories = null, SortOrder? order = null, WeaponPerformance? weaponPerformance = null, Rarity? rarity = null, int? page = null, string name = null, Count? count = null, bool? orderstathash = null, SortDirection? direction = null, long? step = null) { var model = new { impactEffects, guardianAttributes, lightAbilities, damageTypes, sourcecat, sourcehash, matchrandomsteps, definitions, categories, order, weaponPerformance, rarity, page, name, count, orderstathash, direction, step }; return Request<SearchItemsResponse>(model); }