public bool Equals(DestinyCharacterRenderComponent input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     CustomDyes == input.CustomDyes ||
                     (CustomDyes != null && CustomDyes.SequenceEqual(input.CustomDyes))
                     ) &&
                 (
                     Customization == input.Customization ||
                     (Customization != null && Customization.Equals(input.Customization))
                 ) &&
                 (
                     PeerView == input.PeerView ||
                     (PeerView != null && PeerView.Equals(input.PeerView))
                 ));
        }
        public bool Equals(DestinyItemTranslationBlockDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     WeaponPatternIdentifier == input.WeaponPatternIdentifier ||
                     (WeaponPatternIdentifier != null && WeaponPatternIdentifier.Equals(input.WeaponPatternIdentifier))
                     ) &&
                 (
                     WeaponPatternHash == input.WeaponPatternHash ||
                     (WeaponPatternHash.Equals(input.WeaponPatternHash))
                 ) &&
                 (
                     DefaultDyes == input.DefaultDyes ||
                     (DefaultDyes != null && DefaultDyes.SequenceEqual(input.DefaultDyes))
                 ) &&
                 (
                     LockedDyes == input.LockedDyes ||
                     (LockedDyes != null && LockedDyes.SequenceEqual(input.LockedDyes))
                 ) &&
                 (
                     CustomDyes == input.CustomDyes ||
                     (CustomDyes != null && CustomDyes.SequenceEqual(input.CustomDyes))
                 ) &&
                 (
                     Arrangements == input.Arrangements ||
                     (Arrangements != null && Arrangements.SequenceEqual(input.Arrangements))
                 ) &&
                 (
                     HasGeometry == input.HasGeometry ||
                     (HasGeometry != null && HasGeometry.Equals(input.HasGeometry))
                 ));
        }