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)) )); }
public bool Equals(DestinyTalentNodeDefinition input) { if (input == null) { return(false); } return (( NodeIndex == input.NodeIndex || (NodeIndex.Equals(input.NodeIndex)) ) && ( NodeHash == input.NodeHash || (NodeHash.Equals(input.NodeHash)) ) && ( Row == input.Row || (Row.Equals(input.Row)) ) && ( Column == input.Column || (Column.Equals(input.Column)) ) && ( PrerequisiteNodeIndexes == input.PrerequisiteNodeIndexes || (PrerequisiteNodeIndexes != null && PrerequisiteNodeIndexes.SequenceEqual(input.PrerequisiteNodeIndexes)) ) && ( BinaryPairNodeIndex == input.BinaryPairNodeIndex || (BinaryPairNodeIndex.Equals(input.BinaryPairNodeIndex)) ) && ( AutoUnlocks == input.AutoUnlocks || (AutoUnlocks != null && AutoUnlocks.Equals(input.AutoUnlocks)) ) && ( LastStepRepeats == input.LastStepRepeats || (LastStepRepeats != null && LastStepRepeats.Equals(input.LastStepRepeats)) ) && ( IsRandom == input.IsRandom || (IsRandom != null && IsRandom.Equals(input.IsRandom)) ) && ( RandomActivationRequirement == input.RandomActivationRequirement || (RandomActivationRequirement != null && RandomActivationRequirement.Equals(input.RandomActivationRequirement)) ) && ( IsRandomRepurchasable == input.IsRandomRepurchasable || (IsRandomRepurchasable != null && IsRandomRepurchasable.Equals(input.IsRandomRepurchasable)) ) && ( Steps == input.Steps || (Steps != null && Steps.SequenceEqual(input.Steps)) ) && ( ExclusiveWithNodeHashes == input.ExclusiveWithNodeHashes || (ExclusiveWithNodeHashes != null && ExclusiveWithNodeHashes.SequenceEqual(input.ExclusiveWithNodeHashes)) ) && ( RandomStartProgressionBarAtProgression == input.RandomStartProgressionBarAtProgression || (RandomStartProgressionBarAtProgression.Equals(input.RandomStartProgressionBarAtProgression)) ) && ( LayoutIdentifier == input.LayoutIdentifier || (LayoutIdentifier != null && LayoutIdentifier.Equals(input.LayoutIdentifier)) ) && ( GroupHash == input.GroupHash || (GroupHash.Equals(input.GroupHash)) ) && ( LoreHash == input.LoreHash || (LoreHash.Equals(input.LoreHash)) ) && ( NodeStyleIdentifier == input.NodeStyleIdentifier || (NodeStyleIdentifier != null && NodeStyleIdentifier.Equals(input.NodeStyleIdentifier)) ) && ( IgnoreForCompletion == input.IgnoreForCompletion || (IgnoreForCompletion != null && IgnoreForCompletion.Equals(input.IgnoreForCompletion)) )); }