what would be the if statement if the previous question loaded is repeated or equal to the same..

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using System.Linq;

public class GameManager : MonoBehaviour
{
public Questionquestions;
public Buttonbttn;
public Buttonfactbluff;
public int life=5;

private static List<Question>unansweredQuestions;
private Question currentQuestion;

public GameObject GameQuestionHolder;
public GameObject GameAnswerHolder;
public GameObject GameAnswer1Holder;
public GameObject GameAnswer2Holder;
public GameObject GamePauseHolder;
public GameObject IncorrectAnswerHolder;
public GameObject CorrectAnswerHolder;

[SerializeField]
private Text questiontext;

[SerializeField]
private Text answertext;

[SerializeField]
private Text answertext1;

[SerializeField]
private Text answertext2;
[SerializeField]
private Text lifenum;

[SerializeField]
private float timeBetweenQuestions = 1f;

[SerializeField]
private Animator animator;

void Start()
{
	
	if (unansweredQuestions == null || unansweredQuestions.Count==0) 
	{
		unansweredQuestions = questions.ToList<Question>();
	}

	SetCurrentQuestion ();
} 

void SetCurrentQuestion()
{
	int randomQuestionIndex = Random.Range (0, unansweredQuestions.Count);
	currentQuestion = unansweredQuestions [randomQuestionIndex];
	questiontext.text=currentQuestion.questionText;
}

IEnumerator TransitionToNextQuestion()
{
	unansweredQuestions.Remove (currentQuestion);

	yield return new WaitForSeconds (timeBetweenQuestions);

	SceneManager.LoadScene (SceneManager.GetActiveScene().buildIndex);
}

public void GamePause()
{
	GamePauseHolder.SetActive (true);
	GameQuestionHolder.SetActive (false);
	GameAnswerHolder.SetActive (false);
	GameAnswer1Holder.SetActive (false);
	GameAnswer2Holder.SetActive (false);
	IncorrectAnswerHolder.SetActive (false);
	CorrectAnswerHolder.SetActive (false);

}

public void GameQuestion()
{

	GameQuestionHolder.SetActive (true);
	GameAnswerHolder.SetActive (false);
	GameAnswer1Holder.SetActive (false);
	GameAnswer2Holder.SetActive (false);
	GamePauseHolder.SetActive (false);
	IncorrectAnswerHolder.SetActive (false);
	CorrectAnswerHolder.SetActive (false);
}	

public void GameMenu()
{
	SceneManager.LoadScene ("GameMenu");
}

public void SelectBluffer()
{
	
	GameAnswerHolder.SetActive (true);
	GameQuestionHolder.SetActive (false);
	GameAnswer1Holder.SetActive (false);
	GameAnswer2Holder.SetActive (false);
	GamePauseHolder.SetActive (false);
	IncorrectAnswerHolder.SetActive (false);
	CorrectAnswerHolder.SetActive (false);
	answertext.text = currentQuestion.answers [0].answerText;

}
public void SelectBluffer1 ()
{
	
	GameAnswer1Holder.SetActive(true);
	GameQuestionHolder.SetActive (false);
	GameAnswerHolder.SetActive (false);
	GameAnswer2Holder.SetActive (false);
	GamePauseHolder.SetActive (false);
	IncorrectAnswerHolder.SetActive (false);
	CorrectAnswerHolder.SetActive (false);
	answertext1.text = currentQuestion.answers [1].answerText;

}

public void SelectBluffer2()
{
		GameAnswer2Holder.SetActive (true);
		GameQuestionHolder.SetActive (false);
		GameAnswerHolder.SetActive (false);
		GameAnswer1Holder.SetActive (false);
		GamePauseHolder.SetActive (false);
		IncorrectAnswerHolder.SetActive (false);
		CorrectAnswerHolder.SetActive (false);
		answertext2.text = currentQuestion.answers [2].answerText;

}

public void Fact()
{
	if (currentQuestion.answers [0].isTrue ) 
	{
		CorrectAnswerHolder.SetActive (true);
		lifenum.text = "Life : " + life.ToString ();
	}
	else
	{
		IncorrectAnswerHolder.SetActive (true);

	}
	StartCoroutine (TransitionToNextQuestion ());
}

public void Bluff()
{
	if (!currentQuestion.answers [0].isTrue) 
	{
		
		CorrectAnswerHolder.SetActive (true);
	}
	else
	{
		
		IncorrectAnswerHolder.SetActive (true);
	}
	StartCoroutine (TransitionToNextQuestion ());
}

public void Fact1()
{
	if (currentQuestion.answers [1].isTrue ) 
	{
		CorrectAnswerHolder.SetActive (true);
	}
	else
	{
		IncorrectAnswerHolder.SetActive (true);
	}
	StartCoroutine (TransitionToNextQuestion ());
}

public void Bluff1()
{
	if (!currentQuestion.answers [1].isTrue) 
	{
		CorrectAnswerHolder.SetActive (true);
	}
	else
	{
		IncorrectAnswerHolder.SetActive (true);
	}
	StartCoroutine (TransitionToNextQuestion ());
}

public void Fact2()
{
	if (currentQuestion.answers [2].isTrue ) 
	{
		CorrectAnswerHolder.SetActive (true);
	}
	else
	{
		IncorrectAnswerHolder.SetActive (true);
	}
	StartCoroutine (TransitionToNextQuestion ());
}

public void Bluff2()
{
	if (!currentQuestion.answers [2].isTrue) 
	{
		CorrectAnswerHolder.SetActive (true);
	}
	else
	{
		IncorrectAnswerHolder.SetActive (true);
	}
	StartCoroutine (TransitionToNextQuestion ());
}

}

I do agree with Matt, this could be done alot cleaner.
But to answer your question, you will need to keep 2 variables

private Question currentQuestion;
private Question previousQuestion;

if (currentQuestion == previousQuestion) {
//do whatever
}