public void InitGraphManager(string algorithmName, string graphStructure, string edgeType, bool isShortestPath, Dictionary <string, int> rngDict, ListVisual listVisual, int minEdgeCost, int maxEdgeCost) { this.algorithmName = algorithmName; this.graphStructure = graphStructure; this.edgeType = edgeType; this.isShortestPath = isShortestPath; this.rngDict = rngDict; this.listVisual = listVisual; this.minEdgeCost = minEdgeCost; this.maxEdgeCost = maxEdgeCost; // Init edges edges = new List <GameObject>(); // Cleanup? GraphMain graphMain = GetComponentInParent <GraphMain>(); nodePrefab = graphMain.nodePrefab; undirectedEdgePrefab = graphMain.undirectedEdgePrefab; directedEdgePrefab = graphMain.directedEdgePrefab; symmetricDirectedEdgePrefab = graphMain.symmetricDirectedEdgePrefab; nodeContainerObject = graphMain.nodeContainerObject; edgeContainerObject = graphMain.edgeContainerObject; }
private void Awake() { // Set ID's nodeID = NODE_ID++; NodeAlphaID = UtilGraph.ConvertIDToAlphabet(nodeID); // Name shown in the editor name = NodeType + nodeID + "(" + nodeAlphaID + ")"; animator = GetComponentInChildren <Animator>(); // Get textmesh pros Component[] textHolders = GetComponentsInChildren(typeof(TextMeshPro)); textNodeID = textHolders[0].GetComponent <TextMeshPro>(); textNodeDist = textHolders[1].GetComponent <TextMeshPro>(); // Find player object and its camera positionManager = FindObjectOfType <PositionManager>(); graphMain = FindObjectOfType <GraphMain>(); audioManager = FindObjectOfType <AudioManager>(); // "Set" edges = new List <Edge>(); ResetNode(); }
public void InitGraphAlgorithm(GraphMain graphMain, string graphStructure, float algorithmSpeed, bool shortestPathOnToAll) { InitTeachingAlgorithm(algorithmSpeed); this.graphMain = graphMain; this.graphStructure = graphStructure; this.shortestPathOnToAll = shortestPathOnToAll; startNodeAlpha = 's'; node1Alpha = 'w'; node2Alpha = 'v'; }
/// <summary>Occurs each time the Timer ticks (Once per-second).</summary> private void TimerGraph_Tick(object sender, EventArgs e) { // Update the GUI GraphMain.Invalidate(); }