Exemple #1
0
    void MapVsStrechy()
    {
        System.Diagnostics.Stopwatch _clock = new System.Diagnostics.Stopwatch();
        _clock.Start();
        List <DJ_Node> _nodes = new List <DJ_Node>();
        DJ_Node        _test  = gameObject.AddComponent <DJ_Node>();

        _test.Init(Vector3.zero, null, 10);
        _nodes.Add(_test);
        _nodes.Add(gameObject.AddComponent <DJ_Node>());
        if (_nodes.Contains(_test))
        {
        }
        _clock.Stop();

        TimeSpan ts = _clock.Elapsed;

        string elapsedTime = String.Format("{0:00}:{1:00}:{2:00}.{3:00}",
                                           ts.Hours, ts.Minutes, ts.Seconds,
                                           ts.Milliseconds / 10);

        Debug.Log($"{ts} -- Streachy buffer time");


        _clock = new System.Diagnostics.Stopwatch();
        _clock.Start();
        Dictionary <int, DJ_Node> _mapNode = new Dictionary <int, DJ_Node>();

        _test = gameObject.AddComponent <DJ_Node>();
        _test.Init(Vector3.zero, null, 10);
        _mapNode.Add(0, _test);
        _mapNode.Add(1, gameObject.AddComponent <DJ_Node>());
        if (_mapNode.ContainsKey(_test.Id))
        {
        }
        _clock.Stop();

        ts = _clock.Elapsed;

        elapsedTime = String.Format("{0:00}:{1:00}:{2:00}.{3:00}",
                                    ts.Hours, ts.Minutes, ts.Seconds,
                                    ts.Milliseconds / 10);

        Debug.Log($"{ts} -- Dictionarry time");
    }
Exemple #2
0
 public DJ_Grid(int _length, int _depth, Transform _container)
 {
     for (int y = 0; y < _depth + 1; y++)
     {
         int _yIndex = y * (_depth + 1);
         for (int x = 0; x < _length + 1; x++)
         {
             List <DJ_Node> _neighbours = new List <DJ_Node>();
             if (x != 0)
             {
                 _neighbours.Add(_nodes[(x - 1) + _yIndex]);
             }
             if (y != 0)
             {
                 _neighbours.Add(_nodes[(x) + (y - 1) * (_depth + 1)]);
                 if (x != _depth)
                 {
                     _neighbours.Add(_nodes[(x + 1) + (y - 1) * (_depth + 1)]);
                 }
                 if (x != 0)
                 {
                     _neighbours.Add(_nodes[(x - 1) + (y - 1) * (_depth + 1)]);
                 }
             }
             GameObject _nodeObject = new GameObject();
             DJ_Node    _node       = _nodeObject.AddComponent <DJ_Node>();
             if (_container)
             {
                 _node.transform.parent = _container;
             }
             _node.Init(new Vector3(x, 0, y), _neighbours, x + _yIndex);
             if (x != 0)
             {
                 _nodes[(x - 1) + _yIndex].AddNeighbor(_node);
             }
             if (y != 0)
             {
                 _nodes[(x) + (y - 1) * (_depth + 1)].AddNeighbor(_node);
                 if (x != _depth)
                 {
                     _nodes[(x + 1) + (y - 1) * (_depth + 1)].AddNeighbor(_node);
                 }
                 if (x != 0)
                 {
                     _nodes[(x - 1) + (y - 1) * (_depth + 1)].AddNeighbor(_node);
                 }
             }
             _nodes.Add(_node);
         }
     }
 }