QuickNode PartitionLast(QuickNode start, QuickNode end) { if (start == end || start == null || end == null) { return(start); } QuickNode pivot_prev = start; QuickNode curr = start; int pivot = end.data; int temp; while (start != end) { if (start.data < pivot) { pivot_prev = curr; temp = curr.data; curr.data = start.data; start.data = temp; curr = curr.next; } start = start.next; } temp = curr.data; curr.data = pivot; end.data = temp; return(pivot_prev); }
private void UpdateProbe(QuickNode Node) { if (Node != null) { ProbeObj_.SetActive(true); ProbeIcon_.sprite = AssetManager.CreateAssetSync <Sprite>(new AssetUri(SkillLibrary.Get(Node.ID).Icon)); ProbeName_.text = SkillLibrary.Get(Node.ID).Name; } else { ProbeObj_.SetActive(false); } }
public void addNode(int data) { if (head == null) { head = new QuickNode(data); return; } QuickNode curr = head; while (curr.next != null) { curr = curr.next; } QuickNode newNode = new QuickNode(data); curr.next = newNode; }
public QuickNode Sort(QuickNode start, QuickNode end) { if (start == end) { return(start); } QuickNode pivot_prev = PartitionLast(start, end); Sort(start, pivot_prev); if (pivot_prev != null && pivot_prev == start) { Sort(pivot_prev.next, end); } else if (pivot_prev != null && pivot_prev.next != null) { Sort(pivot_prev.next.next, end); } return(start); }
public QuickNode(int d) { data = d; next = null; }
private void OnQuickSucceed(QuickNode Node) { ResetQuickState(); PlayerManager.Master.Skill.RemoveSkill(CurrentSkill_.SkillID, true); CurrentSkill_ = PlayerManager.Master.Skill.AddNpcSkill(Node.ID); }