コード例 #1
0
        public static void CalculateIterators(GameObject pRootNode)
        {
            // FIX Todo have this backed into PCSTree

            Debug.Assert(pRootNode != null);
            PCSTreeIterator.pRoot        = pRootNode;
            PCSTreeIterator.pWrongParent = (GameObject)pRootNode.pParent;

            PCSTreeIterator.pCurrent = PCSTreeIterator.pRoot;

            GameObject pPrevGameObj = (GameObject)pRootNode;
            // Initialize the reserve pointer
            GameObject pGameObj = (GameObject)pRootNode;


            while (pGameObj != null)
            {
                // fill the basis
                pPrevGameObj = pGameObj;

                // Advance
                pGameObj = PCSTreeIterator.privSecretNext();
                pPrevGameObj.pForward = pGameObj;

                if (pGameObj != null)
                {
                    pGameObj.pReverse = pPrevGameObj;
                }
            }


            //    pRootNode.pForward.pReverse = pRootNode;
            pRootNode.pReverse = pPrevGameObj;
        }
コード例 #2
0
        public static void CalculateIterators(GameObject pRootNode)
        {
            Debug.Assert(pRootNode != null);
            PCSTreeIterator.root        = pRootNode;
            PCSTreeIterator.wrongParent = (GameObject)pRootNode.pParent;
            PCSTreeIterator.current     = PCSTreeIterator.root;
            GameObject pPrevGameObj = (GameObject)pRootNode;
            GameObject pGameObj     = (GameObject)pRootNode;

            while (pGameObj != null)
            {
                pPrevGameObj          = pGameObj;
                pGameObj              = PCSTreeIterator.privSecretNext();
                pPrevGameObj.pForward = pGameObj;
                if (pGameObj != null)
                {
                    pGameObj.pReverse = pPrevGameObj;
                }
            }
            pRootNode.pReverse = pPrevGameObj;
        }
コード例 #3
0
        public static void CalculateIterators(GameObject pRootNode)
        {
            // FIX Todo have this backed into PCSTree

            Debug.Assert(pRootNode != null);
            PCSTreeIterator.pRoot        = pRootNode;
            PCSTreeIterator.pWrongParent = (GameObject)pRootNode.pParent;
            PCSTreeIterator.pCurrent     = PCSTreeIterator.pRoot;

            GameObject pPrevGameObj = (GameObject)pRootNode;
            // Initialize the reserve pointer
            GameObject pGameObj = (GameObject)pRootNode;

            //iterate through
            while (pGameObj != null)
            {
                // fill the basis
                pPrevGameObj = pGameObj;

                // Advance
                pGameObj = PCSTreeIterator.privSecretNext();
                //set the forward path
                pPrevGameObj.pForward = pGameObj;

                //if there is no next, at end of list
                if (pGameObj != null)
                {
                    //set the reverse path
                    pGameObj.pReverse = pPrevGameObj;
                }
            }

            ////Todo check on forward or reverse iterator for Calculating Iterators in PCSTreeIterators
            //pRootNode.pForward.pReverse = pRootNode;
            pRootNode.pReverse = pPrevGameObj;
        }