Пример #1
0
    /*
     *  As a player traverses their career, they will be presented with
     *  multiple choices per level according to previous choices.
     *
     */
    public static bool NodeIsActive(CareerNode node, List <CareerNode> nodes, int currentLevel, int lastNode)
    {
        if (node == null || nodes == null)
        {
            GD.Print("NodeIsActive: Invalid args " + node + "," + nodes);
            return(false);
        }

        int nodeLevel = GetLevel(node, nodes);

        if (node.IsLeaf() && currentLevel == -1)
        {
            return(true);
        }
        if (CareerNode.IsRoot(node, nodes) && currentLevel == 0)
        {
            GD.Print("Node " + node.nodeId + " is root and currentLevel is 0");
            return(true);
        }

        if (node.HasChild(lastNode))
        {
            return(true);
        }

        return(false);
    }
Пример #2
0
    public static System.Collections.Generic.Dictionary <int, CareerNode[]> GetLevels(List <CareerNode> nodes)
    {
        System.Collections.Generic.Dictionary <int, CareerNode[]> ret;
        ret = new System.Collections.Generic.Dictionary <int, CareerNode[]>();


        CareerNode root = Root(nodes);

        CareerNode[] rootRow = new CareerNode[1];
        rootRow[0] = root;
        ret.Add(0, rootRow);

        if (root == null)
        {
            GD.Print("CareerNode.GetLevels Root node null");
            return(null);
        }
        else if (root.IsLeaf())
        {
            return(ret);
        }


        int level = 1;
        List <CareerNode> nextLevel = GetChildren(root, nodes);

        while (nextLevel.Count > 0)
        {
            ret.Add(level, nextLevel.ToArray());
            level++;
            nextLevel = GetChildren(nextLevel, nodes);
        }

        return(ret);
    }