public void Add_IntKeys_Works() { var dict = new DoubleKeyDictionary<int, int, int>(); dict.Add(1, 1, 2); dict.Add(2, 2, 4); Assert.IsTrue(dict.ContainsKey(1, 1)); Assert.IsTrue(dict.ContainsKey(2, 2)); }
public void Index_IntKeys_Works() { var dict = new DoubleKeyDictionary<int, int, int>(); dict[1, 1] = 2; dict[2, 2] = 4; Assert.IsTrue(dict.ContainsKey(1, 1)); Assert.IsTrue(dict.ContainsKey(2, 2)); }
public void Add_StringAndIntKeys_Works() { var dict = new DoubleKeyDictionary<string, int, int>(); dict.Add("1", 1, 2); dict.Add("2", 2, 4); Assert.IsTrue(dict.ContainsKey("1", 1)); Assert.IsTrue(dict.ContainsKey("2", 2)); }
public void Index_IntKeys_Works() { var dict = new DoubleKeyDictionary <int, int, int>(); dict[1, 1] = 2; dict[2, 2] = 4; Assert.IsTrue(dict.ContainsKey(1, 1)); Assert.IsTrue(dict.ContainsKey(2, 2)); }
public void Add_StringAndIntKeys_Works() { var dict = new DoubleKeyDictionary <string, int, int>(); dict.Add("1", 1, 2); dict.Add("2", 2, 4); Assert.IsTrue(dict.ContainsKey("1", 1)); Assert.IsTrue(dict.ContainsKey("2", 2)); }
public void Add_IntKeys_Works() { var dict = new DoubleKeyDictionary <int, int, int>(); dict.Add(1, 1, 2); dict.Add(2, 2, 4); Assert.IsTrue(dict.ContainsKey(1, 1)); Assert.IsTrue(dict.ContainsKey(2, 2)); }
void DropTerrainAt(int i, int j) { // Check if terrain exists, if it does, activate it. if (terrainUsage.ContainsKey(i, j) && terrainUsage[i, j] != -1) { // Tile mapped, use it. } // If terrain doesn't exist, drop it. else { terrainUsage[i, j] = FindNextAvailableTerrainID(); if (terrainUsage[i, j] == -1) { Debug.LogError("No more tiles, failing..."); } } if (terrainUsageData.ContainsKey(i, j)) { // Restore the data for this tile } else { // Create a new data object terrainUsageData[i, j] = CreateNewTerrainData(); } ActivateUsedTile(i, j); usedTiles[terrainUsage[i, j]] = true; touchedTiles[terrainUsage[i, j]] = true; }
/// <inheritdoc /> public Tile GetTile(Vector2d point) { int i = Convert.ToInt32(point.X / _tileSize); int j = Convert.ToInt32(point.Y / _tileSize); if (_allSceneTiles.ContainsKey(i, j)) { return(_allSceneTiles[i, j]); } if (_allOverviewTiles.ContainsKey(i, j)) { return(_allOverviewTiles[i, j]); } return(null); }
public void Add_SameKeys_Allowed() { var dict = new DoubleKeyDictionary<string, string, int>(); dict.Add("1", "1", 2); dict.Add("1", "1", 4); Assert.IsTrue(dict.ContainsKey("1", "1")); }
public void Add_SameKeys_Allowed() { var dict = new DoubleKeyDictionary <string, string, int>(); dict.Add("1", "1", 2); dict.Add("1", "1", 4); Assert.IsTrue(dict.ContainsKey("1", "1")); }
//method to destroy object //had to do this as destroy can only be called from the main thread void Destroy(int x, int z) { //Create the voxel data if (m_voxelChunk[x, z].HasChanged && m_voxelChunk[x, z].shouldrender) { m_voxelChunk[x, z].SaveVoxels(); } if (m_voxelChunk.ContainsKey(x, z)) { ToDestroy.Add(m_voxelChunk[x, z]); } if (m_voxelChunk.ContainsKey(x, z)) { m_voxelChunk.Remove(x, z); } }
internal IEnumerable <JiraNamedEntity> GetFieldsForAction(Issue issue, string actionId) { if (issue.Key == null) { issue = GetOneIssueFromProject(issue.Project); } if (!_cachedFieldsForAction.ContainsKey(issue.Project, actionId)) { WithToken((token, service) => { _cachedFieldsForAction.Add(issue.Project, actionId, _jiraService.GetFieldsForAction(token, issue.Key.Value, actionId) .Select(f => new JiraNamedEntity(f))); }); } return(_cachedFieldsForAction[issue.Project, actionId]); }
void CreateChunks() { try { //basic routine for creating chunks for (int i = 0; i < distanceToLoad * m_voxelWidthLength; i += m_voxelWidthLength) { //set player positon relative to chunks basically rounding to chunk size for (int x = 0; x < i; x += m_voxelWidthLength) { if (CanGenerate) { for (int z = 0; z < i; z += m_voxelWidthLength) { if (CanGenerate) { //this is for the voxel editing at runtime //if theres any new chunks that need to be updated they are added here /*if the terrain has been edited calling saveTerrains() method * will save the voxel data to a file * here i just set the flag of this script to cansave =true; and it saves automatically*/ if (Save) { SaveTerrains(); Save = false; } //set up variables for distance checking Vector2 chunkpos = new Vector2(x, z); Vector2 playerpos = Vector2.zero; float Dist = Vector2.Distance(playerpos, chunkpos); //check if the chunk already exists if not create a chunk with x *y * z of voxels if (!m_voxelChunk.ContainsKey(new Vector3(x, 0, z), new Vector3(m_voxelWidthLength, m_voxelHeight, m_voxelWidthLength) * minLod)) { if (Dist <= distanceToLoad) { Vector3 Pos = new Vector3(x, 0, z); //set variables for chunk creation VoxelChunk Chunk = new VoxelChunk(Pos, m_voxelWidthLength, m_voxelHeight, minLod); //add chunk to double key dictionary m_voxelChunk.Add(Pos, new Vector3(m_voxelWidthLength, m_voxelHeight, m_voxelWidthLength) * minLod, Chunk); //set flag on chunk Chunk.hasproccessed = true; //add chunk to list of chunks that need noise added to them GenerateVoxels.Enqueue(Chunk); return; } } //if the chunk already exists and its distance is greater then render distance } } } } } }catch (Exception e) { Debug.LogError(e.StackTrace); } }