示例#1
0
    public void RunHeapTest()
    {
        EHPriorityQueue <int> MaxHeap = new EHPriorityQueue <int>();


        for (int i = 0; i < 1000; ++i)
        {
            MaxHeap.Push(Random.Range(0, 10000));
        }

        int j = 0;

        while (!MaxHeap.IsEmpty())
        {
            print((++j).ToString() + " " + MaxHeap.Pop());
        }
    }
示例#2
0
    private void CheckPhysicsCollidersAgainstCategory()
    {
        foreach (EHBaseCollider2D PhysicsCollider in ColliderComponentDictionary[EHBaseCollider2D.EColliderType.PHYSICS])
        {
            if (PhysicsCollider.gameObject.activeInHierarchy)
            {
                CollisionNodeHeap.Clear();
                foreach (EHBaseCollider2D Static in ColliderComponentDictionary[EHBaseCollider2D.EColliderType.STATIC])
                {
                    if (Static.gameObject.activeInHierarchy)
                    {
                        if (PhysicsCollider.IsPhysicsColliderOverlapping(Static) && !Physics2D.GetIgnoreLayerCollision(PhysicsCollider.gameObject.layer, Static.gameObject.layer))
                        {
                            CollisionNodeHeap.Push(new CollisionNode(PhysicsCollider.GetShortestDistanceFromPreviousPosition(Static), Static));
                        }
                    }
                }

                foreach (EHBaseCollider2D Moveable in ColliderComponentDictionary[EHBaseCollider2D.EColliderType.MOVEABLE])
                {
                    if (Moveable.gameObject.activeInHierarchy && !Physics2D.GetIgnoreLayerCollision(PhysicsCollider.gameObject.layer, Moveable.gameObject.layer))
                    {
                        if (PhysicsCollider.IsPhysicsColliderOverlapping(Moveable))
                        {
                            CollisionNodeHeap.Push(new CollisionNode(PhysicsCollider.GetShortestDistanceFromPreviousPosition(Moveable), Moveable));
                        }
                    }
                }

                while (!CollisionNodeHeap.IsEmpty())
                {
                    EHBaseCollider2D IntersectedCollider = CollisionNodeHeap.Pop().Collider;
                    if (IntersectedCollider.PushOutCollider(PhysicsCollider))
                    {
                        PhysicsCollider.UpdateColliderBounds(false);
                    }
                }
            }
        }
        CollisionNodeHeap.Clear();
    }