Implemented procedural tech tree generation by porting GraphSharp to Unity. Also, some database editor convenience changes.
31 lines
No EOL
938 B
C#
31 lines
No EOL
938 B
C#
using System.Collections.Generic;
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using QuickGraph;
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namespace GraphSharp
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{
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public interface IHierarchicalBidirectionalGraph<TVertex, TEdge> : IBidirectionalGraph<TVertex, TEdge>
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where TEdge : TypedEdge<TVertex>
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{
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IEnumerable<TEdge> HierarchicalEdgesFor(TVertex v);
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int HierarchicalEdgeCountFor(TVertex v);
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IEnumerable<TEdge> HierarchicalEdges { get; }
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int HierarchicalEdgeCount { get; }
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IEnumerable<TEdge> InHierarchicalEdges(TVertex v);
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int InHierarchicalEdgeCount(TVertex v);
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IEnumerable<TEdge> OutHierarchicalEdges(TVertex v);
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int OutHierarchicalEdgeCount(TVertex v);
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IEnumerable<TEdge> GeneralEdgesFor(TVertex v);
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int GeneralEdgeCountFor(TVertex v);
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IEnumerable<TEdge> GeneralEdges { get; }
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int GeneralEdgeCount { get; }
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IEnumerable<TEdge> InGeneralEdges(TVertex v);
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int InGeneralEdgeCount(TVertex v);
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IEnumerable<TEdge> OutGeneralEdges(TVertex v);
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int OutGeneralEdgeCount(TVertex v);
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}
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} |