Implemented procedural tech tree generation by porting GraphSharp to Unity. Also, some database editor convenience changes.
21 lines
702 B
C#
21 lines
702 B
C#
using System.Collections.Generic;
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using QuickGraph;
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using System.Diagnostics.Contracts;
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namespace GraphSharp
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{
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public interface ICompoundGraph<TVertex, TEdge> : IBidirectionalGraph<TVertex, TEdge>
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where TEdge : IEdge<TVertex>
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{
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bool AddChildVertex( TVertex parent, TVertex child );
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int AddChildVertexRange( TVertex parent, IEnumerable<TVertex> children );
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TVertex GetParent( TVertex vertex );
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bool IsChildVertex( TVertex vertex );
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IEnumerable<TVertex> GetChildrenVertices( TVertex vertex );
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int GetChildrenCount( TVertex vertex );
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bool IsCompoundVertex( TVertex vertex );
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IEnumerable<TVertex> CompoundVertices { get; }
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IEnumerable<TVertex> SimpleVertices { get; }
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}
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}
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