Implemented procedural tech tree generation by porting GraphSharp to Unity. Also, some database editor convenience changes.
18 lines
No EOL
354 B
C#
18 lines
No EOL
354 B
C#
using QuickGraph;
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namespace GraphSharp
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{
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public class WeightedEdge<Vertex> : Edge<Vertex>
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{
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public float Weight { get; private set; }
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public WeightedEdge(Vertex source, Vertex target)
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: this(source, target, 1) {}
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public WeightedEdge(Vertex source, Vertex target, float weight)
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: base(source, target)
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{
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this.Weight = weight;
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}
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}
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} |