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| Called With: | |
| List<Cable> list = new List<Cable>(base.ConnectedCables()); | |
| if (this.CableNetwork != null) | |
| { | |
| CableNetwork.RemoveCableFromNetwork(this); | |
| } | |
| base.OnDestroy(); | |
| foreach (Cable cable in list) | |
| { | |
| CableNetwork.RebuildCableNetwork(cable); | |
| } | |
| public static void RemoveCableFromNetwork(Cable removedCable) | |
| { | |
| if (GameManager.GameState != GameState.None) | |
| { | |
| CableNetwork oldCableNetwork = removedCable.CableNetwork; | |
| HashSet<Cable> checkedCable = new HashSet<Cable>(); // leave this empty to optimize the search below... if the first cable finds a neighbor, no sense checking. | |
| // start with the removed cables neighbors and we'll recurse from there keeping these as hard barriers | |
| foreach(Cable neighbor in removedCable.ConnectedCables()) | |
| { | |
| if (!checkedCable.Contains(neighbor)) | |
| { | |
| checkedCable.Add(neighbor); | |
| CableNetwork newCableNetwork = new CableNetwork(neighbor); | |
| Queue<Cable> cableQueue = new Queue<Cable>(neighbor); | |
| // start with that and add all the neighbors as we walk through. | |
| while(cableQueue.Count > 0) | |
| { | |
| Cable thisCable = cableQueue.Dequeue(); | |
| foreach (Cable thatCableNeighbor in thisCable.ConnectedCables()) | |
| { | |
| if (thatCableNeighbor != removedCable && !checkedCable.Contains(thatCableNeighbor) && !newCableNetwork.CableList.Contains(thatCableNeighbor)) | |
| { | |
| newCableNetwork.AddCable(thatCableNeighbor); | |
| oldCableNetwork.RemoveCable(thatCableNeighbor); | |
| checkedCable.Add(thatCableNeighbor); | |
| cableQueue.Enqueue(thatCableNeighbor); | |
| } | |
| } | |
| foreach (Device device in thisCable.ConnectedDevices()) | |
| { | |
| oldCableNetwork.RemoveDevice(thisCable, device); | |
| } | |
| } | |
| } | |
| } | |
| // Is this needed? | |
| // foreach (Device device in removedCable.ConnectedDevices()) | |
| // { | |
| // oldCableNetwork.RemoveDevice(thisCable, device); | |
| // } | |
| oldCableNetwork.RemoveCable(removedCable); | |
| if (CableNetwork.OnNetworkChanged != null) | |
| { | |
| CableNetwork.OnNetworkChanged(); | |
| } | |
| } | |
| } |
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