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MergeSort for C# (Optimized for Unity3D)
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using System; | |
using System.Collections.Generic; | |
internal static class MergeSort<T> { | |
public static void Sort (List<T> list, Comparison<T> comparison) { | |
if (list.Count <= 1) | |
return; | |
var mid = list.Count / 2; | |
var left = GetList(); | |
var right = GetList(); | |
for (var i = 0; i < mid; ++i) { | |
left.Add(list[i]); | |
} | |
for (var i = mid; i < list.Count; ++i) { | |
right.Add(list[i]); | |
} | |
Sort(left, comparison); | |
Sort(right, comparison); | |
Merge(list, left, right, comparison); | |
ReturnList(left); | |
ReturnList(right); | |
} | |
private static void Merge (List<T> merged, List<T> left, List<T> right, Comparison<T> comparison) { | |
merged.Clear(); | |
while (left.Count > 0 && right.Count > 0) { | |
if (comparison(left[0], right[0]) > 0) { | |
merged.Add(right[0]); | |
right.RemoveAt(0); | |
} else { | |
merged.Add(left[0]); | |
left.RemoveAt(0); | |
} | |
} | |
for (var i = 0; i < left.Count; ++i) { | |
merged.Add(left[i]); | |
} | |
for (var i = 0; i < right.Count; ++i) { | |
merged.Add(right[i]); | |
} | |
} | |
private static Queue<List<T>> listPool_ = new Queue<List<T>>(); | |
private static List<T> GetList () { | |
if (listPool_.Count > 0) { | |
var list = listPool_.Dequeue(); | |
list.Clear(); | |
return list; | |
} | |
return new List<T>(); | |
} | |
private static void ReturnList (List<T> list) { | |
listPool_.Enqueue(list); | |
} | |
} |
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List<ABSSequentiable> sequences = ...; | |
MergeSort<ABSSequentiable>.Sort(sequences, SortSequenceObjs); | |
static int SortSequencedObjs(ABSSequentiable a, ABSSequentiable b) { | |
if (a.sequencedPosition > b.sequencedPosition) return 1; | |
if (a.sequencedPosition < b.sequencedPosition) return -1; | |
return 0; | |
} |
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