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Simple tree data structure for use with C# and Unity. Start with a root TreeNode and add children as required.
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/** | |
* TreeNode.cs | |
* Author: Luke Holland (http://lukeholland.me/) | |
*/ | |
using System; | |
using System.Collections.Generic; | |
public class TreeNode<T> | |
{ | |
public delegate bool TraversalDataDelegate(T data); | |
public delegate bool TraversalNodeDelegate(TreeNode<T> node); | |
private readonly T _data; | |
private readonly TreeNode<T> _parent; | |
private readonly int _level; | |
private readonly List<TreeNode<T>> _children; | |
public TreeNode(T data) | |
{ | |
_data = data; | |
_children = new List<TreeNode<T>>(); | |
_level = 0; | |
} | |
public TreeNode(T data, TreeNode<T> parent) : this(data) | |
{ | |
_parent = parent; | |
_level = _parent!=null ? _parent.Level+1 : 0; | |
} | |
public int Level { get { return _level; } } | |
public int Count { get { return _children.Count; }} | |
public bool IsRoot { get { return _parent==null; }} | |
public bool IsLeaf { get { return _children.Count==0; }} | |
public T Data { get { return _data; }} | |
public TreeNode<T> Parent { get { return _parent; }} | |
public TreeNode<T> this[int key] | |
{ | |
get { return _children[key]; } | |
} | |
public void Clear() | |
{ | |
_children.Clear(); | |
} | |
public TreeNode<T> AddChild(T value) | |
{ | |
TreeNode<T> node = new TreeNode<T>(value,this); | |
_children.Add(node); | |
return node; | |
} | |
public bool HasChild(T data) | |
{ | |
return FindInChildren(data)!=null; | |
} | |
public TreeNode<T> FindInChildren(T data) | |
{ | |
int i = 0, l = Count; | |
for(; i<l; ++i){ | |
TreeNode<T> child = _children[i]; | |
if(child.Data.Equals(data)) return child; | |
} | |
return null; | |
} | |
public bool RemoveChild(TreeNode<T> node) | |
{ | |
return _children.Remove(node); | |
} | |
public void Traverse(TraversalDataDelegate handler) | |
{ | |
if(handler(_data)){ | |
int i = 0, l = Count; | |
for(; i<l; ++i) _children[i].Traverse(handler); | |
} | |
} | |
public void Traverse(TraversalNodeDelegate handler) | |
{ | |
if(handler(this)){ | |
int i = 0, l = Count; | |
for(; i<l; ++i) _children[i].Traverse(handler); | |
} | |
} | |
} |
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