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@luke161
Created May 11, 2017 10:10
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Simple tree data structure for use with C# and Unity. Start with a root TreeNode and add children as required.
/**
* 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);
}
}
}
@luke161
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luke161 commented Sep 30, 2019 via email

@ismail-koroglu
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Good job. Thanks.

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