Inserting Values Mid-Chain and Finding Specific Values

=[[Value]]==[[Value]]==[[Value]]==[[Value]]==[[Value]]=

Last time we covered establishing the foundations for a doubly linked list class: namely, the ability to create nodes of data with references to previous or successive nodes to form a series. Right now we can add to either end of the chain with our AddFirst(T t) and AddLast(T t)…

A Brute Force Solution to a Complicated System

Disclaimer: I know there are standards and conventions for this sort of diagram, but I didn’t need to share this idea with anyone but me when I drew it, I just needed to see how things connect so I could plan.

Here’s the objective for today: create a system for recording and replaying multiple commands from multiple actors, where all actors first declare their moves in ascending initiative order, and afterward all moves are played in descending initiative order.

There is a more elegant solution than the one I’m presenting here…

Handling Tactical Initiative Data Using Linked Lists

Today, the objective is to sort a C# Dictionary by the value property of each key/value pair, and then load that information into a LinkedList. This list will allow us to easily control who may act and keep the UI updated in the process.

We’ll begin by declaring a LinkedList<KeyValuePair<Actor…

Creating An Event Driven System for Ordering Actors in Turn-Based Tactical Play with Unity 3D and C#

Zip is running circles around Zap this round.

Here’s the objective: using Unity 3D and C# we want to build a system that can alert any number of actors to roll a random number, and report back their name and initiative number to be stored in a dictionary as key/value pairs.

For the first part of this, we’ll…

Michael Davis

Unity Developer / Game Developer / Artist / Problem Solver

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