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LinkedList3.cs
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LinkedList3.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LinkedList3<Key, Value>
{
private class Node
{
public Key key;
public Value value;
public Node next;
public Node(Key key, Value value, Node next)
{
this.key = key;
this.value = value;
this.next = next;
}
public override string ToString()
{
return key.ToString() + ":" + value.ToString();
}
}
private Node head; // 标记节点
private int N;
public LinkedList3()
{
head = null;
N = 0;
}
public int Count
{
get { return N; }
}
public bool IsEmpty
{
get { return N == 0; }
}
private Node GetNode(Key key)
{
Node cur = head;
while (cur != null)
{
if (cur.key.Equals(key))
{
return cur;
}
cur = cur.next;
}
return null;
}
public void Add(Key key, Value value)
{
Node node = GetNode(key);
if (node == null)
{
head = new Node(key, value, head);
N++;
}
else
{
node.value = value;
}
}
public bool Contains(Key key)
{
return GetNode(key) != null;
}
public Value Get(Key key)
{
Node node = GetNode(key);
if (node == null)
{
Debug.Log("键" + key + "不存在");
}
return node.value;
}
public void Set(Key key, Value newValue)
{
Node node = GetNode(key);
if (node==null)
{
Debug.Log("键"+key+"不存在");
}
else
{
node.value = newValue;
}
}
public void Remove(Key key)
{
if (head==null)
{
return;
}
if (head.key.Equals(key))
{
head = head.next;
N--;
}
else
{
Node cur = head;
Node pre = null;
while (cur!=null)
{
if (cur.key.Equals(key))
{
break;
}
pre = cur;
cur = cur.next;
}
if (cur!=null)
{
pre.next = pre.next.next;
N--;
}
}
}
}