using System.Linq; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class NucleusArray { [SerializeReference] private INucleus[] _nuclei; private ClusterPrefab[] _clusters; public IEnumerable nuclei { get { // if (_nuclei == null) // return _clusters; // else if (_clusters == null) return _nuclei; // else // return _nuclei.Concat(_clusters); } } public string name; public NucleusArray(INucleus nucleus) { this.name = nucleus.name; this._nuclei = new INucleus[1]; this._nuclei[0] = nucleus; this._clusters = new ClusterPrefab[0]; } public NucleusArray(ClusterPrefab cluster) { this.name = cluster.name; this._nuclei = new INucleus[0]; this._clusters = new ClusterPrefab[1]; this._clusters[0] = cluster; } public void AddNucleus() { if (this._nuclei.Length == 0) { Debug.LogError("Empty perceptoid array, cannot add"); return; } int newLength = this._nuclei.Length + 1; INucleus[] newArray = new INucleus[newLength]; for (int i = 0; i < this._nuclei.Length; i++) newArray[i] = this._nuclei[i]; if (this._nuclei[0] is INucleus nucleus) newArray[newLength - 1] = (INucleus) nucleus.Clone(); this._nuclei = newArray; } public void RemoveNucleus() { int newLength = this._nuclei.Length - 1; if (newLength == 0) { Debug.LogWarning("Perceptoid array cannot be empty"); return; } INucleus[] newPerceptei = new INucleus[newLength]; for (int i = 0; i < newLength; i++) newPerceptei[i] = this._nuclei[i]; // Delete the last perception Neuron.Delete(this._nuclei[newLength]); this._nuclei = newPerceptei; } }