Alice manages a company and has rented some floors of a building as office space. Alice has decided some of these floors should be special floors, used for relaxation only.
You are given two integers bottom and top, which denote that Alice has rented all the floors from bottom to top (inclusive). You are also given the integer array special, where special[i] denotes a special floor that Alice has designated for relaxation.
Return the maximum number of consecutive floors without a special floor.
You are given a 0-indexed string array words, where words[i] consists of lowercase English letters.
In one operation, select any index i such that 0 < i < words.length and words[i - 1] and words[i] are anagrams, and deletewords[i] from words. Keep performing this operation as long as you can select an index that satisfies the conditions.
Return wordsafter performing all operations. It can be shown that selecting the indices for each operation in any arbitrary order will lead to the same result.
An Anagram is a word or phrase formed by rearranging the letters of a different word or phrase using all the original letters exactly once. For example, "dacb" is an anagram of "abdc".
You are given a network of n nodes, labeled from 1 to n. You are also given times, a list of travel times as directed edges times[i] = (u<sub>i</sub>, v<sub>i</sub>, w<sub>i</sub>), where u<sub>i</sub> is the source node, v<sub>i</sub> is the target node, and w<sub>i</sub> is the time it takes for a signal to travel from source to target.
We will send a signal from a given node k. Return the time it takes for all the n nodes to receive the signal. If it is impossible for all the n nodes to receive the signal, return -1.
private Text m_txtCharacterName; private GameObject m_objHPBar; private Image m_imgHP;
public Vector3 mv3Offset; // Start is called before the first frame update voidStart() { GameObject uiUnit = Resources.Load<GameObject>("Prefabs/UI/Unit_Entity"); //获取UI单元 uiUnit.SetActive(false);
// Update is called once per frame voidUpdate() { m_objModel.transform.position = Camera.main.WorldToScreenPoint(this.transform.position + mv3Offset); //从世界坐标系转换为屏幕坐标系,将血条显示在屏幕上 } }