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			110 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			110 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C#
		
	
| using System.Collections.Generic;
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| using UnityEngine;
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| 
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| namespace Game
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| {
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|     public static class GameRandom
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|     {
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|         private static System.Random _random;
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| 
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|         static GameRandom()
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|         {
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|             _random = new System.Random();
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|         }
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| 
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|         public static int Randint(int min, int max)
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|         {
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|             return _random.Next(min, max + 1);
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|         }
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| 
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|         public static float Random()
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|         {
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|             return Mathf.Abs((float)(_random.NextDouble())) % 1;
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|         }
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| 
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|         public static float Random(float min, float max)
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|         {
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|             return Random() * (max - min) + min;
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|         }
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| 
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|         public static float RandomRot(float rot, float angle)
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|         {
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|             var ret = rot - angle / 2 + GameRandom.Random(0, angle);
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|             return ret;
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|         }
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| 
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|         public static Vector3 RandomDir(Vector3 dir, float rot, float forbidRot)
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|         {
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|             var rotHalf = rot * 0.5f;
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|             var forbidRotHalf = forbidRot * 0.5f;
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|             var vNew = dir;
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|             if (rotHalf == 0) return vNew;
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|             if (rotHalf <= forbidRotHalf)
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|                 forbidRotHalf = 0;
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| 
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|             var rotAdd = Random(forbidRotHalf, rotHalf) * RollSymbol(0.5f);
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|             vNew = Quaternion.AngleAxis(rotAdd, Vector3.up) * vNew;
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|             return vNew;
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|         }
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| 
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|         public static Vector3 RandomVector3(float min, float max)
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|         {
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|             return new Vector3(Random(min, max), 0, Random(min, max));
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|         }
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| 
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|         public static Vector3 RandomVector3(Vector3 vec, float range)
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|         {
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|             return vec + RandomVector3(-range, range);
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|         }
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| 
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|         public static T Pick<T>(List<T> list)
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|         {
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|             return (list.Count > 0 ? list[Randint(0, list.Count - 1)] : default(T));
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|         }
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| 
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|         public static List<T> Sample<T>(List<T> list, int pickNum)
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|         {
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|             var listCount = list.Count;
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|             if (listCount <= pickNum)
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|             {
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|                 return list;
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|             }
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| 
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|             var ret = list.GetRange(0, pickNum);
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|             for (int i = pickNum; i < listCount; i++)
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|             {
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|                 if (i / listCount > Random())
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|                 {
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|                     ret[Randint(0, pickNum)] = list[i];
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|                 }
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|             }
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| 
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|             return ret;
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|         }
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| 
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|         public static void Shuffle<T>(List<T> list)
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|         {
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|             var listCount = list.Count;
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|             for (int i = 0; i < listCount; i++)
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|             {
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|                 var targetIndex = Randint(0, listCount - 1);
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|                 (list[i], list[targetIndex]) = (list[targetIndex], list[i]);
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|             }
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|         }
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| 
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|         public static T Pick<T>(HashSet<T> set)
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|         {
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|             return Pick<T>(new List<T>(set));
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|         }
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| 
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|         public static bool Roll(float chance)
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|         {
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|             return Random() < chance;
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|         }
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| 
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|         public static float RollSymbol(float chance)
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|         {
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|             return Random() < chance ? 1 : -1;
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|         }
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|     }
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| } |