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110 lines
3.0 KiB
C#

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