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RandomUtils.cs
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using UnityEngine;
using System.Collections.Generic;
using System;
using System.Linq;
using Random = UnityEngine.Random;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Random utility functions for selecting items from arrays, lists, and weighted sequences.
* Includes helpers for ranged values using Vector2 and basic random picking via Choose().
* Useful for loot drops, randomized behaviors, and probability-based logic.
*
* ============= Usage =============
* var item = Utils.Choose("A", "B", "C");
* var fromList = myList.GetRandomElement();
* var weighted = items.GetRandomElementByWeight(i => i.weight);
* float value = rangeVector2.RandomRange(); // rangeVector2 = new Vector2(min, max)
*/
namespace PiDev
{
public static partial class Utils
{
// Randoms
public static T Choose<T>(params T[] x) => x[Random.Range(0, x.Length)];
public static T Choose<T>(IList<T> x) => x[Random.Range(0, x.Count)];
public static int Choose(params int[] x) => x[Random.Range(0, x.Length)];
public static float RandomRange(this Vector2 v) => Random.Range(v.x, v.y);
public static T GetRandomElement<T>(this IList<T> collection)
{
return collection[Random.Range(0, collection.Count)];
}
public static T GetRandomElementByWeight<T>(this IEnumerable<T> sequence, Func<T, float> weightSelector)
{
float totalWeight = sequence.Sum(weightSelector);
float itemWeightIndex = Random.value * totalWeight;
float currentWeightIndex = 0;
foreach (var item in from weightedItem in sequence select new { Value = weightedItem, Weight = weightSelector(weightedItem) })
{
currentWeightIndex += item.Weight;
if (currentWeightIndex >= itemWeightIndex)
return item.Value;
}
return default(T);
}
}
}