Files

95 lines
3.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace EscapeRoomEngine.Engine.Runtime.Utilities
{
public static class Utilities
{
#region Math
/// <summary>
/// Returns whether a position relative to some placement is inside its dimensions.
/// </summary>
/// <param name="position">The position to check, relative to the placement.</param>
/// <param name="placement">The placement to check the position against.</param>
public static bool IsInsideRelative(this Vector3Int position, Placement placement)
{
return position.x >= 0 && position.z >= 0 && position.x < placement.size.x && position.z < placement.size.y;
}
#endregion
#region Randomness
/// <summary>
/// Return a random value in a range, including the last value.
/// </summary>
public static int RandomInclusive(int from, int to) => Random.Range(from, to + 1);
#endregion
}
public static class ListExtensions
{
/// <summary>
/// remove the first element from a list and return it.
/// </summary>
public static T Pop<T>(this List<T> list)
{
var element = list[0];
list.RemoveAt(0);
return element;
}
/// <summary>
/// remove a random element from a list and return it.
/// </summary>
public static T PopRandomElement<T>(this List<T> list)
{
var index = Random.Range(0, list.Count);
var element = list[index];
list.RemoveAt(index);
return element;
}
/// <summary>
/// Return a random value from a list.
/// </summary>
public static T RandomElement<T>(this List<T> list) => list[Random.Range(0, list.Count)];
/// <summary>
/// Perform a Fisher-Yates shuffle on a given list, leaving it in a random order.
/// </summary>
public static void Shuffle<T>(this List<T> list)
{
for (var n = list.Count - 1; n > 0; n--)
{
var i = Utilities.RandomInclusive(0, n);
var j = Utilities.RandomInclusive(0, n);
(list[i], list[j]) = (list[j], list[i]);
}
}
}
public static class Vector2IntExtensions
{
/// <summary>
/// Project a 2D vector onto the floor in 3D space.
/// </summary>
public static Vector3Int ProjectAtFloor(this Vector2Int vector) => vector.ProjectAtHeight(0);
/// <summary>
/// Project a 2D vector onto a specific height in 3D space.
/// </summary>
public static Vector3Int ProjectAtHeight(this Vector2Int vector, int height) =>
new Vector3Int(vector.x, height, vector.y);
}
public static class FloatExtensions
{
public static TimeSpan ToTimeSpan(this float seconds) =>
new(0, 0, 0, Mathf.RoundToInt(seconds), 0);
}
}