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PRandom.cs
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72 lines (62 loc) · 1.87 KB
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using System;
using System.Collections.Generic;
using UnityEngine;
// Class for facilitating predictable psuedo-random functionality
// such that the same sequences of RNG can be replicated.
public static class PRandom
{
public enum RNGIndex
{
//...
NUM_INDEXES
}
static Dictionary<RNGIndex, System.Random> sRNGs = null;
public static Dictionary<RNGIndex, bool> sRNGsEnabled = null;
public static void InitIfNeeded()
{
if (sRNGs == null)
{
sRNGs = new Dictionary<RNGIndex, System.Random>();
sRNGsEnabled = new Dictionary<RNGIndex, bool>();
for (int i = 0; i < (int)RNGIndex.NUM_INDEXES; ++i)
{
sRNGs.Add((RNGIndex)i, null);
sRNGsEnabled.Add((RNGIndex)i, false);
}
}
}
public static void SetSeed(RNGIndex rngIndex, int seed)
{
sRNGs[rngIndex] = new System.Random(seed);
}
public static float GetFloat(RNGIndex rngIndex)
{
if (sRNGsEnabled[rngIndex])
{
return (float)sRNGs[rngIndex].NextDouble();
}
else
{
// This PRNG is disabled, default to Unity Random
return UnityEngine.Random.value;
}
}
// min and max inclusive float
public static float GetRange(RNGIndex rngIndex, float min, float max)
{
return Mathf.Lerp(min, max, GetFloat(rngIndex));
}
// min inclusive, max exclusive integer
public static int GetRange(RNGIndex rngIndex, int min, int max)
{
if (sRNGsEnabled[rngIndex])
{
return sRNGs[rngIndex].Next(min, max);
}
else
{
// This PRNG is disabled, default to Unity Random
return UnityEngine.Random.Range(min, max);
}
}
}